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ESOTERICA FROM THEDAS

VOLUME 4: ORGANISATIONS

E soterica from T hedas


V olume 4: O rganisations
By
Doug Newton-Walters

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

If you choose to play a Dalish Mage modify your


character as follows:
Add 1 to your Cunning ability. This represents
the lore and training you have received from
your Keeper.
Pick one of the following ability focuses: Magic
(Arcane Lance) or Cunning (Natural Lore).
You can speak and read the Trade Tongue. You
can speak and read Elven.
Take the mage class.
Roll twice on the following table for additional
benefits. Roll 2D6 and add the results together. If
you get the same result twice, re-roll until you get
something different.

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

The Antivan Crows are one of the most infamous


organisations in Thedas, renown throughout
the lands as ruthless assassins and remorseless
manipulators. Such a day job is hardly for the faint
of heart and so the overwhelming majority of the
Crows are orphans and slaves bought like cattle.
Crow initiates are owned by the organisation and
spend their entire lives enacting its will.

If you choose to play a Crow Initiate modify your


character as follows:

To be a Crow Initiate is a harrowing experience,


every day could be their last as they are put through
rigorous and deadly exercises to prepare them for a
life of murder. Most succumb to their brutal training
or are killed by other Initiates during the weeding
out process, until only a few hardened killers remain.
A childhood of violence breeds a singularly efficient
killing machine.

You can speak and read the Trade Tongue and


Antivan.

The most a Crow can hope for is to rise through the


ranks, gaining power and prestige. They can dictate
the organisations direction and goals, but no matter
the power they will always be a Crow, forever
trapped on an endless path soaked in blood.

Add 1 to your Dexterity ability. You have to be


quick to survive Initiation into the Crows.
Pick one of the following ability focuses:
Dexterity (Stealth) or Willpower (Self
Discipline).

D r a g o n A ge

B ackgrounds

Take the rogue class.


Choose whether your character is a human, elf
or dwarf. Dwarves are rare but valuable as they
can access the lucrative Orzammar market.
Roll twice on the following table for additional
benefits. Roll 2D6 and add the results together. If
you get the same result twice, re-roll until you get
something different.

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

If you choose to play a Thedosian Noble modify your


character as follows:
Choose whether you are a Fop, Schemer or
Leader. Fops add 1 to their Communication,
Schemers add 1 to their Cunning and Leaders
add 1 to their Strength.
Pick one of the following ability focuses:
Communication (Leadership or Etiquette),
Cunning (Evaluation or Military Lore), or
Strength (Intimidation).
Choose a class. You can play either a rogue,
warrior, or civilian.
Choose whether your character is an Anderfel,
Antivan, Fereldan, Free Marcher, Navarran,
Orlesian, Rivaini, or Tevinter. You can speak
and read the Trade Tongue and your Mother
Tongue.
Roll twice on the following table for additional
benefits. Roll 2D6 and add the results together. If
you get the same result twice, re-roll until you get
something different.

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

Red Sister Foundling


Due to the many plagues, wars and natural disasters
in Thedas it is awash with the destitute. Many of
these are children. If they arent taken in by the
Chantry they spend their lives in the gutter, begging
anf stealing where they can.
In honour of their founding, the Red Sisters take in
any orphans or urchins willing to join their cause.
Most often these are girls, but young boys are also
recruited.
They are taken into the forests and raised as trackers
and hunters, for the sole purpose of taking the fight
to the dark places of Thedas.
Each Foundling is trained with the Seheron chain
axe, a lethal weapon that requires years of practice
to master. Their reach, flexibility and brutality
make them perfect weapons against the speed and
resilience of a werewolf.
For the Red Sisters they gain recruits for their endless
struggle, for the foundlings they gain a family and a
purpose.

P laying

F oundling

If you choose to play a Red Sister Foundling modify


your character as follows:
Add 1 to your Cunning ability. Foundlings are
trained to rely on their wits.
Pick one of the following ability focuses:
Cunning (Natural Lore) or Dexterity (Tracking).

D r a g o n A ge

B ackgrounds

You can speak and read the Trade Tongue and


one other language of your choosing.
Take the rogue or warrior class.
Choose whether your character is a human, elf
or dwarf.
Roll twice on the following table for additional
benefits. Roll 2D6 and add the results together. If
you get the same result twice, re-roll until you get
something different.

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

When the Qunari first appeared in Thedas, they came


from the North.

If you choose to play a Seheron Dissident, modify


your character as follows:

Before anyone on the mainland had realised, Par


Vollen and Seheron had been completely taken over.
It was from there that the Quanri launched their
attempt to enlighten the lost of Thedas.

Add 1 to your Perception ability. Your senses


become honed as a dissident.

Although they failed in their attempts at converting


the mainland, Seheron was effectively made Qunari.
Since that time, the majority of its population live as
Qunari.
However a small proportion of them, escaping to
the remotest parts of the island, have maintained a
continual guerilla war against the invaders. These
dissidents sabotage Qunari works, infiltrate their
organisations and de-stabilise the system.

Pick one of the following ability focuses:


Dexterity (Stealth) or Cunning (Qun).

You can speak and read the Trade Tongue, Seheron and
Qunari.

Take the rogue or warrior class.


Your character is a human.
Roll twice on the following table for additional benefits.
Roll 2D6 and add the results together. If you get the same
result twice, re-roll until you get something different.

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

In the following pages you will find information on


many organisations found in Thedas as well as facts
on their structure, goals and so on. Each organisation
has its own unique hierarchy and customs which
all members are expected to honour. These are
presented in a table like this one:

O rganisational S tructure
Areas

Particulars

Affiliates
Assets
Expertise
Enemies
Leaders
Status

J oining

an

O rganisation

Organisations arent something you just receive when


you reach a certain level. They require contacts with
members, performing rituals, tasks or assignments
and swearing oaths of allegiance.
There is no level limitation on when you can join
an organisation so long as you have the mechanical
prerequisites. Normally organisations either raise
their members (like the Crows) or only accept
experienced ones. Its unusual for level 1 or 2
characters to be selected on merit alone. You can
however start as part of an organisation from level 1
if you have the correct prerequisites. This represents
you either being raised in the organisation or coming
to it very early. Examples of this include the Circle of
Mages, Antivan Crows and Qunari Beresaad.

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).

Each organisation provides bonuses to its members,


reflecting the exclusive training and singular mindset of the organisation in question.
Gain 1 attribute bonus. Record this in
parentheses next to the attribute.
Gain 1 degree in a talent.
Gain an organisation specific bonus.
Gain 1 focus.
These are found in each organisation entry listed
later in this section.
It is up to the GM to decide when, how or even if
a player receives these organisational bonuses. The
simplest option is to give them all to the player as
soon as they go through whatever esoteric joining
ritual is required. However you can just as easily
spread these bonuses across levels or hand them out
based on significant milestones overcome during
play. Alternatively you can ignore some or all of
these bonuses and treat the organisation as merely
a part of the characters background and roleplaying
aspects.

L eaving

an

O rganisation

Once joined a character cannot leave an organisation


easily. Many organisations expect eternal loyalty and
take a dim view on deserters. Even if you do manage
to extricate yourself from an organisation you may
find that you have a hard time dealing with anyone
from or associated with the organisation. You suffer
-2 to all interaction tests with the organisation and its
allies if you leave it (see the bonus in each entry, you
effectively reverse this).
The organisational bonuses a player receives arent
permanent, as they reflect the exclusive training
afforded the player by their association. As soon as
they sever ties with the organisation they lose that
training as well. This is not true of specialisations they
may have learned whilst joined to an organisation,
although leaving with the trade secrets of an
organisation is a dangerous proposition and may
incur retaliation.
A player may never be part of more than one
organisation at a time. If you wish to join another
organisation you must leave the one you are
currently in. A character that flits from organisation
to organisation will lose all the bonuses from each
one but accumulate a growing number of interaction
penalties reflecting the trail of angry organisations
left in their wake. On the other hand this does lend
itself to some fun roleplaying scenarios.

THE RISK OF JOINING


As an optional rule you can incorporate risk
into joining any organisation. This puts them
in line with becoming a Grey Warden. Whether
through secret life-threatening rituals, hazing
gone wrong or botched initiation mission, joining
any organisation is risky. Whenever you do join
an organisation roll 3D6. If you roll a triple the
character has met with some kind of misfortune
and died.

D r a g o n A ge

O rganisations

This functions the same way as the Grey Warden


joining ritual and should only be used if such a
ritual is also being employed. Similarly, if you
dont see the point in threatening characters with
death if you dont want to actually kill them, such
a test need not be taken for any character joining
any organisation.
A sense of challenge can still be generated by
inflicting penalties on a characters tests or reducing
Health for a certain number of days due to the side
effects of said ritual/hangover/post traumatic
stress from committing your first murder etc. The
lead up to the joining of an organisation can also
be arduous, presenting the character with difficult
tasks rather than a test or die scenario.

B reaking

the

R ules

If you want to make things easy you can limit players


to those organisations they have the prerequisites to
join. However life isnt quite that black and white
and many of the most famous fantasy heroes are
those that broke the mould and joined elite warrior
brotherhoods they wouldnt normally be able to join.
If the GM allows and the player has a particularly
compelling roleplaying reason for their character to
join an organisation (or the GM has planned it that
way) then a character can join any organisation. A
particularly honourable and valiant human warrior
that saved the lives of a party of dwarves might be
allowed to join the Legion of the Dead, despite its
ostensibly being a dwarf only organisation. Some
organisations lend themselves to this more than
others; it would be extremely hard for a human to
join the Dalish Gift extremists for example.

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

To see the Ash Warriors on the battlefield is to


see a force of nature unleashed. Man and mabari
howling as they charge into battle, the reek of kaddis
following them and the scent of death on the air.
When they get into melee the only sound to drown
out their growls and warcries is the screams of their
enemies as they are hacked and torn to pieces. It is
rare for the Ash Warriors to retreat from battle, not
necessarily because their honour codes forbid it, but
because they are worked into such a frenzied state
that they can become oblivious to the changing tide
of battle.
The Ash Warriors are much respected in Ferelden
for their age and great deeds. When King Calenhad
united the warring tribes of Ferelden, the Ash
Warriors fought by his side, their ferocity and loyalty
helping tip the tide of war. That they all must have
the trust of a mabari also goes along way to increase
their popularity.
Joining the Ash Warriors
requires a certain toughness
of personality. You will not
only be joining an honoured
brotherhood stretching back
before Calenhad, but you will
be fighting at the forefront
of battle in the very jaws of
death. It goes without saying
that to become an ash warrior
you must already possess a
mabari companion, they will
not give you one. That is one
part of the blood trials that you
must undergo.
If you already have a companion
then you have proven your worth
in the eyes of the mabari, but there still
remains long days ahead full of violence
and blood as you are initiated into the darker
aspects of the berserker. Once you have been
accepted into the Ash Warriors you are expected to
show deference to dwarves as the originators of your
tradition, and to answer the call to arms when it is
made.
The emblem of the Ash Warriors is a stylised mabari
head drawn in the swirling pattern used in kaddis
marking.
The Ash Warriors will take anyone worthy, although
they have less respect for Elves and non Ferelden
humans. Dwarves would be honoured if they joined.

O rganisational S tructure
Areas

Particulars

Affiliates

Ferelden military, lawful organisations

Assets

Keeps, kennels and training grounds

Expertise

War, mabari training

Enemies

Illegal institutions, dark creatures

Leaders

Ash Commander and Kennel Master

Status

Renown throughout Ferelden

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

Ash Warriors stick to their traditions and have


distinct priorities. Caring for their mabari is a central
part of their identity and they wont take kindly to
being separated from them. Kaddis has an extremely
strong smell but the Ash Warriors have long since
become accustomed to it; this is not necessarily true
for their travelling companions.

D r a g o n A ge

A sh W arriors

As they are an officially recognised warrior order


they can be called upon by the state in times of need.
Ash Warriors are bound to answer this call which
can sometimes put a damper on the goals of their
friends. They dont stand on ceremony but will be
polite and respectful of dwarves and at least mildly
dismissive of elves.

A dventure H ooks

C lasses
Primary Classes

Secondary Classes

Warrior

F avoured S pecialisations

A local Bann has called for aid from the Ash


Warriors and they have requested a player
member help. Unfortunately the Bann is
someone the players have recently disagreed
with and cant stand.

Berserker.

Ash Warriors on the hunt for traitors to


Ferelden mistake the party for their prey.

O rganisational B onuses

Someone is killing mabari and the Ash Warriors


are out for blood.

Gain 1 point in Willpower or Constitution to


represent the resilience you need to become an
ash warrior.
Gain 1 degree in a talent.

Blight tainted mabari have been unleashed into


small towns, killing and infecting everyone. The
only clue is that they possess the emblem of the
Ash Warriors.

Ash Warriors respect the culture of dwarves more


than most Chantry worshippers. You gain +2 to
any interaction tests with dwarven groups that
know you are an ash warrior (and actually care).
Gain 1 Strength focus.

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

Mercenaries, Ferelden military, guilds

Assets

Armoury, stables, liaisons, messenger network

Expertise

Guard, defence, quick assaults

Enemies

Brigands, thieves, corrupt nobles

Leaders

Captain Raelnor, Second Taoran

Status

Renown in Ferelden, Free Marches

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

Blackstone Irregulars follow a disciplined lifestyle.


You arent required to be with the company at all
times but are expected to jump when the Captain
orders. Failure to fulfil your obligations can have
you executed for mutiny. However under Taorans
command things are far more relaxed. The lapsed
discipline comes at a cost though as Taoran takes
shady deals and a cut of his mens profits.

D r a g o n A ge

B lackstone I rregulars

Depending on who you side with in the Irregulars


you will affect your party members in different
ways. Associating with barely legal riffraff or being
constrained under restrictive orders. The group may
find themselves diverted from their goal because you
were ordered on a job.

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.

The shady merchant you have been


investigating has hired Taorans thugs to protect
his merchandise. However one of you is also an
Irregular.
Two soldiers both claiming to be Irregulars
ask the party to help them fight off a band of
brigands led by the other soldier.
A liaison in the next town approaches a player
Irregular with a job; employment under the
corrupt official they were chasing.
A town recently attacked by darkspawn is now
being held hostage by Blackstone Irregulars
demanding payment for the protection they
provided.

The Blackstone Irregulars have contacts within


the military of Fereldan. You gain +2 to any
interaction tests with the Ferelden military.
Gain 1 Strength focus.

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

sustaining deep lacerations and burns that marked


them as dragonslayers. Its heart still pumping as its
life blood gushed forth, the brothers drank deeply.
Legends says that the power coursing through them
caught the attention of darker forces within the Fade
and the Blood Takers were born from that union.
In Avvar religion there exist many different minor
deities, demi-gods in the dreaming called Noldr. It
is these dark powers the brothers allegedly attracted
and bound in blood pact and later taught to those
who wished to join their clan.
Blood Takers are not a clan in the traditional sense,
being bound by blood spilt rather than blood borne.
Modern Avvar culture practices blood rites less
and less, so those seeking out the Blood Takers
are considered conservatives and traditionalists.
However despite being seen as quaint customs,
the blood rites practiced amongst the Blood Takers
do not bear the stigma and condemnation found
amongst Andrastian cultures.
Clansmen of the Blood Takers
put battle and death above all
other pursuits and count only
the heads they have taken in
battle as a measure of their
prowess. With enemies on
either side of the Frostbacks
the Avvars are not short of
battles to fight or heads to take.
As part of their traditions they
routinely drink the blood of
their defeated foes as a means to
gain their power. The blood-letting
and drinking rituals of the clan are
integral to their identiy and they firmly
believe there is power found within
blood. Every member attempts to use their
blood rite to attract the attention of the Noldr
just as the founders of the clan did centuries passed.
Once they have their shadowy patron, their bloodletting increases tenfold as a violent veneration and
payment for their dark power.
The Blood Takers use a fairly simple image as their
emblem in keeping with their direct philosophies.
It consists of a black field with stark red symbols
representing the origins of the clan. A blade creating
a gash from which three blood drops leak. Each
representing one of the three brothers that founded
the clan and the power blood grants those who seek
it.
Each warrior takes on the blood power in a different
way, depending on their natural predilections.
However regardless of style, the supernatural powers
granted by the Noldr always revolve around the use
of blood, whether the warriors or their victims. The
visage of a warrior in the grip of his blood frenzy is
terrible to behold and many stalwart veterans have

been known to turn tail and run at the mere sight of


a Blood Taker. To the warriors of the clan however, it
matters not whether their foe faces them or turns and
runs. They are the enemy and their blood is forfeit.
Avvars consider the people of other lands weakwilled and indolent. As such it takes quite a show of
prowess to convince them to grant membership into
the clan.

O rganisational S tructure
Areas

Particulars

Affiliates

Avvar clans

Assets

Meeting lodges, sacred caves, stores

Expertise

War and terror tactics

Enemies

Orlesian and Fereldan militaries

Leaders

Crimson Blade Alef, Bloodletters

Status

Renown amongst Avvars, infamous in


Ferelden and Orlais

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

To be a Blood Taker is to give in to your inner beast.


Blood Takers are atavistic warriors who put victory in
battle and the reward of the foes blood over all other
earthly things. Battle and blood are your friends and
the Blood Taker clan your family.
Blood Takers are fatalistic, as one would expect for
such a violent organisation. Only through conquering
death and consuming the foes power will they
better themselves and should they eventually die
themselves, then they are content with their opponent
absorbing their own power. The power of blood is
thus the power of the world, neither being created
nor destroyed, merely changing from one creature to
another in a never ending cycle of violence.

D r a g o n A ge

B lood T akers

Blood Takers have no qualms about killing anyone


who gets in their way, murder is a way of life for
them. However they much prefer to take on skilled
opponents, those whose prowess can be added to the
clansmans. This can often get the clansman and their
allies in trouble when they suddenly attack a local
knightly hero to eat his heart and drink his blood...

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

to rest on its laurels however as the second Bight


precipitated by the appearance of Zazikel flooded
into Thedas from the Anderfels.
Drakon led his Chevaliers in another bloody
campaign at the head of an Andrastian host to drive
the darkspawn from the lands of men. In so doing
he extended his own borders until they incorporated
the Anderfels and all of the Free Marches. His virtue
and strength was respected by the Grey Wardens
that had taken up residence in Weisshaupt and they
eventually turned to Andrastian worship themselves.
Throughout the following decades the Blight raged
on and Drakon never lived to see it end. His successor,
Drakon II, was unable to keep control of the lands he
had taken and the Empire shrank to a more modern
size. Still the Blight was ended and peace reigned
throughout most of Thedas, although it wouldnt last
long. However it wouldnt be a
Blight that upset the order of
things, it would be from within
the Chantry itself.
The Chantry began abusing the
trust and goodwill they had
with Orlais, using the Chevaliers
as their own personal knightly
order. They would send them
on missions chasing apostate
mages, or anyone that refused
the Chant of Light. The Emperor
began to object to his own knights
being used as the Chantrys own
militant arm and the Chevaliers
became torn between the oaths to their
Emperor and their faith in the Chantry.
Discord turned into bloodshed and the
Orlesian Empire grew dangerously close to civil
war. In an effort to prevent such a possibility the
Emperor parleyed with the Chantry and proposed
a compromise. The Chevaliers would stay a wholly
Orlesian entity and the Chantry could raise its own
military forces. This directly led to the Nevarran
Accords with the infamous Inquisition, combining
their forces and creating their own military arms, the
Chantry Templars and Seekers of Truth.
From this point on the Chevaliers lost some face,
unable to draw direct support from the Chantry who
were now entirely happy with the military forces
they controlled. Still the Chevaliers gained social
considerations previously unheard of; they had
complete freedom to deal with the peasantry as they
saw fit, governing their lands and people however
they wished. From this point on the temptation to
abuse that power hung over the shoulder of every
Chevalier and not all stood up to the challenge.
Chevalier recruits are put through a gruelling
training regime and are instilled with the highest
codes of honour and chivalry. They place this honour

above their own lives and will gladly receive death


as a punishment if theyve failed to uphold their
duties. This harsh training and mental conditioning
results in one of the greatest warrior orders in all
of Thedas, a fact the Orlesian Empire has exploited
many times in the past. The subjugation of Ferelden
and rumoured atrocities committed therein was led
by the Chevaliers.
The Chevaliers use the Orlesian lion as their
heraldry, rampant with a sword gripped in both
hands. Beneath this fearsome symbol lies the wreath
of peace, symbolically displaying the dual role of
the Chevaliers as both fearless warriors and Orlais
peace makers.

O rganisational S tructure
Areas

Particulars

Affiliates

Mercenaries, Orlesian military

Assets

Armoury, Keeps, treasury

Expertise

Total War

Enemies

Brigands, thieves, enemies of Orlais

Leaders

First Knight Alonso, Castellan Odette

Status

Renown across Thedas, infamous in Ferelden

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

To join the Chevaliers is to accept a life of discipline


and honour, to be held up to the highest standards.
It goes without saying that only the nobility of Oralis
can join the Chevaliers and doing so is a quick way to
bring honour to your family and increase your own
social standing.
Many an Orlesian exile has joined the Chevaliers to
regain the honour they have lost. A Chevalier is a
highly desirable marriage proposition. However the
Prima Cheval, the freedom of the Chevalier to act as
he sees fit can be an awful temptation to those with
a weaker will and creating both fear and awe in the
average person.

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

No force in Thedas is as misunderstood and feared


as magic. Yet magic has been part of the culture of
all the peoples of Thedas since time immemorial,
whether they understood it as such or not. Ancient
shamanistic practices involving the taking of animal
forms or conversing with the dead all have their
roots in the same magical processes that modern
mages use.
It is said that the earliest true practitioners of magic
where the Elves of Elvenhan and that perhaps their
purported immortality was a result of this craft.
Then came the time of the Tevinter magi led by
Archon Thalsian, who legend
claims wielded the blood
magic of the old gods. He tore
down the elven homeland
and scattered the people to
the winds, enslaving what
remained. The reign of the
Tevinter magisters lasted
hundreds of years until the
Imperiums downfall at the
hands of a combined force
led by Andraste. After this
magic was seen as abhorrent
and unnatural and mages were
persecuted for the crimes of their
Tevinter fellows.
Over time as the Chantry established
its power and centralised its control
from within Emperor Drakons Orlesian
empire; mages were regulated and controlled
by the Chantry itself. In the earliest stages of the
Chantry all mages under its control were kept
confined within all Thedosian Chantries, forced to
use their power to keep the eternal flame alight. This
rankled with the magi who detested being glorified
servants and unrest swelled across the Chantrys
domains, centred on the Grand Cathedral itself.
Divine Ambrosia, fearing a rebellion, almost ordered
an Exalted March on her own cathedral. Only the
intervention of the soldiers trained to guard the magi
prevented her from doing this. These early templars
convinced her to segregate the magi into their own
organisation where they could practice magic under
the chantrys watch. The Templars were officially
invested as invigilators of all Thedas magi and the
Circle of Magi was formed.
The Circle of Magis main goal is the regulation of
magic in Thedas. To the average person it is a place
where potential mages can be protected, but to
many with the gift it is merely a gilded prison with
an executioner at every corner. Mages are taken as
children, usually before puberty. They rarely if ever
see their families again. To be revealed as a mage has
long lasting consequences for a person, their family

22

and community. Mages cannot inherent land or


wealth from their family, even the nobility are not
exempt from this law. Many a noble family has lost
its heir apparent to the Circle.
Any mage not part of the Circle is declared Apostate
and actively hunted by the Templars. A mages life is
not his own so even one that has never encountered
the Chantry or the Circle is considered an Apostate
by default. More reviled than the Apostate is the
Maleficarum, a mage that has delved into the
forbidden art of blood magic. Templars tend to
capture Apostates but will almost always kill
Maleficar on sight, so abhorrent and feared are they.
It is the irony of the Circle that fear of the Templars
may drive Apostates to learn
blood magic in an effort to
protect themselves from their
hunters. All mages within the
Circle have a phylactery of
their blood that a Templar can
use to track them, dissuading
thoughts of escape.
Those with the gift are given
only two choices, train in the
Circle or be made Tranquil.
The Tranquil are cut from their
magic and lose their emotions
as a result. They are inhumanly
patient and calm, making them
excellent
craftsmen.
However
there is some suggestion that being
made Tranquil is a horrible fate. Some
have temporarily reverted to their normal
state and begged for death before becoming
Tranquil again. Once an Apprentice Mage has
been through all the training they can receive they
must undergo their Harrowing. This terrifying
experience is supposed to harden their mind to
demonic influence, or kill them in the attempt. They
travel into the Fade and confront the demons that
dwell there. Should their body become possessed
a Templar standing watch will kill them without
hesitation.
Each kingdom in Thedas possesses a Circle of Magi,
even the Tevinter. In fact the oldest circle of magi in
Thedas is found in Tevinter, under the command of
the Imperiums own Divine. The College of Magi
consisting of representatives from all the Circles
(except those in Tevinter) convene in Cumberland
Nevara regularly to discuss policy and elect a new
Grand Enchanter, the representative of magi as a
whole to the Divine.
Over the ages each Circle has developed its own
unique culture and traditions, influenced by the lands
it recruits from and the ideologies of the leaders it
elects. Over time several fraternities have developed
within all the Circles, reflecting certain philosophical
leanings and scholarly methods. Most magi belong

to one of these fraternities and they continually vie


for power within the Circles like political parties.
First Enchanters commonly favour the policies and
philosophy of the Fraternity they belong to, ensuring
the continual political manoeuvring of the fraternities
to position their own candidates in the seat of power.
The Circles emblem is appropriately a quartered
circle displaying the four runic symbols of the
four schools of magic, Entropy, Primal, Spirit and
Creation. This represents the continuum of magic,
one school leading into the next in an unbroken
circle. It is important to note that neither elven Keeper
magic nor forbidden blood magic appears within the
heraldry. The reasons for this are manifold but can
be distilled down to two basic premises, hubris and
philosophy. Many magi believe the four schools are
the only pure magic in Thedas, Any other magic is
a distortion at best and an abomination at worst. This
leads into the philosophies underpinning magical
academia in Thedas. Some do not consider the four
schools pure expressions of magic so much as the
basis of all magic. Just as fire is hot, magic is creation,
primal, entropy and Spirit. Using magic from one of
these schools is tapping into the fundamental essences
that make up magic. By extension other magical
forms are merely versions of these four fundamental
principles. Blood magic is thus an extended form of
Entropy and Spirit, where the caster combines the
energies of the Walking Bomb and Drain Life fields
of these schools to generate a more powerful result.
The Circle consists of several ranks that a mage will
ascend as their experience increases. All potential
magi start as Apprentices and are taught to control
and harness their power. Once they pass their
harrowing they become a Mage and a full member
of the Circle with all the corresponding rights and
privileges. Experienced Magi become Enchanters
and are expected to teach others. The most powerful
of Enchanters become Senior Enchanters and form
a council to oversee Circle policy. From the Senior
Enchanters a First Enchanter is elected, the head of
the Circle and ultimate arbiter. The First Enchanter
is required to liaise with the Templars through the
Knight-Commander.
Joining the Circle is not normally voluntary. The
greater majority of magi within the Circle will have
been forcibly taken from their families and raised
by the Circle itself. On rare occasions Apostates will
voluntarily join the Circle, or Templars may capture
one and force them to join. In general though the only
requirement to become a Circle Mage is to possess
the ability to manipulate magic. In fact it is much
easier to join the Circle of Magi than it is not to...

of

M agi

O rganisational S tructure
Areas

Particulars

Affiliates

The Chantry, Templars

Assets

Circle Towers, shops, research outposts

Expertise

Magic and its use

Enemies

Radical Andrastians, Blood Mages

Leaders

First Enchanters, Grand Enchanter Fiona

Status

Renown across Thedas

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 circle mage is caught between two worlds. Forced


into servitude as soon as they are discovered, they
are expected to use their skills for others. The fear
and loathing they receive from much of the populace
often causes them to become withdrawn and distant.
Only the company of other mages will usually let a
mage drop their walls and let their true self show.

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

Lastly the sudden abundance of dragon carcasses


saw the dragon bone and hide industry skyrocket.
Nevarra became the centre of a huge, exclusive
and disgustingly wealthy dragon fashion industry.
Dragon bone became the material of choice amongst
the ruling elite across Thedas, associating the wearer
with the heroism of the Dragon Slayers. Dragonbone
weapons were seen as symbols of the Dragon Slayer
and none possessed more or in as much quality as
the Pentaghast clan. It is said that their family hall
was buttressed and vaulted with dragon bone and
that the tapestries were worked into whole dragon
hides.
The Dragon Hunters developed extremely effective
techniques to bring down their prey. They used decoy
teams to flood the nest, driving out the dragonlings
and drakes until they enraged the high dragon and
she descended upon them. When the high dragon
was engaged hidden warriors would fire rope tied
arrows through the dragons membranous wings,
tangling them up and preventing her from flying.
Once confined to the ground a Dragon Hunter
would step forward as the
designated slayer and fight
the dragon to the death. No
one would interfere in this
bout and more than one
Dragon Hunter lost life or
limb from an enraged high
dragons steel trap bite.
Those that did not however
proved their manhood and
courage in a way no other
man could match and would
forever more be known as a
Slayer. A Slayer kept the skull
of their kill as a sign of their
complete dominion over life and
death. The number of Dragon Slayers
in your clan and dragons they had
killed became a de facto measure of social
standing and success. Nobility and power
became synonymous with being a Slayer, so much
so that many people of the lower classes attempted
to slay dragons themselves in order to better their
lot in life.
One of the most famous Dragon Hunters in history,
Thadeus the Dragonbreaker. He came from obscure
origins but his feats were legendary. Eschewing
a retinue of helpers Thadeus became known for
fearlessly jumping onto a dragons back and riding
it through the air, clinging to it with nothing but a
set of crampons and his steely grip. Wielding a truly
massive maul called Shatter, Thadeus would proceed
to pulverise the spine and skull of the dragon until it
died whereby he rode it into the ground. His exploits
earned the attention of the heiress to the Pentaghast
clan and he eventually married her, becoming the

first commoner to be elevated to the nobility on his


actions alone.
The days of the Dragon Hunters were short-lived
however. Barely one hundred years after the first
Dragon Hunter brotherhood was formed the dragon
was declared extinct throughout Thedas. The
dragonbone trade again became a rare and expensive
business and the glory of the Dragon Hunters began
to fade. The Dragon Hunters, undaunted continued
to search for worthy foes. They chased darkspawn
ogres, bereskarn, deep ones and any dragon sightings
no matter how unlikely. It wasnt until the Dragon
Age that hope was rekindled for their brotherhood.
With the return of the dragons the Dragon Hunters
could again come to the fore and show their quality.
Many had forgotten the glory of the old days or
scorned past deeds as flights of fancy or overblown
legends but those in Nevarra knew differently.
The emblem of the Dragon hunters consists of a
purple field with a cream dragon skull pierced
with the sword of the Pentaghast. It is instantly
recognisable by anyone in Thedas as the symbol of
heroes and garners respect from people in all walks
of life. If the bearer also possesses black banding
then all will know they are a Slayer, mightiest of the
mighty.
To join the Dragon Hunters generally requires blood
ties to the Pentaghast clan or one of the other ancient
families. However like Thadeus of old there is still
the ability for a person from outside the blood to
join, assuming they can prove their worth. To be a
Dragon Hunter is to put honour and courage above
everything else, even family and life. It is to seek out
the most dangerous creatures in Thedas and confront
them with no intention of retreating. Anyone that
can do this will live on forever in the memories of the
living as a true hero.

O rganisational S tructure
Areas

Particulars

Affiliates

Nevarran Nobility/Government

Assets

Keeps, mansions, dragon produce stockpiles

Expertise

Big game hunting

Enemies

Rival hunting groups

Leaders

Slayers, Hunt Master Krandis

Status

Renown across Thedas

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

Dragon Hunters are proud warriors who revere their


legendary lineage. The weight of history rides on their
shoulders and they eagerly leap into battle with the
most dangerous of beasts in honour of that past. They
take up quests to slay beasts terrorising local villages,
seeing it as a test and a duty. However their pride can
slip into hubris and arrogance if left unchecked.

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

the future they fight for. This oath takes precedence


over any orders given by an elfs clan and can
sometimes cause friction as a Dalish hunter has to
abandon their clans wishes to fulfil the duties of the
brotherhood. Sometimes sacrifices must be made for
the betterment of the People as a whole. One elf or
clans desires are nothing against the future of the
elven race.
Because of the strong philosophy and goals of
the brotherhood they, more than most Dalish, are
willing to interfere with the affairs of the shemlin.
Like it or not the shem kingdoms cover Thedas from
East to West and their actions can have far reaching
consequences for the elvish people. Almost all elven
ruins are found within the borders of a human
kingdom and many are buried beneath their crude
cities. If the brotherhood is to reclaim elven heritage
they must deal with those
humans living near these
ruins, negotiating at best
and fighting at worst. The
brotherhood is not above
killing shems that get in
their way, but try to avoid
bloodshed if possible, if
for no other reason than to
prevent reprisals against
fellow elves. They are too
few to start a war against
the usurpers, although given
enough time and recovered
artefacts such a possibility may
eventuate.
Most human societies see all elves
the same, although being Dalish is
also associated with the worship of
blasphemous gods. As such the brotherhood
has little need to hide its operations, for few
humans would understand the difference nor
see the significance in their actions. During the
Orlesian occupation of Ferelden the brotherhood
recovered several priceless caches of elven artefacts,
intercepting them on their way to adorn the walls
of Orlesian noble houses. The unrest caused by the
occupation allowed the brotherhood to strike at will,
all blame falling on the continual hit and run attacks
made by Ferelden partisans. Orlais occupation was
such an effective aid to the brotherhood that they
added half a dozen lost words to the Dalish lexicon
and gained information into the earliest elven magic.
Some in the brotherhood now openly espouse the
idea of fomenting unrest amongst the shem, aiding
rebellious factions and deliberately instigating
revolts. The oldest amongst the brotherhood caution
such aggressive actions, fearing the reprisals should
the shem uncover the truth. There is also the truth
that few are willing to face; following this path of
conspiracy lies dangerously close to the methods

and ideology of the Gift, a dark organisation the


brotherhood has studiously avoided for centuries. It
is the fear that the brotherhood could lose its way
and become like the Gift that has kept them thus far
from directly influencing human conflicts. Still the
temptation is there, for the rewards are great.
The emblem of the Brotherhood consists of a green
tree in the style of vallaslin, its branches curving
around to shelter what is beneath. The brotherhood
believes that the Dalish must become the shelter
and strengthen it, rather than simply relying upon it
for succour. Green is symbolically important to the
Dalish as it relates to the forests that sustain them
and is believed to be the light under which Elvenhan
grew. The brotherhood sees this connection through
the green metal veridium as it appears a large portion
of elven artefacts are constructed of it.
Joining the Emerald Brotherhood is more about
conviction than ceremony. You must be able to put
the needs of the elven people ahead of your own
clan and blood. This is perhaps the most difficult
requirement and is what weeds out the uncertain
from the resolute. The brotherhood plays the
long game and is above petty clan problems. You
must be an elf, for no shemlin or durgenlen can
understand the drive of the Dalish to be truly free.
As an organisation of action rather than rhetoric the
brotherhood values practical skills.

O rganisational S tructure
Areas

Particulars

Affiliates

Dalish Clans

Assets

Weapon caches, Dalish crafts, ancient relics

Expertise

Investigation and recovery

Enemies

Any organisations that obstruct their work

Leaders

The Emerald Keeper, Defenders

Status

Renown throughout the Dalish

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

Gain 1 Willpower focus.

Playing as an Emerald Brother


The Emerald Brotherhood is extremely focused and
driven. They understand what is at stake and rarely
spend time in indecisive action; if something needs
doing they do it. This doesnt make them rash and
they can be extremely patient if the success of the
mission relies on it, but the urgency of their cause
leaves little room for second guesses or social niceties.

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

Yes, Stones greetings friend


You will fight ceaselessly in
The Legion of the Dead.
-Motto of the Legion of the Dead.
Perhaps one of the most melancholy and sad of all the
organisations of Thedas is the Legion of the Dead. It is
both an indictment of the dire position the Dwarven
people find themselves in and a stark example of
the extreme state of the Dwarven mind. For a dwarf
the appearance of honour is everything. They may
connive and murder behind closed doors but to the
public they must present nothing but an impeccable
front. If for any reason a dwarf is discovered to
have acted dishonourably,
cheated, stolen or been
convicted of a crime their
dishonour stains their
family as well.
Some families have fled
Orzammar rather than live
with the shame a single
member had brought upon
them. Many of the surface
dwarves started their lives
as Orzammar exiles for this
very reason.
The Legion however provides
a light at the end of the tunnel.
It provides a form of social
salvation for those that have
dishonoured themselves and their
families. The Legion accepts any dwarf,
regardless of caste, rank, history or creed.
Joining the Legion is a death sentence, both
metaphorical and real. By joining the Legion
you are declared legally dead, all your previous
misdeeds are expunged and your family receives
what bequeathments you have left to give.
A funeral is held for you to say good bye to your
family and later that night you are initiated into the
Legion, receiving the secret hazing and brutal tattoos
to mark you as one of their own. The next day you
are marched into the Deep Roads, returning only for
supplies and new recruits. It is in the Deep Roads
and the dark places of the world that you will live
out the remainder of your life, grimly fighting the
darkspawn in the claustrophobic darkness of the
earth, until your body catches up with your past and
you suffer the true death.

28

The closest any other people have come to


understanding the Legion are the Ferelden Ash
Warriors but even they do not give themselves
eternally to death. For a Legionnaire their life has
ended and they focus on nothing but the slaughter
of Darkspawn. Given the limitless numbers of
the creatures infesting the Deep Roads there is no
shortage of death awaiting them.
As a Legionnaire gives away all his worldly goods to
his family it is down to the legion to equip them. They
wear the markings of the Legion and carry nameless
weapons as befits the dead. When a Legionnaire falls
their equipment is taken and passed onto another
recruit, the name of the previous bearer engraved in
the plates so that the Legion will never forget their
own, even if the rest of the world has long forgotten.
It is a social faux pas to carry the equipment of a
Legionnaire, if you yourself are not of the Legion.
As the Legion takes care
of its own, anyone found
carrying the gear of their
brethren is be met with
less than an enthusiastic
welcome.
When the Legion fights it
holds nothing back. Every
Legionnaire has already
died so death in battle
means little to them. They
will fight against appalling
odds,
standing
against
an endless tide to the last
drop of their lifeblood. Their
philosophies are a reflection of
the Dwarf mindset taken to its
extremes.
The heraldry of the Legion is as basic
as it is direct. A stark white stylised
Dwarven skull appears on a dark red field,
representing the deaths that all Legionnaires
suffer and the blood that is spilt in repentance for
there disgrace. The black border is the eternal
morning for lost brothers that no others will miss,
forever lost in the depths of the Deep Roads.
Joining the Legion is more than a choice of profession,
to a dwarf it is a permanent and irreversible change
of life. The Legion becomes every part of their life,
their family and their friends. Leaving the Legion
is unheard of. For a dwarf to forsake their people a
second time would mark them as inhuman monsters
deserving of nothing more than a horrific death at
the hands of the brothers they have abandoned.
It is rumoured this is one of the reasons most are
kept in the Deep Roads, there is nowhere to run in
that dark maze. Nowhere that will grant anything
other than the horrible death you so richly deserve...

O rganisational S tructure
Areas

Particulars

Affiliates

Dwarves, Grey Wardens, Ash Warriors

Assets

Weapons, armour, keeps, endless recruits

Expertise

Forlorn Hope, holding the line

Enemies

Anyone that threatens the Dwarven people

Leaders

Lord of the Dead, Dirge Captains

Status

Renown amongst Dwarves

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

To be a legionnaire is to embrace death in totality. It


is to accept your mortality as past tense and to face
anything that comes your way, regardless of danger
or fear. Legionnaires are sombre figures who often
stick to themselves, but may over compensate with
heavy drinking and forced cheer. They will put
themselves in the path of danger at all opportunities
and rarely retreat, dying standing with the corpses of
their enemies around their feet.

D r a g o n A ge

L egion

Legionnaires are allowed a large amount of freedom,


as death can be found anywhere. However the main
foe of the Legion is the darkspawn and anytime
major incursions occur they call for their brothers
and sisters to come to the fight.
Those that adventure with legionnaires will see them
as a double edged sword. They are amazing warriors
who will cheerfully take on the most powerful of
foes, allowing their allies to escape. However they
are prone to getting into fights at every turn, whether
victory is possible or not...

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.

Gain 1 Perception focus.

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

After finally removing the Orlesians from Ferelden


the crown came out of hiding. Suddenly the
brigands were no longer needed and although many
were offered positions in the military, others were
left without a war to fight. The subsequent Swindle
Wars were particularly bitter clashes between
erstwhile allies now on opposite sides of the law and
the psychological effects of that betrayal are still felt
even to this day in the regional parts of Ferelden.
The image of the noble privateer lingered on in
Ferelden for quite a long time even as the lawless
became more violent and began brazenly raiding
farmsteads and villages. If it wasnt for the mercenary
companies in the employ of the crown, Dalish in the
wild places and the errant darkspawn horde, these
bandits would have become a far more real threat
than anyone would care to admit.
A high proportion of city elves have begun joining
bandit groups in an effort
to escape their oppression
in the cities without having
to join their estranged
kindred
in
foreign
traditions.
Although
they still receive some
discrimination amongst the
other criminals, working
together as a band quickly
removes
any
cultural
boundaries.
In recent decades giants
from the north have even
joined these bands. The Talvashoth, looking for adventure
are drawn to them to exercise
their new found freedom.
The insignia of raider gangs varies
depending on their sophistication. The
coarsest of villains generally display simple
intimidating symbols like as skull, a sword or
a sword in a skull. Those bandits with a tad more
education will employ imagery and symbology in
open mockery of the Ferelden nobility as a blatant
challenge to their dishonourable past.
Joining bandit gangs isnt too difficult, but gaining
their trust can be. Each man knows that they rely
on their fellows to avoid the chopping block and
that everyone has a price. Many bands have been
captured because one sold them out and it takes a
strong leader with an iron fist to ensure loyalty to the
band comes before loyalty to the pocket.

O rganisational S tructure
Areas

Particulars

Affiliates

Criminal syndicates, The Cata, smugglers

Assets

Hideouts, cave caches, loot

Expertise

Theft, banditry, intimidation

Enemies

Ferelden military

Leaders

King Jhing, bosses

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

Banditry is rarely a deliberate choice. Most people are


forced into desperate actions to support themselves.
However once immersed in the rough culture of a
criminal organisation the allure of power to the
powerless can become intoxicating.
Bandits place their personal safety above even profit.
Their original purpose was self preservation and
theft was merely a means to an end. A living bandit
can always try and steal something else.

D r a g o n A ge

L owland B andits

The casual violence and attitude to personal property


makes them difficult companions for the more
straightlaced, but the instinct for self preservation
and mutual trust required of bandit gangs ensures
theyll always have their companions backs when
the chips are down.

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.

Gain 1 degree in a talent.


Bandits get along with other neer do wells.
Gain +2 to interaction tests with those in
Thedas seedy underbelly.
Gain 1 Strength focus.

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

The magical elixir developed by the mages proved


extremely effective and the disease was eradicated
within a few weeks. Without combining the
unorthodox thinking of the hedge wizards with
the extensive knowledge and research available
to the Circle Mages, such a cure would not have
eventuated, at least not within the lifetime of those
the disease affected. Encouraged by this dramatic
success, the fading collective bounced back with
justified vigour. Over the following century their
research and study revealed many more discoveries
not possible under Chantry dominion and many
within the Circle Fraternities began questioning the
point of Chantry control at all.
Knowing that breaking away from Chantry control
was, for the time being impossible, the mages of the
collective began surreptitiously collecting funds to
finance a widely distributed network of non-mage
couriers and menials. These
individuals would be the day
to day face of the collective
and few would know its
true nature. To the public
the collective appeared as
nothing more than a courier
service, moving goods
and messages around the
lands. For the mages within
the collective this network
became an invaluable means
of
sharing
information
and research with their
compatriots, some of whom
could be thousands of miles
away.
From its beginnings as a means
of circle magi and hedge mages to
talk outside Chantry influence the
collective has grown to become a powerful
entity across Thedas, an entity that has so far
successfully avoided detection. The secret nature
of the organisation has meant many research hours
spent developing highly effective concealment
glyphs and Spirit spells to cloud the minds of any
that get too close. The organisation possesses its own
partially magical encryption method, using spell
ciphers and mnemonic devices to hide their messages
completely from anyone but their intended recipient.
The Collective seldom uses emblems and insignia.
The less recognisable their members are the better.
However its goal of peaceful research and knowledge
has led to the unofficial association of the scroll and
doves feather with the organisation. They have no
associated colours and rely mostly on concealed
magical glyphs to recognise one another.
Joining the collective is a difficult process. The risk of
discovery is ever present so membership is entirely
down to personal invitation from the collective as a

whole. Members may petition for the collective to


consider a new applicant, but they will not be offered
entry until the collective thoroughly investigates
their histories, activities and loyalties. Those mages
that have made it clear they dislike the shackles place
on them by the Chantry are far more likely to receive
an offer.

Members of the Collective are extremely good


at hiding their activities. Gain +2 to interaction
tests whenever attempting to misdirect or lie.

However the Templars are always on the lookout


for Apostates and their organisations and many
times mage sympathizers have espoused anti
Chantry philosophies in order to gain access
to illicit mage movements. Non-mages can be
employed without them knowing their employers,
and a few will be trusted with the knowledge of
the collectives activities. These will invariably be
mage sympathizers, friends and family of mages, or
enlightened scholars who are more interested in the
research being conducted than the people doing it.

Mages and their supporters join the Collective for the


company of like-minded scholars and researchers.
There are few places a mage can truly feel free of
scrutiny or distrust. Collectivists feel both elated
and excited about their organisation and fearful of
discovery. The potential to fully explore their magical
power without recrimination is a powerful draw.

O rganisational S tructure
Areas

Particulars

Affiliates

Courier companies and employees

Assets

Laboratories, money, information network

Expertise

Esoteric research, information gathering

Enemies

The Chantry and all affiliates

Leaders

First Amongst Equals, Senior Researchers

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.

Gain 1 Magic focus.

P laying

as a

C ollectivist

D r a g o n A ge

M ages C ollective

A Collectivist will often build a carefully constructed


wall around their true feelings in order to keep nonmembers from learning about the organisation. Even
close friends and family may be kept in the dark
to maintain absolute secrecy. This can be mentally
draining which is why over time most collectivists
tend to prefer the company of their fellows.

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

The Merchant Guilds wealth is so great that it can


afford its own standing army of professionally trained
soldiers led by a cadre of hardened commanders
plucked from everywhere across Thedas. These
Merchant Protection Forces are deployed on behalf of
members of the Guild to safeguard their businesses
should threats arise and to minimise any insurance
payouts. From the outside the Merchant Protection
Forces look like a well organised mercenary group
specialising in guard duties, but from the inside its
obvious what they are: the military arm of a small
country whose domains ignore borders and cross
from one side of Thedas to the other.
Given its actual power, the Merchant Guild is
extremely selective in its membership. Previous runins with Thedosian nobility which originally sparked
the formation of the Guild has given it a strong bias
against nobles, even mercantile ones. Because of this
no merchants of recognised
noble blood can join the
guild. This exclusivity is
by necessity unwritten as
the Nobility would never
stand for being officially
excluded from the Guild.
Instead Noble merchants
are always given an excuse
or justification for their
denial of membership.
This hasnt stopped some
Nobles. Lord Elkinton of
Ferelden went to a great deal
of effort and money to disguise
his Noble roots in order to
infiltrate the Guild and would
have done so had his steward not
taken employ with a guild affiliated
business after being abused by the
lord. She took his identification with her,
leaving the Lord with no evidence he was
ever a Noble. The Guild was able to install a lookalike as the real Lord Elkinton and siphon off all his
wealth and assets, whilst the real Elkinton became
a wandering drunk and vagrant, ranting about his
true Noble origins to anyone within earshot...
The Guild uses a quartered field of orange and blue
as its colours. Orange was an unpopular colour
and the Nobility of most of Thedas dismissed it
as without character. The Guild took the colour in
defiance of the Nobility and as a mocking jab at their
shallowness. The sheaf of wheat and stack of coins
in the field represent the Guilds mercantile purpose
and fiscal power, but also points to the important
part it plays in the distribution of food and other
necessities to the populace.

O rganisational S tructure
Areas

Particulars

Affiliates

Artisans, farmers, craftsmen, merchants

Assets

Warhouses, mercenaries, banks, businesses

Expertise

Insurance, asset protection, finance, sales

Enemies

The Nobility of Thedas

Leaders

Merchant Master Talea, Head Ledgermen

Status

Known throughout Thedas

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

to all interaction tests involved in mercantile


endeavours.
Gain 1 Communication focus.

P laying

as a

G uilder

The Merchants of the Guild take a perverse pride in


their lack of Nobility. Many of the most successful
Guilders are more wealthy than all but the kings
of Thedas and they flaunt it. However behind this
cocky confidence there is often a gnawing sense
of inferiority. That no matter how high you rise
or wealthy you become, the Nobility will always
exceed you simply by dint of birth. Guilders are
always on the lookout for new products to market,
materials to sell. Where others see desolation they
see opportunity. Whether what they see is matches
with the demands of reality is another matter.

D r a g o n A ge

M erchant G uild

Soldiers in the employ of the Guild have a high level


of morale as their pay is generous and always on
time. Their jobs are generally easy, but the high level
of loyalty ensures they will stick around for even the
most dangerous of missions. As promotion is based
on merit the Guild forces are never short of potential
recruits.

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

Fereldans they are the terrifiying Mist Stalkers.


Each Mist Stalker is a master hunter, having
undergone further hunting trials to join the
brotherhood. The Shrouded Trial requires they hunt
the great wolves of the Wilds blindfolded, relying on
their other senses to locate and kill the prey. Once a
member of the Mist Stalkers they are tasked with the
hunting of the most dangerous prey in Thedas: man.
The Mist Stalkers sole job is to hunt and slay any
Ferelden that penetrates too deeply into the Wilds
and ensure their allies never find them. Mist Stalkers
are assassins of the forest, using their superlative
skills to keep the Fereldans too terrified to organise a
coordinated attack.
Amongst Fereldans the Mist Stalkers are seen not
as Chasind, but as spectral monsters that haunt
the Wilds spiriting the unwary away into the dark,
never to be seen again. The campaign of fear and
terror they have waged
has been more effective
than a thousand battles
and Ferelden interests in
the Wilds has dropped
considerably in the last few
decades. Combined with
the legends of the Witches
of the Wilds, the Chasind
have
only
increased
the mystique and terror
surrounding their lands.
Although initially formed
to hunt intrusive Fereldans,
the increased activity of
Darkspawn and mercenary
companies across the lands has
seen the Mist Stalkers expand their
repertoire. All those that threaten
the Chasind tribes, be they Fereldan or
darkspawn will know terrifying death from
the darkness.
As the Stalkers comprise warriors from all tribes they
do not possess a tribal totem. Instead their symbol is
a knife bisecting the moon. The moon is mistress of
the night, shadows and mysteries. The mist is seen
as the moons veil cast across the land to hide her
actions from the world.
To join the Stalkers is no easy task. They generally
only recruit Chasind and of those, only warriors
who have proven themselves as skilled hunters and
trackers. Becoming a Stalker is a sacrifice as ties with
the tribe are severed temporarily. The warrior has
no contact with their people for the length of time
they have joined the stalkers, partly to focus them
on their task, but also to ensure the Stalkers take
no partisan actions on behalf of their tribe. Should
the Stalkers begin taking sides in tribal conflicts, the
delicate balance developed will be destroyed and

there will be nothing to stop the Ferelden zealots


from rampaging through the Wilds

O rganisational S tructure
Areas

Particulars

Affiliates

Chasind Tribes

Assets

Weapon caches, the Wilds

Expertise

Insurgency, disappearing people

Enemies

Ferelden

Leaders

First Huntmaster Chekote, Shadowblades

Status

Infamous in Ferelden, renowned in the Wilds

Fereldans are of no threat and so a Mist Stalker will


interact with and even work alongside Fereldan
warriors. Their affiliation with the Mist Stallkers
is one of sworn oaths and blood trials rather than
uniform and heraldry. Virtually no Fereldan would
know one Korcari Wilder from another and a Mist
Stalker is in no hurry to explain their affiliations to
them.
Mist Stalkers put their duty first and foremost, and
will take on these foes wherever they encounter
them. A dead darkspawn here is one less that can
threaten the tribes of the Wilds.

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

A player Mist Stalker discovers information on


a horde of Darkspawn moving towards Ostagar
and the Wilds.
A noble has lost their son in the Wilds and
offers to pay the players to recover him.
The players find a message on a dead Chasind
suggesting a group of Mist Stalkers plans on
raiding a feuding tribe.

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

Mist Stalkers are hunters extraordinaire. They


continuously hone their skills against the stealthiest
prey they can find and are always on the lookout for
more. Although their main target are Fereldans in the
Wilds, they will also travel abroad, leaving Korcari to
see the wild places of other lands, hunt the creatures
there and learn better ways to undertake their duty.
This creates an interesting dynamic between them
and any Fereldans they meet. Outside the Wilds

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

Beresaad. Rarely someone from outside the Ataam


will be recruited into the Beresaad after already
being assigned their position, but in most cases they
will be a highly accomplished warrior whose actions
on the field have proven their worth as a Beresaad
operative.

O rganisational S tructure
Areas

Particulars

Affiliates

Qunari

Assets

Everything needed

Expertise

Infiltration, asymmetric warfare

Enemies

Non-Qunari

Leaders

The Arishok and Atani

Status

Renown amongst Qunari

Because they operate far from home they are more


self reliant than most Qunari. They must spend much
time amidst foreign peoples and ideas and must
possess a strong understanding in the Qun in order
to prevent any of these strange ideas from infiltrating
their minds.
The war of ideology is much harder fought for the
Beresaad for they do not have the Ben-Hassrath to
help them with spiritual matters. Because of this
they are given much greater leeway in learning
foreign customs and practices and may even develop
idiosyncratic behaviours not in keeping with the
average Qunari.
However their role is of such vital importance that
this is overlooked by the Ben-Hassrath in order to
ensure Qunari culture is preserved and the teaching
of the Qun eventually spread to the ignorant things
of Thedas.

R equirements

A dventure H ooks

To join the Beresaad you must have a Cunning of 2 or


more and be a male Qunari in the Ataam.

Mysterious giants attack the village the players


are staying in and no one knows why.

C lasses

A player Beresaad is request by the Ataam to


assassinate a specific noble, a noble the players
are currently working for.

Primary Classes

Secondary Classes

Warrior

Rogue

F avoured S pecialisations

D r a g o n A ge

Q unari B eresaad

Rumours of a powerful new weapon capable of


destroying a castle with one shot surface.
A travelling circus claims to have a giant from
the north.

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

Like all Qunari the Beresaad are single-mindedly


devoted to their role. They see their actions as doing
honour to their people and themselves. They always
put their people before themselves, ensuring that
whatever they do is benefit to all. They are allowed
to form bonds with people from other cultures and
indeed will travel extensively with them in order to
further their goals.

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

A devout follower of Andrastes cause, known to


the Ministry only as the Saviour, realised herself the
truth of Andrastes power. Andrastes power was
unlike anything the Saviour had ever seen, until
Andrastes army reached Tevinter. Amidst the chaos
of Andrastes attack on Minrathous, many Magisters
were killed or captured but not before the Saviour
witnessed the power these mages possessed.
The Ministry holds that the power these Magisters
displayed was not unlike the so-called Miracles of
Andraste herself. The Saviour saw the real gift of the
Maker and she determined that without control of
this gift humanity would never know the Makers
love again. The problem with the Magisters was not
their magic, but their corruption of the Makers pure
magic and their lack of faith in Him.
The Saviours great revelation was that in the Blood
was the Makers Truth. Andraste shed her blood for
the people to bring them
to the truth of the Makers
love and only through the
Blood could it be found.
From Andrastes own
words
the
Saviour
understood
that
the
waters of the Fade and
the Makers tears were the
Blood flowing through the
veins of his children, to
better connect them to one
another.
The revelations of the Saviour
spread very slowly as their
position was apparently in
opposition to the beliefs of the
Chantry. Magic was not evil, it was
the Makers gift to humanity, and
within magic exists the very soul of the
Maker himself; Blood magic. So the followers
of the Sanguine Ministry treat Blood as sacred,
just as Andraste spilt hers to bring the Maker to the
world, so too does the Ministry spill their blood and
the blood of others.
For so long the use of blood to power spells has
been stigmatised and punishable by death. Many
blood mages seek out the Ministry, some initially for
power, others for a sense of absolution. What they
find is a religious order that venerates Andraste
and the Maker and accepts and loves them for the
ability given to them by the Maker. The allure of this
acceptance and veneration means that in most cases
they convert wholly to the Saviours teachings and
become fanatically loyal to their cause.
The emblem of the ministry is the Chantry Sun with
a red blood drop in its centre, signifying the Makers
gift of the power in blood to his children.

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

The most powerful priests, known as Blood Priests


are capable of reaching beyond the Fade to draw
power into their blood, gaining a part of the immortal
power of the Maker himself. The Chantry denounces
these acts as blasphemous demon worshipping,
but the Ministry knows the truth and pities the
misguided efforts of the Chantry to suppress the true
teachings of Andraste.

Someone of the ministry will try every attempt to


proselytise, albeit surreptitiously and indirectly.
They are fervent believers in Andraste and The
Maker so will come across as devout to those that
dont know their true beliefs.

O rganisational S tructure
Areas

Particulars

Affiliates

Blood Mages

Assets

Hidden temples

Expertise

Theology, rhetoric, blood power

Enemies

Andrastians

Leaders

The Sanguine, Blood Priests

Status

Whispered amongst apostates

S anguine

To be one of the Ministry is to know a great truth and


to know that most Thedosians will never know this,
or ever accept it.

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

The Chantry wasnt the only Andrastian organisation


to develop after the death of Andraste. Her teachings
touched many people in different ways and the
prevalence of blood mages and dark cults across
Thedas spurred the more martially-minded to band
together to counter the growing threat. This extreme
and violent organisation was infamously known as
the Inquisition.
The Inquisition spent decades rampaging across
Thedas in an orgy of righteous destruction, slaying
apostates, abominations and any who would not
convert to the Chant and worship the Maker. They
saw no distinction, for was not the Maker the true
god of all and Andraste his bride? Any who refused
to see this self evident fact was no better than the
deliberately
malevolent
mages
and
demon
worshippers.
This zealous crusade
continued unabated and
the Inquisitions power
grew ever more prevalent.
They became the de facto
authority
on
mages,
magic and the occult and
declared themselves the
only ones fit to dispense
the Makers justice.
Only Emperor Drakons
military power and influence
could hope to counter the
growing Inquisition and his
devout worship of the Maker made
him a natural ally of the quickly
developing Chantry. With Drakon and
the Chantry combined the Inquisitions
power was stymied but before this could lead
to sectarian war, the second Blight erupted.
The Inquisition threw itself into slaughtering
what they saw to be the Makers natural enemies.
Their casualties were horrific but their fervour
undiminished and their actions gave many comfort
in the dark times. However the conflict with the
darkspawn began to severely deplete their numbers
and the control they once held over much of Thedas
began to slip.
Realising they could not continue alone the leaders
of the Inquisition parlayed with the Chantry
and Drakon, looking to find common ground.
Unbeknownst to the Inquisition, the Chantry had
begun to outstay its welcome with the Orlesian
monarch, their use of his righteous Chevaliers as a
private army finally wearing on him.
The Chantry, desperate to find a new military arm

42

jumped at the chance to combine with the Inquisition.


Without preamble the two largest Andrastian
organisations in Thedas sealed their alliance in the
now famous Nevarran Accords and a new chapter in
Chantry history began.
The Chantry divided the Inquisiton into two
branches, the Templars, specially trained warriors
used to guard and combat mages and the Seekers
of Truth. The latter were to be elite warriors often
chosen from within the Templars to police their
brethren and seek out the dark things in the world
and bring them out into the light.
The Seekers are the only warriors of the Chantry
that still resemble the Inquisition of old, following
much of their original mandate although no overt
acts of violence have been forthcoming from this
secretive order in centuries. Somewhat ironically
the Templars, ostensibly
brothers in arms, dislike the
Seekers more than most.
One of the main objectives
of the Seekers is to police
and regulate the Templars
and their heavy handed and
rather blunt diplomacy has
left a sour taste amongst the
Knight Commanders.
On
many
occasions
Templar trained Seekers will
intervene in cases involving
particularly
powerful
apostates, undercutting the
authority of and humiliating
the Templars whose assignment
it originally was. For the Seekers
though, the ends justifies the means
they care not whose pride is bruised in
the process.
A Seeker is sworn to uncover the truth, no matter
where it may lead. They are as much political
investigators as martial ones and arent above
espionage or assassination in order to safeguard the
Chantrys interests.
The Seekers use a stylised Chantry sunburst on a
black field. In the centre of the sun sits the Makers
All Seeing Eye, signifying the holy ordinance under
which the Seekers act and the true vision with which
they see. Nothing is beyond their scrutiny and no
one is beyond reproach. The truth will out and the
Seekers will find it.
To become a Seeker is no mean feat. They are
tasked with protecting sensitive information that
could embarrass or destabilise the Chantry and
must harshly judge their fellows to protect it. Many
Seekers come directly from the Templars as they
will have received all the sanctioned training and
indoctrination required to serve the Maker and his

representatives on Thedas. However the lyrium


addiction resulting from their Templar training can
impact on Seeker duties and so some are chosen from
outside this brotherhood.
There are many would-be Chevaliers and knights
from across Thedas who have heard the Makers
call and joined the Seekers, for there can be no more
honour in mortal life than to defend the Chantry and
all she holds dear.

O rganisational S tructure
Areas

Particulars

Affiliates

The Chantry, Templars

Assets

Any Chantry assets

Expertise

Investigation, interrogation, suppression

Enemies

Templar dissidents, apostates

Leaders

Lord Seeker Lambert, High Seekers

Status

Famous throughout Thedas

of

T ruth

Chantry and must always weigh the consequences of


their actions. The Chantry may set the course, but it
knows the Seeker must find the best way.
As a result Seekers walk a tightrope between their
duty and the consequences of their actions. The
Chantry expects nothing less than the perfect
execution of a Seekers duties, but the enemies of the
Chantry are not always so cooperative...

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

Seekers have a strong will and an unbending sense of


duty. To be a Seeker is to always have the Chantrys
goals and interests at heart and to ensure they are
achieved no matter the cost.
However a Seeker is no wrecking ball, they are subtle
and circumspect. They are highly visible agents of the

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

and abuse. However, according to the Chantry this


is the price that must be paid for the security the
Templars offer.
Templars may be assigned to the Circles of Magi
but also to individual Chantries. In Thedas there are
15 Knight-Commanders each in control of a branch
of the organization. They answer to the head of the
local Chantry, often a Grand Cleric, depending on
the region in question. The size and strength of each
branch also differs, depending on the community
they serve or their specific mandate.
The Order itself is ruled from the glittering White
Spire in Val Royeaux by a Knight-Vigilant. However,
there are other sources that suggest that the Order is
actually led by a series of Knights Divine, a division
within the Order who serve directly underneath the
Divine herself. In addition to making the rules, these
Knights oversee day-to-day
operations.
The emblem of the order is
a sword piercing through
a stylised sunburst. Where
the Seekers display the AllSeeing Eye, the Templars
brazenly
display
their
martial purpose, ensuring
all who see them understand
the Chantrys power.
Templars are considered by
the common folk to be the
saviours and holy warriors of
Thedas, protecting the world
from the dangers of magic
unchecked. As the Chantrys
military arm, they are recruited
primarily for their martial skill and
religious dedication to the Maker.
Commoners see the Templars as an opportunity
to rise to a station higher than they could hope for
in ordinary life. Many younger sons and daughters
of nobility vie for admission into the order due to
the prestige and celebrity that comes with being a
Templar. However the uncompromising training,
religious conviction and lifelong sacrifice required
of a templar ensures that only the truly devout and
noble of heart ever succeed to the mantle of the
Templar.
Given the difficult choices Templars must make in
the course of their duty, they must be unswervingly
loyal to the Order and maintain an emotional
distance from the plight of their charges. It is said
that a Templars obedience is more important to the
Chantry than his or her moral centre.
It is this sense of ruthless piety that most frightens
mages when they get the Templars attention: when
the Templars are sent to eliminate a possible blood

mage, there is no reasoning with them, and if the


Templars are prepared, the mages magic is often
useless. Driven by their faith, the Templars are one
of the most feared and respected forces in Thedas.

O rganisational S tructure
Areas

Particulars

Affiliates

The Chantry, Seekers

Assets

Any Chantry assets

Expertise

Investigation, interrogation, suppression

Enemies

Apostates

Leaders

Knights-Vigiliant, Kinghts-Divine

Status

Famous throughout Thedas

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

However not all Templars believe that their mission


requires the kind of force and compassionless attitude
evinced by the majority. These Templars may have
had friends or family taken to the Circle and have
a more human approach to their duties. These
individuals still see themselves as performing the
Makers work but they seek to change attitudes from
within the organisation rather than from without.

A dventure H ooks

D r a g o n A ge

T emplar O rder

A PC templar recognises a lost family member


amidst the coven of apostates discovered in the
wilderness.
A Templar is accused of abuse and assault by
the young apostates in their custody.
A group of warriors claiming to be Templars
has taken control of a local village.
The local Templar Knight-Captain requests the
PCs help him find two missing Templars.

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

Templars are holy warriors. They believe in the


Maker, the Chantry and the Divine above all else. No
matter the distasteful things they may have to do in
their duties, a Templar knows it is just.
Templars have a hard time around apostates. Unless
specifically hunting them they wont immediately
attempt subjugation, but the mere presence of an
apostate can put them on edge. The same is true
for any mage in the presence of a Templar, apostate
or no. Their mana suppression skills make them a
potent defence against magic.

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

Despite the flow of business, its members are still


desperate and violent. With no strong leader to rein
in their excesses, they have little sense of dwarven
honour, and freely break their word, double-cross
allies, and renege on deals.
The leaders of the Carta cycle through fairly quickly.
The amount of treachery and greed found within
their ranks ensures that anyone that can take control
is the most conniving, violent and underhanded
thug in Dust Town.
The caste mentality of dwarf society manifests itself
in an altogether darker and more violent manner
amongst the Carta, using power and force as
measures of worthiness. There is always someone
else willing to slip a knife between your ribs in a bid
to rise in station.
The Carta isnt too fussy about symbology. Anything
intimidating or violent suits
them. A common image is
that of crossed axes behind
a stylised grinning dwarf
skull on a black field. It gets
the point across.
Joining the Carta is less
about opportunity and
more about inevitability.
The majority of Dusters are
at least affiliated with the
Carta and more than a few
surface dwarf families have
had dealings with them as a
result of their social expulsion
from Orzammar.
No Caste dwarf may join the Carta.
This single rule is taken extremely
seriously and anyone found bringing in
a Caster or being one is immediately put to
death. The Casters have made life miserable for
the Casteless and there is no way in Stone the Carta
will provide any support to their kind. Of course that
doesnt mean someone from a Caste that has lost
their status cant join, although the recently Casteless
arent seen much differently.
Apart from that the Carta will take anyone even nondwarves, as part of their surface operations. All that
matters is that you pay your dues and do as youre
told. Given the amount of money that flows through
Carta coffers due to their extensive blackmarket
Lyrium trade, many humans and city elves have
been more than keen to join in order to get a piece
of the pie.

O rganisational S tructure
Areas

Particulars

Affiliates

Apostates, criminal organisations

Assets

Dust Town, weapon caches, Lyrium deposits

Expertise

Smuggling, theft, extortion

Enemies

Orzammar

Leaders

Boss, left and right hands

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

Being one of the Carta provides not only a means for


survival but a means to gain power no casteless dwarf
could normally receive. The ability to intimidate
those of higher station can be intoxicating and often
leads Carta members into foolhardy situations.

D r a g o n A ge

T he C arta

The cutthroat nature of the organisation means


that most Carta members tend to prefer the direct
approach. Intimidation and violence are the preferred
methods of dealing with most situations rather than
the foreign notions of negotiation and compromise.
Such methods are for the weak and spineless, those
that cant fight for themselves.

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.

Gain 1 degree in a talent.


Carta members are consumate racketeers and
smugglers. Gain +2 to all intimidation tests with
ordinary citizens.
Gain 1 Communication focus.

47

T he C rows

D r a g o n A ge

T he C rows

of

A ntiva

of

A ntiva

The Crows of Antiva are an elite organisation of


thieves, spies and assassins infamous throughout
Thedas.
The history of the Crows is inextricably tied to
the history of Antiva and the rise of the Chantry.
Hundreds of years ago in the hills north of Treviso
an order of Chantry monks opposed the despotic
rule of a local duke, standing between him and
the helpless people he ruled. They used the herbs
grown in the gardens of their abbey to concoct lethal
poisons, killing many of the Dukes thuggish guards
in their own guardhouses and finally reaching the
Duke himself through the subterfuge of one of their
order. Knowing the Dukes immoral appetites she
volunteered to take the place of a local girl destined
for the Dukes bed.
The Duke, ignorant of her true origins, eagerly took
her into his chambers.
He only got part way
through slaking his thirst
before he inadvertently
ingested the strategically
placed poisons about her
body and died. When her
screams summoned the
guards they found him
tangled in the bed sheets
clutching his heart, with all
the signs of a heart attack
caused by over indulging
his sinful cravings.
With this newfound power
the abbey decided it would
be the Makers will to ensure
no other would suffer at the
hands of the powerful. However as
with all good intentions, they paved
the way to ruin. It wasnt long before
criminal elements found their way into the
Abbey itself under the guise of lost souls seeking
the Makers light. Their influence transformed the
fledgling organisation and a new motto was adopted
to reflect this changing image: All that is good has
been built on the bodies of the fallen. If we are to be
killers, then let us also be architects.
Since that time the Crows (so named for their sinister
flocking to areas of strife and disaster) have become
one of the single most powerful entities in all of
Thedas, in some ways rivalling the Chantry herself.
They have ears in all courts and the royal family of
Antiva itself are mere puppets dancing to their tune.
This shadow threat is so potent that Antiva possesses
no standing army. No single kingdom has dared
invade Antiva, for their leaders know that even if the
battle is won they wont be alive to savour its victory.

48

Whilst the majority of Thedas considers assassination


the cowards way, in Antiva assassination is
considered an art form. Even the Orlesian Bards
consider it a necessary evil and their role concentrates
on spying and collecting sensitive information. It is
said that no man is beyond the reach of the Crows
and they have proven this adage time and time
again. More than one king of Antiva has even hailed
from their ranks, and it should come as no surprise
that those particular kings have in fact numbered
amongst the nations most effective rulers.
Though honour among such an organisation is
generally dubious, they do adhere to one standard:
contracts are met and agreements are kept. Failure
to eliminate a mark means the life of the operative
is also forfeit. They keep meticulous records of their
contracts, successes and failures and volume upon
volume on the multitude of ways to kill a man. This
repository, known as the Archive of the Crows is
one of the most secure buildings in all of Thedas and
only the foolhardy or insane
would dare enter without
invitation.
The Crows use a black
feathered mask as their
emblem, symbolising the
power behind the mask.
This is generally displayed
on a field of red to further
reinforce the bloody nature
of their work. Unlike most
organisations the Crows
have a very harsh selection
and training process. Only
the Circle of Magi comes close
to the servitude and horror of
Crow initiation. Almost all their
members are bought as orphaned
or enslaved children in order to best
control their development and mould
their psyches.
The majority of their recruits are elves and humans
who are forced to live together in tight quarters. The
only way they can survive the brutal process and
prove themselves worthy is by enduring every test the
Crows throw at them, including killing their peers.
Crow Masters have no qualms in killing recruits if
they make a mistake. Although the majority of work
is performed by their own initiates, the Crows will
also sub-contract to trusted outsiders. Although not
initiates they are still held to the same standards and
callous attitudes and it takes someone with a strong
stomach to seek out such an arrangement.
The lucrative black market trade in Lyrium with
casteless organisations has also led to an increase in
dwarven recruits and even a few tal-vashoth have
been employed by the Crows to perform vital work
amongst the Qunari forces.

O rganisational S tructure
Areas

Particulars

Affiliates

Antivan nobility, criminal organisations

Assets

Antivan nobility, spies, banks, archives

Expertise

Assassination, blackmail, espionage

Enemies

Anyone in their way

Leaders

Guildmaster, masters

Status

Infamous throughout Thedas

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

Being a Crow isnt so much a choice as it is an enforced


lifestyle. Raised from a young age most Crows know
nothing else except how to kill, and kill well. Despite
this rather imbalanced upbringing they have been
given extensive training in etiquette and socialising
in order to more effectively complete their missions.
As a result Crow initiates tend to have unnaturally
slick communication skills that can put the more
discerning on edge. Although a Crow knows the
correct words to use and manner in which to use
them, they often do not fully understand why they
are to be used. To a Crow their mission comes first
second and third. They are merely tools to be used to
further the organisations goals and no action is too
extreme, or method too vile to achieve this.

D r a g o n A ge

T he C rows

Such sociopathic behaviour is to be expected of


individuals raised into a life of brutality and murder.
The fact that their life is forfeit should they fail in
their assigned missions helps to further motivate
their already goal orientated personalities...

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.

Gain 1 Dexterity focus.

49

The Dread Wolfs Gift of Blood Vengeance

D r a g o n A ge

T he D read W olf s
G ift of B lood
V engeance

assassins to target key people and locations. When


the plan is nearing fruition they begin an elaborate
game of smoke and mirrors to turn the humans
against themselves. Stores will mysteriously spoil,
children go missing. Each elf will always have an
immaculate alibi, whilst their targets possess none.

Dalish legends speak of FenHarel, the dread wolf,


and his part in the fall of Elvhenan. They say that he
who walked in the shadows had the confidence of
the gods and the forgotten ones, fooling them both
into exile. What happened to the dread wolf after
his greatest deception is not spoken of amongst the
Dalish, but the effects it had on the elven people are
still felt to this day.

Through the use of sedative concoctions as well as


magic they manipulate their chosen prey until they
become ostracised from their own people, their
faithful elvish servant their only friend. That is until
the time is right and the disguise is thrown aside.
Those followers of the Dread Wolfs gift always
ensure that their target is aware in their last moments
that it was the Dalish that destroyed them so that
they carry the image of
triumphant eyes and shining
Vallaslin to the other world.

When the Dalish make


camp they place statues
of FenHarel around the
camp
facing
outwards,
symbolically representing
the need to be on constant
vigil. Their relationship with
FenHarel is an unusual one,
for although his actions are
believed to be the reason
the gods could not save the
elven people, he is still seen
as an example of cunning
and strength in the face of
adversity. For did he not defeat
both the gods and the forgotten
ones, despite being outnumbered
and outmatched? So it is that there
are some amongst the Dalish that revere
him more than most. For them FenHarel
did not betray so much as triumph against
overwhelming odds, the kind of odds the Dalish are
currently facing.
His victory is thus seen as a lesson, one that all Dalish
should learn. This way of thinking is not popular
amongst the Dalish as the resentment for the Dread
Wolf is quite strong. However some of the people
and even whole clans have followed this philosophy
and in so doing created an alliance committed to a
singular goal; the destruction of the human race.
Learning from the Dread Wolfs lesson these Dalish
use any and all means at their disposal to destroy
human society. No method is too vile, no tool too
unnatural. The ends justifies the means.
They refer to their philosophy as Enansal Nanlin
FenHarel the Dread Wolfs gift of blood vengeance.
They use his strategy to destroy humanity. They go
out of their way to form bonds with the humans,
ignoring insults and beatings to maintain the facade.
They send infiltrators into alienages to become the
hand servants of the rich and powerful, playing
their role to perfection. None should suspect them
of the deception. They use resources taken from
their previous victims to finance human bandits and

50

Such is the skill of those in


The Gift that individuals
have managed to destroy
whole noble families by
insinuating the presence of
blood magic. One notable
example had a bann and his
family executed by Templars
due to the Gift operative using
blood magic to set the bann
up as a maleficarum. When the
Templars searched the estate
and found hidden chambers full of
the blood of the innocent scrawled in
dark rituals, the entire estate was put
to the torch and the people run from the
land for harbouring such evil. The last thing
the bann saw was his loyal servants grin as they
drained the blood of the banns missing son from the
battlements.
So those of the Gift operate, determined to destroy
humanity from within and turn them against
themselves. For their operation to work they require
none but the most loyal of Dalish. Those willing
to die for the good of their people. Currently there
are few that even suspect the existence of the Gift,
as the Dalish keep away from prying eyes anyway.
Blood magic is blamed on Tevinter magisters and the
deaths of ordinary folk on the evils of their own kind.
Joining The Gift is a strong commitment. Although
its members wont kill other Dalish that disagree
with them, they dont look favourably on those that
abandon their mission. Due to their clandestine
nature it is difficult to find members of the Gift and
only they can put your name up for consideration in
joining. If they believe you have promise they will
often set a test of loyalty that involves subterfuge
and the killing of a specific human target. So long
as the death is not associated with elves in any way
it is considered a success. Every member receives a
special lyrium tattoo that is only visible when Dalish

magic is channelled into it. This is the howling wolf


in honour of the Gift of FenHarel.

O rganisational S tructure
Areas

Particulars

Affiliates

None

Assets

Hidden caches, forgotten lore

Expertise

Infiltration, terrorisation, assassination

Enemies

Shemlin

Leaders

Great wolf, wolf brothers

Status

Unknown outside the Dalish

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

As part of the Gift you are required to infiltrate


and deceive humans. You gain +2 to any
interaction tests with humans.
Gain 1 Communication focus.

P laying

as a

G ift O perative

There are some challenges to overcome when playing


as a member of the Gift. If the party consists of elves
and even dwarves then there are no real problems.
Even human party members wont pose a problem,
except that members of the Gift wont ever be honest
with them or get close to them. They will simply be a
means to an end.
They will have no problems interacting with
humans, but it will always be a facade. Their mission
takes priority over the partys needs and may even
contradict them. As their goal is ultimately genocide
via infiltration and terrorism they wont be best
buddies with humans for longer than is necessary
and if their party members ever find out they may
not react well...

A dventure H ooks
Someone has hired the adventurers to find the
person responsible for mysterious goings on.

Shadowmancer

The players are hired by a mysterious


individual to take down an apparently
dangerous person.

O rganisational B onuses

The players are declared to be responsible for all


the deaths and ill fortune plaguing a local noble.

Reaver

Gain 1 point in Cunning or Constitution to


represent the training of mind and body needed
to defeat the shemlin.
Gain 1 degree in a talent.

D r a g o n A ge

The Dread Wolfs Gift of Blood Vengeance

A PC member of the Gift must gain the trust of


the noble employing the players in order to set
them up for a spectacular fall.

51

T he O rder of the W hite L otus

D r a g o n A ge

T he O rder of
W hite L otus

the

We are grey; we stand between the darkspawn and


the light,
We do what must be done when others lose sight,
In peace vigilance, in knowledge wisdom, in sacrifice
victory, in life the Way.
Centuries past the Grey Wardens fought the
darkspawn hordes bestride the backs of magnificent
griffons. These beasts gave the Grey Wardens
unparalleled manoeuvrability, enabling them to
reposition in minutes. They
could scout darkspawn
movements, predict their
destination and deliver
this vital intelligence to
necessary
governments
before the darkspawn were
within sight of their target.
However by the end of
the fourth blight, whether
through attrition, disease
or magic the griffons
of
the wardens were no more.
Their ultimate fate has been
the subject of countless stories
and minstrels songs and many
romantics believe them to be hidden
away somewhere in Thedas, awaiting
the day of their return.
What even the Warden leaders at Weisshaupt
do not know is that their own order perpetrated
the disappearance of the griffons in the years
following the fourth blight. Over the decades leading
to the fourth blight the Wardens underwent many
internal changes. They recruited as far and wide as
they could and in so doing absorbed many cultural
peculiarities and philosophies. The majority of the
Wardens were Andrastians, but not all and despite
their singular goal, frictions formed between the
disparate cultures.
In the Anderfels political power was shifting to the
Wardens, giving them unprecedented control. Many
within the Wardens disapproved of this, seeing it
as overstepping the bounds of their charter and a
dangerous precedent. The commanders at the time
saw it as an opportunity to further the financial
support needed to keep the wardens going.
During the fourth blight the need for recruits soared.
Many joined from countries virtually unknown to
the Andrastian wardens. One of these was Seheron.
Their peculiar spirituality did not adhere to Chantry
dogma but they fought with courage and honour. The
Seheronese wardens called their philosophy the Way

52

and claimed it combined their own spiritual system


with ideals brought back from a mysterious culture
across the seas. They put great stock in prophecy
and legend and believed that the darkspawn would
be defeated in the last blight. Within the Way many
Wardens saw a better path to help the world. The
Seheronese made no attempts at conversion, but
the message of oneness and a place for all appealed
to many wardens, including the then unknown elf
Garahel.
Their mandate was to defend all of Thedas from the
blight, regardless of race or creed. They had Dalish
recruits, dwarvish volunteers and even a few Chasind
from the southern wastes. Their cause transcended
cultural boundaries and the
Way was a perfect match.
However many amongst the
devout Andrastian wardens
saw this encroachment as
blasphemy and a dilution
of the true faith. No matter
how apolitical the wardens
were supposed to be,
nothing could completely
override their lifelong beliefs.
This fracture came to a head
at the close of the fourth
blight and it saw the loss of the
wardens most potent weapon,
the griffons.
Many of the Seheronese had
shown a natural gift in controlling
the griffons, the calm surety of their
demeanour placating the temperamental
beasts. When Orlesian Warden-Commander
Vareux, himself a hardline Andrastian, realised the
power the Seheronese wielded he sought to remove
them permanently. Under his command he sent the
greater contingent of Wayists around the flank of
the horde, ostensibly to destroy the emissary covens
stationed there. However on their arrival the Wayists
were beset by an entire wing of dragon thralls led by
the Archdemon itself.
Realising Vareax duplicity the Wayists fought
their way free, but not before losing four fifths of
their number to the onslaught and Garahel to the
Archdemon. The griffons were decimated in the
attack and Vareux controlled the remainder. The
Wayists determined that partisan power could not
longer be tolerated amongst the Wardens and under
the cover the Archdemons death they disappeared
into the annals of history. Over the following
centuries they developed into the Order of the White
Lotus, a secret organisation hidden in the Frostbacks
intent on preserving the griffon line until it would be
needed during the final Blight when it is said all will
come undone.

The Order uses a stylized white lotus, a flower native


to Seheron, as its emblem. The lotus is born a dark
purple and lightens over time, symbolising the
enlightenment discovered through the Way. In the
place of petals their heraldry bears feathers, symbolic
of their stewardship of these mighty beasts. Two
rippling lines stretch from side to side to represent
the open sky and open mind of the Way.
Joining the Order is impossible unless someone
invites you in. Their secrecy has been maintained for
hundreds of years and only someone pure of mind
and capable of seeing beyond the concerns of their
own mortal life would be considered.
The Order knows that the time for secrecy will soon
be over. Legend and prophecy will converge and
Thedas will once again know the keening battlecry
of the griffon war flock...

O rganisational S tructure
Areas

Particulars

Affiliates

None

Assets

Hidden caches, griffons

Expertise

Griffons, ancient lore, prophecy, patience

Enemies

Darkspawn

Leaders

Grey Council

Status

Unknown

P laying
I nitiate

as an

O rder

Becoming a member of the Order is a lifetime


commitment. It is a change in the perception of the
world and your place in it. It is to understand and
accept those things that must be, will be and those
things that should not, must not.

D r a g o n A ge

T he O rder of the W hite L otus

An initiate of the order understands that to defeat


the blight sacrifices must be made. They will do
whatever is necessary to safeguard the future until
prophecy is fulfilled.

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

girl red from head to toe backed into a corner slashing


out with exhausted desperation at the monsters
before her. Danes sudden appearance startled the
beast and as it turned to slash out the girl drove her
dagger up into its rib cage, finding its heart.
After burning the dead with reverence and the
werewolves for safety, Dane was at a loss as to the
girl. She refused to part with the woollen cloak
found amidst the bodies of her parents now stained
with their blood and the look of defiance in her eyes
was impressive in one so young. He tempted her
with the succour of the Chantry but she decried any
Maker that would let beasts slaughter the innocent.
She vowed instead to fight by his side and slay the
monsters so no others would have to wear the blood
of the innocent as she did. When asked her name she
said it was dead with her family and she would take
a new name befitting her new purpose.
Thus did Danica come to
travel Thedas with the
akonight. She stayed with
clans and tribes, learning
their skills and honed her
abilities as she grew older
until she was able to fight
alongside Dane. She became
instantly
recognisable
amongst the villagers of
Thedas, the blood red
cloak around her shoulders
billowing in the wind and
steely determination in her
eyes.
In Seheron she parted ways with
Dane, staying to learn the arts of
the fog warriors and mastering the
chain axe. Dane vanished not long
after and Danica continued her mission,
recruiting others to her cause and forming
what would be called the Sisterhood. Orphans
and urchins joined her, all determined to defend
those who could not defend themselves.
The emblem of the Sisterhood consists of a stylised
wolf head emblazoned on a white field. Over the top
of this is the distinctive blood red cloak, symbolically
interposed between the beast and its victims. While
a sister still draws breath, no creature will harm the
innocent.
The sisterhood accepts anyone with the determination
and strength of will needed to hunt down the dark
things of the world. The common people call them
Red Cloaks after the blood-red capes they wear in
memory of Danica and to honour the innocent blood
spilt. Many a village has huddled in fear waiting for
death only to be delivered from darkness by the Red
Cloaks.

O rganisational S tructure
Areas

Particulars

Affiliates

The people

Assets

Hunting lodges, caches

Expertise

Beasthunting

Enemies

Werewolves, monsters

Leaders

First Sisters

Status

Known throughout the wilds of Thedas

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

The Sisterhood are tireless hunters, tracking beasts


through the dark places of the world without
support and without quarter. A sister is self reliant,
determined and will use whatever means at their
disposal to defend the innocent.
Being a sister means putting others first, defending
those that cannot help themselves. Should a sister
witness an innocent attacked, they will think nothing
of stepping in to defend them, no matter the risk.
Although they hunt beasts in the dark places of the
world, they wont hesitate to strike down the unjust
and the wicked should they encounter them.

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?

Gain 1 point in Dexterity or Perception to


represent the speed and reflexes needed to hunt
monsters.
Gain 1 degree in a talent.
The sisterhood are seen as heroes in the
wilderness. Gain +2 to all interaction tests with
commoners.
Gain 1 Cunning focus.

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

Ships on all sides were destroyed but the Qunari were


halted. When the Chantry declared Exalted Marches
against the Qunari in the Storm Age it was in need
of ships to fill the decimated ranks of Thedas navies.
Qunari dreadnoughts were formidable opponents,
taking three ships for every one lost
Pirate captains that had survived the wars gathered
at Llomerryn to hide from the Qunari onslaught. But
they knew they couldnt hide forever. Under a flag of
parlay they argued their differences in the rough and
read manner of pirates. After days of debates they
realised they had no choice, they would have to band
together under one flag and fight alongside their
erstwhile victims or face conversion or annihilation
by the Qunari.
When Thedas navies began
moving on Qunari positions,
they found a huge fleet
sailing out of the darkness
alongside
them.
The
Llomerryn pirates had come
and the Felicisima Armada
was born. The pirates
brought their knowledge of
stealth and trickery to bear,
plaguing Qunari supply lines
and even launching seaborne
invasions against the Qunari
coast. For a time it was said the
Armada was the premiere naval
power of Thedas, and after the
signing of the Llomerryn Accord they
maintained their association rather than
disband, much as others might have hoped.
The Felicisima Armada survives to this day and
it has swept all other independent raiders away
becoming the unofficial guild of pirates. Wealthy
merchants often pay the leaders of the Armada,
rather than risk having their ships commandeered
and their merchandise stolen and sold on the black
market. Theyre hardly unified, and bloody battles
between Armada leaders are frequent, but any attack
by outsiders will cause them to instantly put aside
their differences and close ranks... and thus the
raiders have become far more of a plague in the last
century than they ever were before.
The pirates of the Armada are traditionalists despite
their organised structure. They prefer the classic
symbols of piracy; money, skulls, sword and blood.
Given their prosaic nature these tend to be hastily
painted across whatever comes to hand to proclaim
its allegiance.
There is many a legend told about the dashing
and romantic life aboard a Raider vessel and many
youngsters run away from their responsibilities
to try their luck at sea. The truth is somewhat less
enticing. Pirates and raiders are scoundrels and

smugglers all, intent on booty and plunder. So long


as each pirate does their job the armada couldnt
care less who joined their ranks. Each captain has
complete freedom in choosing their own crew, which
has resulted in some rather bizarre combinations due
to the eccentric nature of the captains. They stick to a
peculiar code of ethics that only a true pirate would
understand is just a guideline...

O rganisational S tructure
Areas

Particulars

Affiliates

Smugglers

Assets

Llomerryn, hidden caches, bribed officials

Expertise

Piracy, raiding, smuggling

Enemies

Merchants and navy ships

Leaders

Pirate King, Captains

Status

Infamous throughout Thedas

P laying

as a

P irate

The life of a pirate is a lot less glamorous than most


people believe. A ship is the domain of its captain
and their word is law. Considering the type of
personality needed to rule a pirate ship, working on
one is a rough and brutal affair.
Pirates consider nothing but their next score. A pirate
ship only runs for as long as the booty lasts; even the
iron will of its captain wont keep hungry deckhands
from mutinying for long.

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.

Ships are being raided at sea by a mysterious


force unaffiliated with the Felicisima Armada.

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

A character can take up to three specialisations,


starting at each of the indicated Novice ranks.
A character may take a specialisation at Level 1,
effectively starting with a specialisation. However
this has specific limitations on it and should deeply
affect the background of the character.

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.

If a character starts at level 1 with a specialisation


then they have effectively been brought up into
it. It is generally recommended that if characters
begin play with a specialisation that all players start
with one in order to ensure an even playing field. If
players are happy not to start with a specialisation
then you can offer an additional talent to compensate
or they can start as normal.
In order to take a specialisation at level 1 you need
to fulfil the normal specialisation prerequisites as
well as be part of an organisation that teaches the
specialisation. These organisations themselves may
have prerequisites as well. See the organisation section
for details. Without an organisation supporting them
a level 1 character is simply not experienced enough
to learn a specialisation. The following is a list of
organisations and the specialisations they teach.

S pecialisations
Organisation

by

D r a g o n A ge

S pecialisations

O rganisation

Specialisations

Ash Warriors

Berserker, Champion, Guardian

Blackstone
Irregulars

Champion, Guardian, Ranger,


Sniper

Blood Takers

Reaper, Reaver

Chevaliers

Champion, Guardian, Weapon


Master

Circle of Magi

Battlemage, Spirit Healer

Beast Hunter, Champion, Trick


Shooter
Emerald
Battlemage, Emerald Knight,
Brotherhood
Guardian, Keeper, Ranger
Berserker, Legionnaire Scout,
Legion of the Dead
Legionnaire Soldier
Ranger, Shadow, Sniper, Trick
Lowland Bandits
Shooter
Bard, Battlemage, Guardian.
Mage's Collective Shadowmancer, Shaman,
Shapeshifter
Bard, Beast Hunter, Duellist,
Merchant Guild
Guardian
Assassin, Beast Hunter, Druid,
Mist Stalkers
Shaman, Shapeshifter, Sniper
Champion, Duellist, Guardian,
Qunari Beresaad
Ranger, Weapon Master
Battlemage, Blood Mage, Guardian,
Sanguine Ministry
Necromancer, Reaper, Reaver
Assassin, Shadow, Sniper,
Seekers of Truth
Templar, Weapon Master
Dragon Hunters

Templar Order

Champion, Duellist, Templar

The Carta

Berserker, Duellist, Trick Shooter

The Crows of
Antiva

Assassin, Shadow, Sniper,


Weapon Master

Waking Sea Pirates Duellist, Shadow, Trickshooter


The Gift

Assassin, Blood Mage, Keeper,


Reaper, Reaver, Shadowmancer,
Shapeshifter, Sniper

If a specialisation is not taught by an organisation

59

S pecialisations

D r a g o n A ge

then it is impossible for the character to start in it


unless the GM and player develop a concept that
they are happy with. In this instance whatever
allowed them to take the specialisation should have
had as profound an impact on them as being part of
an organisation would.
The arcane warrior for example is not actively taught
by any organisations which means a character would
normally be unable to start play as one. However
you could develop a concept around the character
whereby they were brought up as a foundling by an
inscrutible warrior sage in the woods who taught
them the mysterious arts of the arcane warrior. So
long as everything fits together there should be no
real hindrance to creating the character you want.
Note that although an Organisation has favoured
specialisations that are most commonly associated
with it listed in its entry, it may teach more than that

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

Novice: You are an expert in the manipulation of


people. You gain +1 to all Communication tests. You
gain an additional Roleplaying SP when you roll
stunts on a Communication (Performance) test.
Journeyman: Your skills at deception allow you to
strike the enemy where it hurts. If an enemy fails
their Dirty Fighting test they suffer your Strength in
penetrating damage.
Master: Your wit and guile are capable of
wrongfooting even the most fearsome of foes. Any
time an opponent generates stunt points against
you in melee you can make a Communication
(Deceive) test vs their Willpower (Self Discipline). If
you succeed they lose a number of SP equal to your
Dragon Die, which can reduce their SP to 0.

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.

61

N ew S pecialisations

D r a g o n A ge

A nimal A lly
Location

Animal

Towns/Cities

Boar, Dog/Mabari, or Donkey

Forests/Plains

Black Bear, Boar, or Wolf

Mountains/Hills
Caves/Deep Roads

Giant Spider, Halla, or Wolf


Giant Spider or Bronto

Master: Your body and soul are conduits between


reality and the Fade. Your familiar can now travel
up to 3x your magic in yards from you. It now
looks like a real animal and will be perceived as a
threat by your enemies. Any creature that makes
a melee attack against your familiar will suffer
1D6 penetrating spirit damage. You may use your
familiar as the caster of your spells, drawing line of
sight and measuring range from it instead. Spells cost
an additional two points of mana when you do this.

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

Novice: You have learned to bind lesser demons to


your will. To create an undead construct you must
first enter Binding mode. This requires an activate
action and a successful TN 15 Willpower (Self
Discipline) test. If you fail and roll triples, you must
roll on the Magical Mishaps table (see Chapter Five:
Magic).
As a major action you may summon a number of
corpses up to your Magic score, costing 8 mana
+1 per corpse.They may not move further than 2x
your Magic score in yards from you. You control
these corpses for a number of rounds equal to your
Magic score. You must then make a a Willpower
(Self Discipline) test vs TN10+ the number of corpses
you are controlling. Success grants control again
for a number of rounds equal to your Magic score.
Failure means the corpses do nothing and you suffer
2D6 penetrating damage. Rolling stunts on a failure
means the corpses turn on you and attack. It requires
a minor action every round to direct your constructs.
If you wish to unbind them you must perform a
control test as an activate action. Success indicates
the demons are sent back to the Fade and their hosts
collapse to the ground. Failure results in the normal
repercussions. Uncontrolled constructs
will revert to GM controlled npcs after
1D3 rounds.

Journeyman: You may now summon a number of


skeletons up to your Magic score, costing 10 mana +2
per corpse. Your constructs may now move up to 3x
your Magic score in yards from you.
Master: You may now summon a revenant or arcane
horror, costing 20 mana. Your constructs may now
move up to 4x your Magic score in yards from
you. Control tests on these constructs are opposed
Willpower (Self Discipline) tests.

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

One of the oldest magical practices in Thedas is the


summoning of and communication with spirits.
Spirit Healers are a specialised example of this
form, choosing to concentrate on a single facet of
this communion. The shamans of more primitive
peoples however speak to spirits and the souls of the
dead for many reasons; to discover hidden truths,
learn forgotten lore or even to gain their aid and
protection. Few people practice shamanism now that
the Chantry and its Mage Circles exist throughout
Thedas, but there are still those that seek out the old
ways amongst the Chasind and Avvars.

Although the Circle of Magi denies the rumours this


rare art survives in the forgotten corners of Thedas.
Mastery of their bodies allows shapeshifters some
protection and flexibility making them durable
opponents and staunch allies.

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

Journeyman: The combined strength of body and


mind allows you to weather all hardships. You may
use Constitution (Stamina) in place of Willpower (Self
Discipline) and vice versa when required to make a
test (including spell resistance). Enemies suffer -1 to
any Backstab attempts against you.
Master: Your toughness has become legendary,
putting many warriors to shame. You ignore the first
point of damage suffered in every hit, regardless of
any special effects applied to the damage. You gain a
+1 bonus to resist any poison and magic effects.

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

animal at a time, per Encounter.

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

Journeyman: The Ranger can ascertain trail conditions


and the lay of the land at a glance. Their Exploration
Stunts cost 1 point less than normal and they can
reduce the level of any environmental Hazard by one
if they pass a Perception (appropriate) test vs a TN
set by the GM.
Master: After many encounters the Ranger can
summon more powerful creatures to their aid. The
Ranger may call the same animal one Rank higher (see
Volume 2: Bestiary) if they pass their Communication
(Animal Handling) test vs TN 17 instead.

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.

move action. You may use a ranged weapon as part


of a charge action and dont have to finish adjacent to
an enemy. You can perform the Knock Prone stunt
for free if you also perform another stunt with an
equal or greater cost. You can only perform one free
stunt at a time.
Master: Your skill with missile weapons is legendary.
You ignore cover penalties completely and hit three
targets with a Dual Strike Stunt, expending 3 pieces
of ammunition in the process. You can now perform
the Disarm or Rapid Reload stunt for free if you also
perform another stunt with an equal or greater cost.
You can still only perform one free stunt at a time.

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.

Novice: So long as you have one hand free you can


fire any ranged weapon. You reduce cover penalties
by 1 and receive no negative for shooting into melee.
You can perform a Skirmish stunt for free if you also
perform another stunt with an equal or greater cost.
Journeyman: You reduce cover penalties by 2 and
can perform a ranged attack action at any point in a

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

Dexterity (Acrobatics) vs an enemys when they


make an attack against an ally within 4 yards. If you
succeed you move adjacent to the enemy and count
as the target of their attack instead.

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

Master: Your resilience is superhuman. When you


reach 0 Health you are not affected by the dying
condition and may act normally. You will still die
after the required number of rounds, but are not
incapacitated. You now ignore the first two points of
damage suffered in every hit.

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

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
your Defence 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 do an additional amount
of penetrating Spirit damage equal to your Magic
score. Your attacks count as magic for the purposes
of doing damage to spectral/incorporeal targets.
Master: You burst with energies drawn from the
other side of the Veil, dealing spirit damage to all
enemies nearby, particularly harming creatures from
the Fade. As a major action whilst in Summoning
Mode you can perform a Fade Burst action, suffering
a 2 penalty to Defence until the beginning of your
next turn as you concentrate. This is a Magic (Spirit)
test vs TN 14 and if successful every enemy within
8 yards suffers penetrating Spirit damage equal to
your Magic score. Demons and Spirits (see Volume
2: Bestiary) suffer double that. Your ability to resist
spells increases to +2.

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

Journeyman: Choose another melee weapon group to


master (you receive the same bonuses as listed above).
With an activate action you can treat a weapon from
a group you have mastered as any weapon in that
group for attack and damage purposes, regardless of
what it actually is. Whenever you wield a weapon
from your mastered groups you gain the Piercing
rule (see Volume 1 Vault) which can stack with itself.
Master: Choose another melee weapon group to
master (you receive the same bonuses as listed above).
Your ability is legendary. Whenever you wield a
weapon from that group you gain the Defensive and
Reach rules (see Volume 1 Vault) which can stack
with themselves. Any attack made with a mastered
melee weapon will thus have the Accurate, Piercing,
Defensive and Reach rules applied to it (multiple
times of the weapon in question possesses one or
more of those rules already).

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

Journeyman: Your companion receives one of the


following abilities at this level or one of those in the
previous level.
Using bull strength or lightning agility your
companion can bring their target to the ground. On
the turn they charge your companion automatically
knocks down their target. If they subsequently use
the knock down stunt then the bonus is increased to
+2.
Your companion is now a seasoned fighter. They
increase their Health by +10.
Master: Your companion receives one of the
following abilities at this level or one of those in the
previous levels.
Deadly blows rain down on your enemies as your
companion crushes and tears them apart. Any attack
made by your companion automatically pierces
armour in addition to any stunts it generates. If it
uses the pierce armour stunt as well then the blow
becomes penetrating instead.
Your companion knows just when to push the
attack. If your companions target is prone they must
take a Strength (Might) or Dexterity (Acrobatics)
test (depending on the type of animal) vs your
companions to get back up again. If they fail they
stay prone and may only use their fists and a light
shield to protect themselves. Your companion inflicts
an additional +3 Damage whilst their target is prone.
BLOOD PRIEST
Classes: Mage
Requirement: You must have the Blood Mage
Specialisation.
You draw on demonic energy more directly, flirting
with possession in order to gain greater power.
Novice: As an Activate Action you can draw power
from a demon. You gain +1 Strength and Dexterity
and 1 free point of mana every round. Your demonic
power gives you an unnatural aura.
Journeyman: The power you draw manifests more
directly, imbuing you with a fearsome aspect and
insidious aura. When Activating this talent you gain
Fear (11) and Aura of Fire, Aura of Craving or Aura
of Distraction (see Volume 2: Bestiary).
Master: Your path has taken you to the edge of
the abyss. It takes all of your self control not to
hurl yourself over. You are an Abomination in all
but name. Once you perform the Activate action
you gain all the special rules associated with the
demon powering you. See Volume 2: Bestiary - this
includes the Demonic special rule, Natural Armour,
summoning minions, shapeshifting, etc.
When it comes time to turn off the Talent you must

make an Opposed test pitting your Willpower (Self


Discipline) vs the chosen Demons. If you succeed
you manage to fend off the demon for now. If you
fail, record the Dragon Die result. The next time you
take this test the Demon adds this to their test. Each
successive failure adds to this, so that eventually you
will not be able to force the Demon out. You will be
lost, leaving nothing but the demon...
MUSIC
Classes: Mage, Rogue and Warrior
Requirement: You must have the Communication
(Performance) focus or the Cunning (Musical
Lore) focus and Communication 3 or higher.
You have a natural talent for music.
Novice: You know how to play an instrument, sing,
and write and read music. You have learnt one
ancient song to inspire your comrades.
Journeyman: Your musical journey continues as you
learn to play more instruments. You know how to
play a total number of instruments equal to your
Communication. You learn an additional song.
Master: You are a true virtuoso. You can play all the
instruments common to Thedas. If you come across a
more exotic instrument, you can learn to play it with
1d6 weeks of practice. NPCs start out with a positive
disposition towards you due to your fame and skill,
regardless of your background.

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

Journeyman: You are aware of or know how to find


secret bolt holes, smuggling tunnels, gambling dens
etc. You can pry these details from the aforementioned
underbelly with a successful test, the type and TN
of which are up to the GM. Without this Talent it
would either be impossible and/or very dangerous
(resulting in a shiv to the kidneys or ambush) to
uncover these secret locations.
Master: Whilst in urban environments you are
supremely confident and capable. You can use any
exploration stunt for 1 point less than normal when
in an urban context. You may always choose to be in
an advantageous position.
ARTISAN
Classes: Mage, Rogue and Warrior
Requirement: You must possess the appropriate Focus.
You can make exquisite goods.

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.

Novice: Choose a single area of expertise: Smithing,


Crafting, Brewing, Masonry, Carpentry. You are
skilled in this area and can create Average quality
items (TN and Success Threshold set by the GM see
later for suggestions). In the same time you can make
2 Poor Quality or 4 Crude Quality items.
Journeyman: Your skills have improved and now
you can create Superior Quality items. Halve success
Thresholds for Average Quality items. You can work
with +1 and +2 materials (see materials).
Master: You are a Master of your Craft and can
now make Magnificent Quality items. Halve success
thresholds for Superior Quality items and gain +2 to
the construction of Average Quality items (you gain
no bonus to Poor or Crude items because they are
beneath you). You can work with +3 and +4 materials.

Master: Your way with crowds gives you the ability


to use any Roleplaying stunt for 1 point less than
normal. Bon Mot may be used at your discretion in
any roleplaying encounter, although you dont have
to use it.

73

A dditional E nchantments

D r a g o n A ge

A dditional
E nchantments

S under
Journeyman Tier

There are many ways to infuse magic into an item.


The ancient Tevinter art of rune carving is but one of
these, preserved into the modern day by the Circle
of Magi.
Skilful enchanters can create their own effects,
binding them within the materials of an item. Unlike
a rune, these enchantments cannot be removed from
an object. Their nature is intrinsically bound within
the item.
Each enchantment has its own Tier which works just
like Rune Tiers when enchanting.

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

Note that each Enchantment takes up a slot on an


item. So if a sword had two rune slots you could put
two runes, two enchantments or one of each on it.

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

If you successfully hit with an Attack action you can


make another attack, rolling 2D6 (drop the Dragon
Die). If that hits you can make another attack, this
time rolling 1D6.

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

You damage the targets armour. Instead of causing


an Injury, you can reduce the targets armour by 1 pt.
They will need to get it repaired.

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

Casting Time: Major Action

S pellbloom
Magic School:
Creation

B lizzard
Magic School:
Primal

damage, 1D6 Fatigue and is stuck in place, unable to


make any move actions. A successful test just inflicts
damage instead.

Mana Cost:
10 MP
Target Number: 17

Test: Constitution (Stamina) vs. Spellpower

An ice storm engulfs the enemy, tearing at their


flesh and freezing them solid. You may cast this at
any point within 30 yards of you. Anything within
twice your Magic in yards of the target point takes
2D6 penetrating damage, 1D6 Fatigue and is stuck in
place, unable to make any move actions. A successful
test just inflicts damage instead.

Spell Type:
Utility

Casting Time: Major Action

Mana Cost:
7 MP
Target Number: 13

Test: None

The caster creates an energizing bloom of magic that


grants friendly mages additional mana. Once cast
any mage (including the caster) within your magic
score in yards receives an additional 2 mana every
round for a number of rounds equal to your magic
score.

S tinging S warm
Magic School:
Creation

Spell Type:
Attack

Mana Cost:
9 MP

The Blizzard lasts for a number of rounds equal to


your Magic attribute and every round those within
it must make a Constitution (Stamina) vs Spellpower
test to avoid being frozen in place again. Every
round within the Blizzard inflicts an additional 2D6
penetrating damage. Targets suffer -1 Speed for the
rest of the encouter. Those killed by Blizzard are
frozen solid.

A swarm of biting insects descend on the target. One


target within 40 yards takes 1D6+Magic penetrating
damage over a number of rounds equal to your
Magic score. A successful test reduces this to Magic.

C hain L ightning

D raining A ura

Magic School:
Primal

Spell Type:
Attack

Casting Time: Major Action

Mana Cost:
8 MP
Target Number: 16

Casting Time: Major Action

Target Number: 15

Test: Constitution (Stamina) vs Spellpower

Magic School:
Battlemage

Spell Type:
Utility

Casting Time: Major Action

Mana Cost:
4 MP
Target Number: 14

Test: Dexterity (Acrobatics) vs. Spellpower

Test: Magic (Spirit) vs Spellpower

The casters hands erupt, emitting a bolt of lightning


that inflicts electricity damage on a target, then forks,
sending smaller bolts jumping to those nearby,
which fork again. You strike a single target within
20 yards, inflicting 3D6+Magic penetrating damage.
Any target within your Magic score in yards from
the first target is hit with 1D6+Magic penetrating
damage. If the target passes its test, it suffers your
Magic score in damage instead.

The battlemage thrives in the heat of combat, creating


a field that drains life from nearby enemies. Any
enemy within your magic in yards takes 1D6+Magic
penetrating damage. Passing the test reduces this to
magic. Any target that fails the test grants the caster
1D6 Health back, at the cost of 2 MP.

T empest
Magic School:
Primal

Spell Type:
Attack

Casting Time: Major Action

Mana Cost:
10 MP
Target Number: 16

Test: Dexterity (Acrobatics) vs. Spellpower

The caster unleashes a fierce lightning storm that


deals constant electricity damage to anyone in the
targeted area. You may cast this at any point within
30 yards of you. Anything within twice your Magic
in yards of the target point takes 2D6 penetrating

D r a g o n A ge

A dditional S pells

E lemental C haos
Magic School:
Battlemage

Spell Type:
Utility

Casting Time: Major Action

Mana Cost:
8 MP
Target Number: 16

Test: Magic (Primal) vs Spellpower

The battlemage creates a field of chaotic, swirling


energy that continuously harms nearby enemies. All
enemies within your magic in yards takes 2D6+Magic
penetrating damage counting as all damage types.
Passing the test reduces this to 1D6+Magic. You may
keep this field going every round at the cost of 3 MP
per round up to your Magic in rounds.

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:

Elf: +1 Dexterity or Perception and the Speed Focus


(+2 to speed). Speed 10.

Dwarf: +1 Constitution or Willpower and the


Fortitude Focus (+2 Encumbrance Capacity).

Stalwart: Dwarves gain +2 to tests to resist spells but


their base Speed is reduced to 8.

Human: +1 Communication or Cunning and one


Focus. Speed 10.

Qunari: +1 Strength or Constitution and one Focus.

76

C lasses

and

R anks

Each NPC in this section fits into one of four Classes:


Civilian, Mage, Rogue or Warrior. As such they
follow the level progression found in the PC Classes
in the Dragon Age Players Guides and this book.
However NPCs do not level in the same way as PC
adventurers. Instead they are split into four Ranks
and assume that each Rank is equivalent to the 3rd
PC level of that Rank. Thus a Veteran Rank Rogue
NPC will possess every Class ability granted by the
first 8 Levels of the Rogue Class.

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

These are of course guidelines.


The NPCs given here often represent the Ordinary
Rank, although some will be too powerful to exist at
lower Ranks. Generally you shouldnt downgrade a
Rank, but increasing Ranks is not too difficult.
For leaders and special NPCs a good rule of thumb
is to make them one Rank higher than their minions.
Thus a group of Ordinary Brigands will be led by a
Veteran Brigand (referred to as a Captain or Boss).
All equipment described here has its material listed
in the entry (see Volume 1: Vault). You can further
tailor these by modifying their equipment materials
if you wish.

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

Child of the Qun: Qunari suffer -1 to tests to resist


spells but gain +1 to Strength (Might) tests and
damage rolls.

NPCs receive none of the benefits a PC gets from


joining an organisation. Their organisation is listed
for completeness and to aid developing encounters.

C ivilian

L evel 1

Not everyone in Thedas is a sword or spell wielding


maniac bent on the slaughter of his foes. The majority
of Thedosians are peasants, craftsmen, merchants
and scholars. These civilians gain little in the way
of combat experience, instead accruing extensive
knowledge in their fields of interest.

Starting Talents: You begin as a Novice in one Talent and


Journeyman in another.

This is technically a fourth class for Dragon Age,


although its really just one of the normal classes
sans class abilities. Its here mostly to create many
of the NPCs found in this section but can also be
taken by players if they so wish. Being a Civilian
gives you plenty of freedom to create a character
around whatever concept takes your fancy as they
have access to more Talent levels than any other
Class. However they receive no class abilities and are
restricted taking combat Talents making them less
useful in a combat heavy game.

New Talent/Degree

Primary and Secondary Abilities

Starting Focus: Start with one additional focus of your choice.


L evel 2
New Talent/Degree
L evel 3
L evel 4
New Weapon Group: Light Blades, Slings, Bows, Staves, or
Spears.
L evel 5
New Talent/Degree
L evel 6
New Focus: Gain 1 additional Focus, ignoring Level
restrictions.
New Talent/Degree
L evel 7

Choose three Abilities to be your Primary ones.


Everything else is a Secondary Ability.

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

Duel Weapon Style


Sword and Shield Style
Ignore the Class limitations on other Talents.
Specialisations

L evel 14
New Weapon Group: Light Blades, Bludgeons, Slings, Bows,
Staves, or Spears.
L evel 15
New Talent/Degree

Civilians cannot take Specialisations: They take a


Talent level whenever they would be expected to
take a Specialisation level.

New Focus: Gain 1 additional Focus, ignoring Level


restrictions.

Focuses

New Talent/Degree

Unlike Mages, Rogues or Warriors, a Civilian may


take a Focus twice from level 1. Taking a Focus a
second time increases the bonus to +3 (see Set 3).

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

Civilians make up the majority of the Thedosian


population. They are the bakers, farmers, scholars
and nobles that run the day to day of civilisation.
Those that choose to take up adventuring will be
represented by one of the normal Classes instead.

Thieves, neer-do-wells, scouts, cads and plain


murderous scum, Rogues ply their trade wherever
there is coin to be made. Lithe and quick-witted
they find their particular skills in high demand from
shady merchants and even the nobility. As quick at
the mouth as on their feet Rogues are often found at
the centre of political intrigues and the instigator of
bawdy jokes.

The following table lists the various things a Civilian


NPC has at each Rank.

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.

Talents/ Focuses Wpn Spells


Degrees
Grps

Class
Abilities

Ordinary

Arcane Lance

Veteran

Spell Lance,
Long Lance

Elite

13

10

Power Lance,
Stunt Bonus

Lord

18

12

Mages are divided into four Archetypes defined by


their Primary Attributes. These are as follows:
Mage: Cunning, Magic, Willpower.
Trainer: Communication, Cunning, Willpower.
Field Mage: Dexterity, Magic, Willpower.
Experimenter: Constitution, Cunning, Magic.

78

R ogue R anks
Rank

Talents/ Focuses Wpn Class Abilities


Degrees
Grps

Ordinary

Backstab,
Rogues Armour,
Stunt Bonus

Veteran

Bluff, Stunt
Bonus, Dirty
Fighting

Elite

13

Lethality,
Slippery, Stunt
Bonus

Lord

18

Perforate,
Quickshot

Rogues are divided into four Archetypes defined by


their Primary Attributes. They are as follows:
Rogue: Communication, Dexterity, Perception.
Ruffian: Communication, Dexterity, Strength.
Shark: Dexterity, Perception, Willpower.

M age R anks
Rank

The following table lists the various things a Rogue


NPC has at each Rank.

Scoundrel: Communication, Perception, Cunning.

W arriors

NPC H ealth

Walking mountains of muscle and a temperament to


match, Warriors make up the mainstay of militaries
across Thedas. Merchant guards, noble bodyguards
and the Templars of the Chantry all represent the
physical presence Warriors have and the muzzled
violence just waiting to be unleashed.
The following table lists the various things a Warrior
NPC has at each Rank.

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

Warriors are divided into four Archetypes defined


by their Primary Attributes. They are as follows:
Warrior: Constitution, Dexterity, Strength.
Leader: Communication, Dexterity, Strength.

Levels

Base

Health

Average

1-10

10

1D6+Con

3.5+Con

11-20

Con

Con

An Ordinary Rank NPC like a Bandit would thus


have Con+3.5 x 3 levels plus Base 10 for being a
Typical Creature. Bandits have a Con of 2 so they
would receive (2+3.5) x 3 (16.5) plus Base 10 for a
total Health of 26 (fractions rounded down). This
is really just like creating a PC character at a higher
starting level and working out their levels all at once.
To avoid gimping NPCs we assume they receive a
minimum of 1 Health per level within the Rank even
if they have a Con of 0 or less. ie the Bandit with -6
Con would roll 1D6+ (-6) and get 0. This would still
grant 1 pt of Health.
Averages are given if GMs would rather not roll
copious quantities of dice. After calculation round all
fractions down.
Note: All NPC Health is calculated using their
current Constitution value, effectively working on a
retroactive basis. This just makes it easier to work out
their Health values and will generally only change
their Health by a few points at most.

Skirmisher: Constitution, Dexterity, Perception.

M ana

Brute: Constitution, Strength, Willpower.

NPCs receive Mana 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 Mana 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).

PCS AND ARCHETYPES


Each of the NPC Classes listed here possess
three additional Archetypes represented by their
Primary Attributes. These create a subtle but
notable difference between NPCs generated from
the same Classes.
If the GM wishes players can use these Archetypes
to create their own characters, creating additional
differences between characters of the same Class.
Note that these Archetypes may change the
capacity for characters to take some Specialisations
by changing which Attributes can be increased
when.

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

Note: All NPC Mana is calculated using their current


value, effectively working on a retroactive basis just
like Health. Unlike the core rules, all Mages in this
document use their Willpower score to determine
Mana, rather than their Magic.

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.

NPC A ttribute B onuses

There is plenty of room to fiddle with these to make


it work for you and your group.

N ew F ocuses
The following are new Focuses:

Rank

Primary
Attribute

Secondary
Attribute

Ordinary

Veteran

Coercion: Using underhanded means to force others


to do what you want, even against their will.

Elite

Provocation: Goading others into rash action.

Lord

Health: Veterans add 5x Con+dice (or average).


Elites add 2xCon+dice (or average) and 3xCon.
Lords add 5xCon.
Mana: Veterans add 5x Mag+dice (or average). Elites
add 2xMag+dice (or average) and 3xMag. Lords add
5xMag.
So an NPC that starts as a Veteran and increases by
two Ranks to a Lord will increase its Health by 2x
Con+dice and 8xCon and so on.
To make more powerful NPCs stand out from the
crowd, you can apply the following additional rules:
Stunt Prowess: This NPC is a mighty individual,
capable of pulling off the most amazing feats. They
receive +1 to the Dragon Die when calculating the
number of Stunt points generated. This can put them
over 6. eg an NPC rolls 3, 3 and 4 (DD). They receive
5 SP instead of 4.
This takes the place of the PC Stunt Point bonus
granted at level 11.
Legendary:
Possessing
a
power
beyond
comprehension, such people are the stuff of legends.
The NPC may treat one die as one number higher or
lower to generate Stunt Points, although it doesnt
actually change the die number. eg the NPC rolls a
3, 4 and 6 (DD). It may treat the 3 as a 4 in order to
generate Stunt Points. If the rolls were 1, 3 and 5 (DD)
you could not produce doubles.
Generally an Elite NPC will have Stunt Prowess
whilst a Lord will have Stunt Prowess AND Diabolic
Splendour.

80

Equipment: Higher level NPCs that use equipment


will generally be equipped with better quality
materials. Elites will most likely use Veridium and
Red Steel whilst Lords will use Silverite, Dragonbone
and even more powerful materials. They may even
carry magic items with runic engravings at the GMs
discretion. Perhaps long lost heirlooms of a forgotten
age, fitting rewards for mighty adventurers.

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.

Advisors are useful contacts in a court due to their


detailed knowledge of the goings on of the various
lackeys, sycophants and minor nobles that plague the
court. However their position of confidence with the
nobility means that they can be formidable enemies.
Given their experience an advisor can be a potent
demagogue, rousing their audience to action,
whether in defence of some noble ideal, or simply to
lynch their rivals...

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 )

Communication (Etiquette, Persuasion)

Constitution

Cunning (Research, Writing,


Historical Lore, )

Dexterity (Initiative)

Magic

Perception (Empathy)

Strength

Willpower (Morale, Self Discipline)


C ombat R atings

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.

Trade, (mother tongue),


+4 from Linguistics

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

Filthy and wretched, beggars are found across


Thedas. Wherever there are great populations of
people there will be those unable to make their way.
Without even a roof over their heads they are forced
to line the streets with hands outstretched, waiting
for the charity of others. There are some beggars
however that have turned their occupation into an
artform, using sophisticated speechcraft to tug on the
heartstrings of the wealthy. Some even go so far as to
hide limbs under their filthy garments in an effort to
elicit more sympathy as a war veteran.

It takes singular individuals to take up the mantle


of the charcoal burner. They live their lives in a
miasma of peat smoke and soot, often stained head
to foot with the product of their labour. Due to the
fragrant nature of their work, they almost always
live away from society, often near rich sources of
their livelihood. Alone in the wilderness they are
often hardy if odd individuals.

A dventure H ook

A dventure H ook
The players stumble upon a charcoal burners hut
surrounded by dozens of dead darkspawn.

A beggar tells the players he is really a local noble on


the run for his life.

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)

Cunning (Natural Lore)

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.

Trade, (mother tongue)

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.

Trade, (mother tongue)

E quipment

Elm Club [1], beggars rags [1].

Elm Club [1], Traps (x3) [1], Rough Hide Leathers


[3], Charcoal.

Encumbrance: 2

Encumbrance: 5

Capacity: 4

Capacity: 6

C hirurgeon

C oachman

Despite the prevalence of magic in Thedas, most


people will never see a healing mage. Instead
they rely on the skills of trained physicians to set
broken bones and administer curatives for fevers.
Chirurgeons rely on herbal remedies and poultices
to fix the greater number of ailments they encounter.
Commoners trust chirurgeons and will go to them
for advice.

Travelling Thedas is not for the faint of heart. Beasts


and brigands abound across the lands, more than
willing to part a person with their life. But for those
that cant afford a sea voyage, travel by coach is the
fastest option. Coachmen must be tough to endure
the weather as they drive and resolute in the face
of danger should they be waylaid. Many a time
an overly confident bandit has attempted to board
a coach only to suffer a crack to the skull for their
troubles.

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)

Cunning (Research, Writing, Healing,


Herb Lore)

Dexterity

Magic

Perception (Empathy, Seeing)

Strength

Willpower (Morale, Self Discipline)


C ombat R atings

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.

Trade, (mother tongue)

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 )

Communication (Animal Handling)

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.

Trade, (mother tongue)

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 good craftsman is worth his weight in silver. Their


skilled hands can produce works of exquisite beauty
as well as lifelong durability. Many rich merchants
and nobles have their own personal crafters, ensuring
they receive only the best equipment and a lifelong
service. Many crafters become rich enough to set up
their own shops and distribution, and the best rival
even merchants in their wealth.

Anything that involves the use of lyrium is a risky


business and many enchanters have been injured
or gone insane as a result. The best enchanters can
also craft their own runes to enchant onto weapons,
or even weave magical effects into the weapons
themselves.

A dventure H ook

Driven insane by lyrium an enchanter starts binding


demons into the items he makes.

A wealthy crafter hires the players to protect him


from threats against his life.

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)

Cunning (Arcane Lore, Enchantment)

Dexterity (Initiative, Runecrafting)

Magic

Perception (Seeing)

Strength

Willpower (Morale, Self-Discipline)


C ombat R atings

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).

Efficient Search and Sway the Crowd.

W eapon G roups

L anguages

S pecial R ules

Brawling, Staves,
Light Blades.

Trade, (mother tongue)

Talents: Artisan (choose one) (Master), Contacts


(Novice), Silver Tongue (Novice).
W eapon G roups

L anguages

Brawling, Light Blades. Trade, (mother tongue)


E quipment
Steel Shortsword [1], Spidersilk light clothes [1].
Encumbrance: 2

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

Thedas runs on the backs of its farmers. Tough and


no-nonsense, farmers tirelessly tend to their fields
and herds. They are no stranger to conflict and will
often carry a bow to kill any predators eyeing off
their animals. Even darkspawn have been ended by
an enraged farmers arrow.

In Ferelden the mabari is a revered animal. Extremely


intelligent, loyal and terrifyingly fierce they are
perfect companions. The loyalty of a mabari is
considered a sign of good character, however most
are trained that way by dedicated trainers who are as
loyal to the mabari as they are to them.

A dventure H ook

A dventure H ook

A local farmer claims to have been attacked by a


strange horned beast and has the wounds to prove it.

A mabari hunter asks the players for help in finding


a puppy thief.

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 )

Communication (Animal Handling)

Constitution (Stamina)

Cunning

Dexterity

-1

Magic

Perception (Smelling)

Strength (Might)

Willpower

Rank

Communication (Animal Handling)

Constitution (Fortitude, Stamina)

Cunning (Natural Lore)

Dexterity (Staves)

-1

Magic

Perception (Smelling, Seeing)

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.

Trade, (mother tongue)

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.

Trade, (mother tongue)

E quipment

Yew Bow [2], Yew Club [1], Traps (x3) [1], Peasant
clothes [1].

Ironbark Metal Shod Staff [2], Veridium Short


Sword [1], Mabari Crunch (x5), Hardened Studded
Leathers [4].

Encumbrance: 5

Encumbrance: 8

Capacity: 6

Capacity: 6 (+2)

85

C ivilians

D r a g o n A ge

M erchant

N oble

As the nobility has granted more rights to those


under them a new class of person has risen. These
individuals are wealthy but lack breeding and fit a
middle ground in Thedosian society. Merchants are
the most common of these, making their money on
the buying and selling of products. It is said that a
good merchant can buy your pants off your backside
and sell them back to you at twice the price.

Every society in Thedas possesses a noble class,


except the Qunari. Even the Dalish possess, one,
although as each clan is descended from a noble
house of the Dales, they are all technically nobility.

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)

Cunning (Cultural Lore, Evaluation,


Writing, Heraldry)

Dexterity (Calligraphy, Initiative,


Light Blades, Riding)

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.

Trade, (mother tongue)

E quipment
Steel shortsword [1], Merchant garb [1].

86

C ombat R atings

C ombat R atings

Encumbrance: 2

Communication (Etiquette, Deception,


Persuasion)

Capacity: 2

Bon Mot and And Another Thing.


S pecial R ules
Talents: Contacts (Journeyman), Horsemanship
(Master), Linguistics (Journeyman), Silver Tongue
(Master), Single Weapon Style (Master).
W eapon G roups

L anguages

Brawling, Light
Blades, Staves.

Trade, (mother tongue),


+2 from Linguistics

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.

The ubiquity of minstrels has made their profession


a perfect cover for covert actions. The Orlesians even
have their own bards specifically trained in spycraft.

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

Minstrels have a flair for the dramatic and


enthusiastically use their skills to seduce as many
people as possible.

MINSTREL
Rank

Class

Race

Veteran

Civilian

Human

A bilities ( focuses )

Communication (Performance,
Seduction)

Constitution (Fortitude)

Cunning (Musical Lore, Cultural


Lore)

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.

Trade, (mother tongue)

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

The vast wilds of Thedas hide many secrets.


Forgotten cities, lost bloodlines, hidden treasures.
There are also those that have abandoned civilisation
to live a solitary existence away from the distractions
of society.

The players are captured in a trap by a mysterious


hermit.

Who knows what secret arts, lost knowledge or


dreadful curses these mysterious individuals bear?

MYSTERIOUS HERMIT
Rank

Class

Race

Lord

Civilian

Human?

A bilities ( focuses )
2

Communication (Disguise)

Constitution (Drinking, Running,


Stamina, Swimming)

Cunning (Healing, Natural Lore,


Poison Lore)

Dexterity (Ledgerdemain , Light Blades,


Stealth, Traps)

Magic

Perception (Searching, Smelling,


Tracking)

Strength (Climbing, Intimidation,


Jumping, Might)

Willpower (Courage, Morale, SelfDiscipline)

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.

Trade, (mother tongue)

E quipment
Elm Shortbow? [1], Iron shortsword? [1], beggars
rags [1], Traps x6 [2].
Encumbrance: 5

88

Capacity: 11

R atcatcher

S cholar

Where civilisation goes, vermin follow. No city is free


from rats and as a result, every city has ratcatchers.
These calloused hunters are often a little deranged
due to the unpleasant vapours they inhale on their
hunts through the sewerworks. Every ratcatcher has
at their side a loyal companion, small but vicious.
They tend not to make many distinctions between
rats and other people though...

The most ancient centre of learning in Thedas is the


Tevinter city of Minrathous. Here for thousands of
years the best minds in the land studied, discovering
many secrets. Scholars often make a pilgrimage to
Minrathous in order to gain a greater understanding
of their area of expertise. Many nobles also hire
scholars to teach their children, to better prepare
them for their responsibilities.

A dventure H ook

A dventure H ook

Shouts of anger and fear draw the players to a


ratcatcher retreating back out of a manhole.

The players find a scholar half dead on the imperial


highway, his research missing.

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 )

Dexterity (Stealth, Traps)

-1

Magic

Perception (Hearing)

Strength

Willpower

Communication (Persuasion)

3
-1

Constitution

Cunning (Research, Writing)

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

Willpower (Self Discipline)


C ombat R atings

Speed

Health

Defence

Armour Rating

17

A ttacks
Weapon

Attack Roll

Damage

Ash

+0

1D6+1 (-1)

Quarterstaff

F avoured S tunts

Talents: Trapmaking (Journeyman), Streetwise


(Novice), Animal Companion (Dog) (Journeyman).

The Object of your Attention, And Another Thing.

*Treat as a metal shod staff with the stats of a flail.

Talents: Lore (Master), Linguistics (Novice), Silver


Tongue (Novice).

W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

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.

Trade, (mother tongue)

E quipment
Ash quarterstaff [2], academics robes [1].
Encumbrance: 3

Capacity: 1

89

C ivilians

D r a g o n A ge

Its gates forever shut.

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

Cunning (Research, Writing, Cultural


Lore, Religious Lore)

Dexterity (Calligraphy, Initiative)

Magic

Perception (Empathy, Hearing)

Strength (Intimidation)

Willpower (Faith, Morale, SelfDiscipline)


C ombat R atings

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.

Trade, (mother tongue),


+4 from Linguistics

E quipment
Dragonweave Heavy clothes [2].
Encumbrance: 2

90

Capacity: 3

Heaven has been filled with silence,


I knew then,
And crossd my heart with shame.
-Andraste 1:11

S ervant

S mith

One of the few jobs most city elves can get is as a


servant to the human nobility. There they can at least
earn a steady wage, albeit under constant scrutiny by
the human servants watching for sticky fingers. The
richest merchants also hire servants, often to emulate
the households of the nobility they aspire to join.
Servants often overhear all sorts of gossip, which can
be hazardous to their health.

Specialist crafters, smiths are responsible for


everything from horse shoes to nails, carpentry tools
and weapons of war. Without doubt the finest smiths
in the land are the dwarves and many who have fled
to the surface take up the trade to great success. Few
human smiths can compete with dwarven skill.

A dventure H ook

The players seek out a smith to repair their equipment,


only to find him hanging an out of business sign on
the door.

The players encounter a servant being brutally


beaten in an alley.

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 )

Communication (Bargaining, Etiquette)

Constitution (Stamina)

Cunning

Dexterity (Speed)

Magic

Perception

-1

Strength

Willpower

Class

Race

Ordinary

Civilian

Dwarf

A bilities ( focuses )
0

Communication

Constitution (Stamina, Fortitude)

Cunning

Dexterity

-1

Magic

Perception

Strength (Smithing)

Willpower (Self Discipline)

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.

Trade, (mother tongue)

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

Red Steel Club

+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.

Trade, (mother tongue)

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

Unfortunately its a sad fact that many children


are abandoned by impoverished families or left as
orphans. Those that dont die or receive succour
from the Chantry grow up on the seedy streets of
Thedas, learning from a young age to steal, cheat and
fight. Street urchins are cynical beyond their years
and think nothing of shanking a passing merchant
in order to get enough money for another day. For
most their only escape is eventually through the
hangmans noose.

Its said to be the oldest profession in the world,


catering to base human needs. The Chantry frowns
upon such things as they consider it a sin, leading to
lustful demonic temptation. But Prostitution thrives
throughout Thedas and there are many famous
brothels able to cater for any earthly (and many
unearthly) desires. Whores come to their profession
by many different routes, most unsavoury. Many are
resigned to their fate whilst others still have a spark
of fire that can never be completely quenched.

A dventure H ook

A dventure H ook

A street urchin lifts several players purses.

A player hears some scandalous gossip whilst


visiting their favourite companion.

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)

Dexterity (Speed, Ledgerdemain)

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.

Trade, (mother tongue)

S pecial R ules
Talents: Streetwise (Journeyman), Quick Reflexes
(Journeyman), Contacts (Novice).
W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

E quipment

92

E quipment

Grey Iron Dagger [1], Urchin rags [1].

Steel Hidden Dagger [1], Dress [1].

Encumbrance: 2

Encumbrance: 2

Capacity: 2

Capacity: 4

M ages

APOSTATE

All races save the Dwarves possess an affinity for


magic. Since the dominance of the Chantry many
of these mages have come under the auspices of
the Circle of Magi, but there are many still who
remain independent. Some do so in open defiance of
Chantry law, whilst others have never encountered
the Chantry and continue to practice the old ways of
their ancestors.

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

Magic (Arcane Lance)

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.

Trade, (mother tongue)

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

Many Apostates hide themselves amidst the


populace of Thedas, attempting to live out normal
lives. They rarely use their magic, preferring to draw
as little attention as possible to themselves.

There are many reasons to study blood magic, both


noble and sinister. To the Chantry however all
Maleficar deserve only one thing; a fiery death.

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 )

Communication (Deception, Disguise)

Constitution

Cunning

Dexterity (Initiative)

Magic (Arcane Lance)

Race
Elf

Perception

Strength

Willpower

Communication (Deception)

Constitution (Stamina)

Cunning (Poison Lore)

Dexterity (Speed)

Magic (Arcane Lance, Blood, Spirit)

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

Steel Metal Shod


Staff

+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

Spells: Daze, Glyph of Paralysis, Vulnerability Hex,


Weakness.

Specialisation: Blood Mage (Journeyman).

Mana: 20
Talents: Contacts (Journeyman).
W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

E quipment
Steel Punch Dagger [1], Light Clothes [1].
Encumbrance: 2

94

Class
Mage Experimenter
A bilities ( focuses )

APOSTATE OBSERVER

Rank
Veteran

Capacity: 2

Talents: Spirit Magic (Journeyman), Poison Lore


(Journeyman).
W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

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)

Cunning (Arcane Lore, Religious Lore,


Research)

Dexterity (Staves)

Magic (Arcane Lance, Blood)

Perception (Empathy, Hearing)

Strength

Willpower (Courage, Faith, SelfDiscipline)

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

Magic is to serve man, never to rule over him. As


such only mages under the auspices of the Circle
of Magi, itself run by the Chantry, are considered
official and sanctioned. They undergo the potentially
fatal harrowing in order to increase their resilience to
demonic influence.

A dventure H ook

A dventure H ook
An elf is found surrounded by dead Templars..

On the authority of the Circle a party of mages takes


control of a merchant caravan.

CIRCLE MAGE

When mages are born amongst the Dalish they are


trained by the Keepers, until they become a Keeper
themselves. Magic is a treasured birthright of the
scions of Arlathan and they jealously guard its
practitioners.

Rank

Class

Race

Ordinary

Mage

Human

DALISH ACOLYTE

Communication

Constitution

Cunning (Arcane Lore)

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

Communication (Animal Handling)

Constitution (Stamina)

Cunning (Healing, Natural Lore)

Dexterity (Speed)

Magic (Creation, Primal)

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

Specialisation: Keeper (Journeyman).

Talents: Primal Magic (Novice), Spirit Magic


(Novice).

Talents: Command (Novice), Creation Magic (Novice),


Lore (Novice), Primal Magic (Novice).

W eapon G roups

L anguages

W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

Brawling, Staves.

Trade, Dalish

E quipment

E quipment

96

Whitewood Quarterstaff [2], light clothes [1],


Lyrium Potion x2 [0] .

Sylvanwood Metal Shod Staff [2], Inscribed Heavy


Clothes [2], Lyrium Potion x2 [0].

Encumbrance: 3

Encumbrance: 4

Capacity: 3

Capacity: 5

D alish K eeper

DALISH KEEPER

Keepers are solemn guardians of elvish heritage.


They keep alive the stories, traditions and sacred
knowledge handed down from the very founders
of Arlathan herself. They lead their people in both
council and purpose.
To Andrastians they are apostates and defiantly so.
To the Dalish magic is a treasured part of their stolen
history and the practicing of it a solemn duty to those
lost.
Keepers use the very energy of nature to attack the
enemies of their people. Tearing vines and ravenous
animals descend upon the foe for their audacity in
attacking the last children of Arlathan.

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)

Cunning (Healing, Historical Lore,


Natural Lore)

Dexterity (Initiative, Speed)

Magic (Creation, Keeper, Primal)

Perception (Tracking, Seeing)

Strength

Willpower (Courage, Self-Discipline)

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)

The First Enchanter is looking for mercenaries to


protect him as he travels to a secret meeting.

Constitution (Stamina)

Cunning (Arcane Lore, Historical


Lore, Research)

Dexterity (Calligraphy, Staves)

Magic (Arcane Lance, Battle Mage,


Creation, Primal)

Perception (Empathy, Hearing, Seeing)

Strength

Willpower (Courage, Morale, SelfDiscipline)


C ombat R atings

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.

Trade, (mother tongue)

E quipment

98

Magnificent Dragonthorn Metal Shod Staff


(Masterpiece Hale Rune, Grandmaster Paralyse
Rune, Master Dweomer Rune) [2], Dragonweave
Heavy Clothes [2], Lyrium Potion x4 [0], Incense of
Awareness x1 [0], Elixir of Heroism x1 [0].
Encumbrance: 4

Capacity: 5

H edge W izard

N ecromancer

Not all mages born into Thedas have access to


the knowledge of others. Some, living in isolated
communities come to their powers through trial
and error, using what they learn on their own to
surreptitiously help their community and themselves.

A dventure H ook

One of the rarest of all forms of magic, necromancy is


a black art. It involves the summoning and binding
of demons into the corpses of the slain as slaves to
their master.

A dventure H ook
Coordinated waves of undead are raiding caravans..

An itinerant salesman is accused of magic when his


produce heals the sick.

NECROMANCER

Class

Race

Veteran

Field Mage

Human

Communication (Deception)

Rank

Class

Race

Constitution (Stamina)

Ordinary

Mage Trainer

Human

Cunning (Lore, Natural Lore)

Dexterity

Magic (Arcane Lance, Entropy, Spirit)

A bilities ( focuses )

Rank

A bilities ( focuses )

HEDGE WIZARD

Communication

Constitution

Perception

Cunning (Healing, Natural Lore)

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

Steel Metal Shod


Staff

+1

1D6+3

A ttacks
Weapon

Attack Roll

Damage

F avoured S tunts

Yew Quarterstaff

+1

1D6

Imposing Spell and Mighty Spell.

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, Spell Lance, Long Lance.


Spells: Daze, Death Magic, Drain Life, Mana
Drain, Pull, Walking Bomb, Weakness.

Arcane Lance.

(+1 Entropy Spell).

Spells: Heal, Spell Wisp, Glyph of Paralysis, Rock


Armour.

Mana: 62

Mana: 23
Talents: Chirurgy (Journeyman).

Specialisation: Necromancer (Journeyman).


Talents: Command (Novice), Spirit Magic (Novice),
Entropy Magic (Journeyman).

W eapon G roups

L anguages

W eapon G roups

L anguages

Brawling, Staves.

Trade, (mother tongue)

Brawling, Staves.

Trade, (mother tongue)

E quipment

E quipment
Yew Quarterstaff [2], peasant light clothes [1],
Healing Poultices x6 [0].

Steel Metal Shod Staff [2], Spider silk Heavy Clothes


[2].

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

These are mages who have learned to disguise their


use of magic, or even implicate someone else entirely.

A dventure H ook
A nobleson claims charges of apostasy are false.

SHADOW MAGE
Rank

Class

Race

Veteran

Mage Trainer

Elf

A bilities ( focuses )

Communication (Deception, Disguise,


Persuasion)

Constitution (Running)

Cunning

Dexterity (Speed)

Magic (Arcane Lance, Spirit)

Perception (Hearing)

Strength (Jumping)

Willpower

There are more than just demons in the Fade. Some


mages are able to make contact with more benevolent
spirits and develop soothing powers of healing.
These mages are the most popular of their kind
amongst the general populace for obvious reasons.

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

Cunning (Healing, Arcane Lore)

Dexterity (Speed)

Magic (Arcane Lance, Creation)

Perception (Empathy, Hearing)

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

Puissant Casting and Sway the Crowd.

F avoured S tunts

S pecial R ules

Imposing Spell and Mana Shield.

Arcane Lance, Spell Lance, Long Lance.


Spells: Daze, Dispel Magic, Dream Sending,
Levitate, Memory, Mind Blast, Spell Shield.

S pecial R ules
Arcane Lance, Spell Lance, Long Lance.

(+1 Spirit Spell).

Spells: Heal, Heroic Aura, Heroic Offence, Mind


Blast, Rock Armour, Rejuvenate, Spell Wisp.

Mana: 46

Mana: 54

Specialisation: Shadow Mage (Journeyman).

Specialisation: Spirit Healer (Journeyman).

Talents: Quick Reflexes (Jourenyman), Spirit Magic


(Journeyman).

Talents: Creation Magic (Novice), Lore (Novice),


Chirurgy (Journeyman).

W eapon G roups
Brawling, Staves.

L anguages

W eapon G roups

L anguages

Trade, Dalish

Brawling, Staves.

Trade, (mother tongue)

E quipment

E quipment
Sylvanwood Metal Shod Staff [2], Heavy Clothes
[2], Lyrium Potion x2 [0].

Yew Quarterstaff [2], Heavy Clothes [2], Lyrium


Potion x2 [0], Healing Poultice x3 [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

The oldest of mage traditions, witches commune


with the spirits and interpret dreams. They are said
to be able to curse or cure the living with but a look.
Some witches gain such infamy that their very names
send shivers down the spines of men.

Tevinter slavers are collecting peasants for a


mysterious purpose.

A dventure H ook

In Tevinter the nobility are all ruthless mages


wielding tremendous temporal and magical power.

TEVINTER MAGISTER

Cow milk is curdling and babies are stillborn.

Rank

Class

Race

Veteran

Mage Experimenter

Human

WITCH
Rank

Class

Race

Ordinary

Mage Experimenter

Human

A bilities ( focuses )
0

Communication (Deception, Etiquette)

Constitution (Stamina)

Cunning (Arcane Lore, Heraldry)

1
4
0

Perception

Strength

Willpower (Morale, Self-Discipline)

A bilities ( focuses )
0

Communication

Dexterity

Constitution (Stamina)

Magic (Arcane Lance, Spirit)

Cunning (Natural Lore)

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

Grey Iron Punch


Dagger

+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

Spells: Arcane Bolt, Daze, Drain Life, Dream


Sending, Walking Bomb.

Specialisation: Battlemage (Journeyman).

Mana: 23

Talents: Command (Journeyman), Lore (Novice), Spirit


Magic (Novice).

Talents: Spirit Magic (Journeyman).

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.

Trade, (mother tongue)

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)

Cunning (Poison Lore)

Dexterity (Acrobatics, Light Blades,


Stealth)

-1

Magic

Perception (Seeing, Hearing)

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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother tongue)

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

The beresaad is divided into many divisions, each


specialising in various methods of warfare. The
skirmisher is a fast moving support unit, harrying
the enemy before swooping in for the kill.

There is something about the open ocean that


ensnares the gullible. Stories of adventure on the
high seas and rumours of treasure have swept many
a young farmer away to a life of danger and larceny
where only the truly vicious survive.

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)

Dexterity (Light Blades)

-1

Magic

Perception

Strength (Spears)

Willpower (Self-Discipline)

C ombat R atings

Race

Ordinary

Rogue Shark

Human

Communication

Constitution (Swimming)

-1

Cunning

Dexterity (Light Blades)

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

Grey Iron Short


Sword

+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

Pierce Armour and Lightning Attack.


S pecial R ules

F avoured S tunts
Pierce Armour and Mighty Blow.
S pecial R ules

Child of Qun, Backstab, Rogues Armour.

Backstab, Rogues Armour.

Stunt Bonus: Pierce Armour.

Stunt Bonus: Pierce Armour.

Talents: Thrown Weapon Style (Journeyman).

Talents: Thievery (Novice), Quick Reflexes (Novice).

W eapon G roups

L anguages

Bows, Brawling, Light


Blades, Spears.

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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother Tongue)

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 )

The Stalkers are hunters extraordinaire, whether of


animals or people. For a time the mere hint of one on
the border with Fereldan terrorised her farmers.

A dventure H ook

Farmsteads along the Korcari Wilds have been razed


and their inhabitants have disappeared.

Rank

Communication (Animal Handling)

Constitution (Running, Stamina)

Cunning (Healing)

Dexterity (Crafting, Stealth)

-1

Magic

Perception (Tracking, Hearing)

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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother tongue)

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)

Constitution (Fortitude, Stamina)

Cunning (Cryptography, Evaluation)

Dexterity (Bows, Legerdemain, Light


Blades, Lock Picking, Staves)

-1

Magic

Perception (Empathy, Searching)

Strength (Climbing, Intimidation)

Willpower (Courage, Morale)


C ombat R atings

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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother Tongue)

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

Amongst the Dalish the highest honour is to become


a hunter. They undergo a harsh rite of passage to
prove their worth.

Deployed far into the Deep Roads, the Deep Watchers


are the first line of defence against the endless hordes
arrayed against the Dwarven people. They trail the
Darkspawn hordes, reporting on their movements
and silently slaying any stragglers.

The hunters feed the clan, protect them from hostile


forces. They are generally the only Dalish outsiders
ever meet and often the last thing they ever see...

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)

Dexterity (Light Blades)

Cunning

-1

Magic

Perception

Strength

Dexterity (Bows, Speed)

-1

Magic

Perception (Seeing, Tracking)

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

Steel Short Sword

+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.

Stunt Bonus: Pierce Armour.


Talents: Scouting (Novice), Archery Style (Novice).
W eapon G roups

L anguages

Bows, Brawling, Light


Blades, Staves.

Trade, Elven

E quipment

Talents: Scouting (Novice), Dual Weapon Style (Novice).


W eapon G roups

L anguages

Bows, Brawling, Light


Blades, Staves.

Trade, Dwarven

E quipment

Steel Short Sword [1], Studded Leathers [0],


Whitewood Bow [2].

Veridium Metal Shod Staff [2], Two Steel Short


Swords [2], Leather Brigandine [0], 2 Acid Flasks
[1], 2 Fire Bombs [1].

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

However this hasnt dulled their skills and many


a would-be hero has met their end in dark places
thrashing in a masterminds garotte.

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

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...

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.

OUTLAW

MAGE HUNTER
Rank

Class

Race

Veteran

Rogue Ruffian

Human

A bilities ( focuses )

Communication

Constitution (Running. Stamina)

Cunning (Military Lore)

Dexterity (Light Blades, Stealth)

Magic

Perception (Tracking)

Strength (Intimidation)

Willpower (Faith, Morale)

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)

Yew Short Bow

+2

1D6+4

Grey Iron
Throwing Knives

+2

1D6+2 (-1)

S pecial R ules

F avoured S tunts

Backstab, Rogues Armour, Bluff, Dirty Fighting.

Pierce Armour and Mighty Blow.

Stunt Bonus: Pierce Armour; Stunt Bonus: That Makes


me Wonder.

S pecial R ules
Backstab, Rogues Armour.

Specialisation: Duellist (Journeyman).

Stunt Bonus: Pierce Armour.

Talents: Duel Weapon Style (Master), Quick


Reflexes (Novice).

Talents: Scouting (Journeyman).

W eapon G roups

L anguages

Bows, Brawling, Light


Blades, Staves.

Trade, (mother Tongue)

E quipment

108

C ombat R atings

Class
Rogue Ruffian
A bilities ( focuses )

Rank
Ordinary

W eapon G roups

L anguages

Bows, Brawling, Light


Blades, Staves.

Trade, (mother tongue)

E quipment

2 Short Swords [2], 2 Hidden Daggers [2], Leather


Brigandine [0].

Iron Dagger [1], Yew Short Bow [1], Rough Hide


Leathers [0], Bandolier with 5 Grey Iron Throwing
Knives [2].

Encumbrance: 4

Encumbrance: 4

Capacity: 6

Capacity: 4

P rofessional D uellist

R acketeer

When ones honour is slighted, it is important to


have someone who can get it back for you.

If you want it, hes got it. For a price ... or a favour.
Sometimes both.

A dventure H ook

A dventure H ook

For some reason it seems to be raining the gloves of


slighted noblemen, punctuated with lightning attacks...

The PCs have unintentionally become indebted to


a Racketeer who has made little attempt to hide his
displeasure at their tardiness in paying...

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

Cunning (Cultural Lore, Evaluation, Heraldry)

Constitution (Fortitude)

Dexterity (Acrobatics, Duelling, Initiative, Speed)

Cunning (Evaluation)

-1

Magic

Dexterity

Perception (Seeing, tracking)

-1

Magic

Strength (Climbing, Jumping)

Perception (Empathy)

Willpower (Self Discipline)

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

Lethal Blow and Disarm.

Knock Prone and Disarm.

S pecial R ules

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: Duellist (Master).
Talents: Contacts (Novice) Duel Weapon Style
(Master), Quick Reflexes (Master).

Backstab, Rogues Armour.


Stunt Bonus: Pierce Armour.
Calling in Debts: The Racketeer can call in debts. A
successful intimidation test against another NPC will
force them to fight on the Racketeers side to pay back
their debt.
Talents: Thievery (Novice), Contacts (Novice).

W eapon G roups

L anguages

W eapon G roups

L anguages

Bows, Brawling, Light


Blades, Staves.

Trade, (mother Tongue)

Bows, Brawling, Light


Blades, Staves.

Trade, Dwarven

E quipment

E quipment

Magnificent Silverite Rapier [1], Magnificent


Silverite Main Gauche [1], Inscribed Brigandine [0].

Magnificent Red Steel Club [1], Leather Brigandine [0],


Hidden Superior Silverite Dagger [1].

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)

Cunning (Natural Lore)

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

Yew Short Bow

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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother tongue)

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 )

Born from the early inquisition the Seekers are a breed


apart. Often recruited from the Templars themselves
they are hated by their erstwhile brethren, seen as
traitors to their own.
Some say more Templars have died by the hands of
the Seekers than by the Apostates they hunt...

A dventure H ook

A Seeker starts poking their nose into a mystery the


PCs are neck deep in.

Rank

Communication (Deception, Etiquette,


Investigation)

Constitution

Cunning (Religious Lore, Evaluation)

Dexterity (Brawling, Light Blades)

-1

Magic

Perception (Seeing, tracking)

Strength (Climbing, Intimidation)

Willpower (Faith, Courage, Morale)

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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother Tongue)

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

The eternal game cannot continue without its most


important pawns. The Orlesians train theirs as bards,
using their skill with song to ingratiate themselves
amongst their targets.

The cities of Thedas are full of crime. Thieves prowl


the streets and rooftops, looking for places to loot.
Their experienced eyes are capable of finding the
most cunning hiding places and their deft fingers
capable of unlocking the most complex of locks.

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 )

Communication (Deception, Etiquette)

Constitution

Cunning (Cryptography)

Dexterity (Initiative, Legerdemain, Lock Picking)

-1

Magic

Perception (Empathy, Searching)

Strength

Willpower (Self-Discipline)
C ombat R atings

Speed

Health

Defence

Armour Rating

13

46

13

Weapon

Attack Roll

Damage

Red Steel Stiletto

+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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother tongue)

E quipment

Rank

Class

Race

Ordinary

Rogue

Elf

A bilities ( focuses )

A ttacks

112

THIEF

Communication

Constitution (Running)

Cunning

Dexterity (Speed, Stealth)

Magic

Perception (Searching)

Strength

-1

Willpower
C ombat R atings

Speed

Health

Defence

Armour Rating

15

20

13

A ttacks
Weapon

Attack Roll

Damage

Grey Iron Dagger

+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

Bows, Brawling, Light


Blades, Staves.

Trade, (mother tongue)

E quipment

Red Steel Stiletto [1], Shadowthread Light Clothes [0],


Superior Shadowthread Garotte [0].

Grey Iron Dagger [1], Light Clothing [0], Yew Club [1].

Encumbrance: 1

Encumbrance: 2

Capacity: 3

Capacity: 3

W arriors

ASH WARRIOR

Someone has to do the fighting and dying in battle


and Thedas has plenty to go around. From the
enforcers found in the employ of racketeers, to the
professional heroes of the dragon hunting clans,
warriors have made a living out of the time honoured
art of cracking skulls.
Trained in a plethora fighting styles and heavy
armour, a warrior is a walking weapon rack. Dont
let their muscle-power and oversized weaponry fool
you though, many are shrewd strategists and savvy
politicians

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 )

Communication (Animal Handling)

Constitution (Stamina)

Cunning

Dexterity (Speed)

-1

Magic

Perception (Seeing, Hearing, Tracking)

Strength (Axes, Climbing , Heavy Blades)

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

Steel Throwing Axe

+5

1D6+5

Steel TwoHanded Sword

+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

Constitution (Stamina, Military Lore)

Cunning (Qun)

Dexterity

-1

Magic

Perception

Strength (Heavy Blades)

Willpower (Self-Discipline)
C ombat R atings
Health

11

29

Defence

Armour Rating

11

A ttacks
Weapon

Attack Roll

Damage

Steel Throwing Spear

+3

1D6+5

Steel TwoHanded Sword

+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

Axes, Brawling, Heavy


Blades, Spears.

Trade, Qunlat

E quipment
Steel Two-Handed Sword [3], Leather Leathers [1],
Bandolier with 3 Steel Throwing Spears [2].
Encumbrance: 6

114

Even the smallest of them stands taller than a man


and their muscular frames contain a ferocious power.
Secure in the rightness of their path, the Beresaad
blaze a trail for the Qunari to follow.

A dventure H ook

Speed

At the forefront of the Qunari stand the Beresaad.


Mighty warriors entirely devoted to their people,
they will do whatever is necessary to ensure the Qun
thrives.

Capacity: 8

Hooded mercenaries have been wandering the


countryside, interrogating any people they encounter.

B odyguard

B rawler

The rich and powerful make many enemies in the


course of their business. Luckily they possess the
wealth to hire warriors to take the hits for them.

Some alcoholics have turned their inebriated


shenanigans into a business. Brawlers are expert fist
fighters and always love a good scrap. They make
a living in the underground fighting arenas, or as
paid foils for the disgustingly wealthy to prove their
virility.

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)

Dexterity (Brawling, Initiative)

Magic

1
2

Ordinary

Class

Race

Warrior Brute

Dwarf

A bilities ( focuses )
-1

Communication

Constitution (Fortitude)

Perception (Hearing)

Cunning

Strength (Axes, Bludgeons, Climbing,


Intimidation)

Dexterity (Brawling)

Magic

Willpower (Morale)

Perception

Strength (Climbing, Intimidation, Might)

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

Defensive Stance and Knock Prone.

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.

Trade, (mother tongue)

Mighty Blow and Pierce Armour.


S pecial R ules
Stalwart
Talents: Armour Training (Novice), Two-Hander
Style (Novice), Single Weapon Style (Novice),
Unarmed Style (Novice).
W eapon G roups

L anguages

Axes, Brawling, Light


Blades, Staves.

Trade, Dwarven

E quipment

E quipment
Steel Mace [2], Steel Medium Shield [2], Steel Chain
Mail [3], Steel Dagger [1].

Steel Gauntlet [1], Steel Shortsword [1], Hardened


Leathers [3].

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

Not all fighters at the front lines have as much meat


between their ears as they do on their bones.

The Dalish are a mistrusted people. Which is why


they continuously move from place to place, never
staying long enough to attract the ire of their
temporary neighbours.

A dventure H ook
The commander says all deserters are shot on sight.

COMMANDER
Rank

Class

Race

Elite

Warrior Leader

Human

A bilities ( focuses )

Communication (Animal Handling,


Etiquette, Leadership, Persuasion)

Constitution (Stamina)

Cunning (Evaluation, Heraldry,


Military Lore)

Dexterity (Initiative, Riding)

-1

Magic

Perception (Empathy)

Strength (Heavy Blades)

Willpower (Courage, Morale, Self-Discipline)

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

Axes, Brawling, Heavy Trade, (mother tongue)


Blades, Light Blades,
Spears, Staves.
E quipment

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

Dalish warriors are ferocious fighters. They know


that should they fail, their families and kin will be
slaughtered and their corpses defiled.

Communication

Constitution

Cunning

Dexterity (Acrobatics, Light Blades, Speed)

Magic

Perception (Seeing)

Strength (Climbing)

Willpower
C ombat R atings

Speed

Health

Defence

Armour Rating

15

23

13

A ttacks
Weapon

Attack Roll

Damage

Steel Short Sword

+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

Bows, Brawling, Light


Blades, Heavy Blades.

Trade, Elven

E quipment

Magnificent Red Steel Bastard Sword [2], Steel


Dagger [1], Superior Veridium Heavy Shield [2],
Magnificent Veridium Half Plate [3].

2 Steel Short Swords [2], Ironbark Short Bow [1]


Hardened Leathers (+1) [1].

Encumbrance: 9

Encumbrance: 5

Capacity: 9

Capacity: 5

D ragon C ultist

G uard

Amongst the ignorant and superstitious dragons


have a mythical status. Harking back to the old gods
of antiquity, the dragon cultists worship the high
dragons as divine beings. It doesnt hurt that their
blood is also a potent potion in its own right.

To keep the streets of Thedas in some semblance of


order, the law must be visible. Guards patrol the
streets, breaking up fights and making a general
show of enforcing order.

A dventure H ook
A strange crimson drug has hit the black markets.

DRAGON CULTIST
Rank

Class

Race

Ordinary

Warrior Skirmisher

Human

Merchants will also employ anyone desperate for


coin as guards, protecting their caravans from bandit
attack and the dark things of the world.

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 )

Communication (Animal Handling)

Constitution

-1

Cunning

Dexterity (Initiative, Light Blades)

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)

Poor Steel Short


Sword

+5 (-1)

1D6+4

Communication (Investigation)

Constitution

Cunning

Dexterity (Riding)

Magic

Perception (Searching)

Strength (Bludgeons, Intimidation)

Willpower
C ombat R atings

F avoured S tunts

Speed

Health

Defence

Armour Rating

Pierce Armour and Lightning Attack.

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.

Trade, (mother tongue)

Iron Dagger [1], Poor Steel Short Sword [1], Grey


Iron Small Shield [2], Cured Hide Leathers [1], 3
Vials of Dragon Blood.

Steel Mace [2], Steel Dagger [1], Leather Leathers [1].

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)

Constitution (Fortitude, Stamina)

Cunning (Military Lore)

Dexterity (Initiative, Light Blades, Riding)

Magic

Perception (Tracking, Searching)

Strength (Heavy Blades, Intimidation)

Willpower (Courage, Faith, Morale,


Self-Discipline)
C ombat R atings

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

Axes, Brawling, Heavy Trade, (mother tongue)


Blades, Light Blades,
Spears, Staves.
E quipment
Magnificent Silverite Two-Handed Sword (Master
Flame Rune, Journeyman Dweomer Rune) [3],
Steel Dagger [1], Magnificent Silverite Heavy Shield
[1], Magnificent Silverite Full Plate (Grandmaster
Barrier Rune, Masterpiece Tempest Rune) [4].
Encumbrance: 9

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

Many nobles aspire to the ideals of chivalry espoused


by the knightly orders. Highly skilled and morally
resolute, they are an inspiring presence to their allies
and a fearsome foe to their enemies.

One of the most fearsome fighting fraternities on


Thedas, the Legion of the Dead fight the enemies of
the dwarves unwaveringly.

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.

Ser Roben bravely ran away...

LEGIONNAIRE

KNIGHT
Rank

Class

Race

Veteran

Warrior Leader

Human

Communication (Leadership, Etiquette)

Constitution (Running, Stamina)

Cunning (Military Lore)

Dexterity (Riding)

-1

Magic

Perception

Strength (Heavy Blades, Spears)

Willpower (Courage, Morale)


C ombat R atings

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

Constitution (Fortitude, Stamina)

Cunning (Military Lore)

Dexterity (Initiative)

-1

Magic

Perception (Tracking)

Strength (Axes, Heavy Blades, Might)

Willpower (Courage, Morale)


C ombat R atings

Speed

Health

Defence

Armour Rating

10

70

12 (14)

A ttacks
Weapon

Attack Roll

Damage

Superior Red
Steel Longsword

+6 (+1)

2D6+4 (+2)

Red Steel TwoHanded Axe

+6

3D6+4 (+2)

F avoured S tunts

F avoured S tunts

Skirmish and Knock Prone.

Mighty Blow and Knock Prone.

S pecial R ules

S pecial R ules

Stunt Bonus: Dual Strike; Stunt Bonus: Threaten

Stunt Bonus: Dual Strike; Stunt Bonus: Threaten

Mounted: Warhorse (Enc+4)

Stalwart

Specialisation: Champion (Journeyman).

Specialisation: Legionnaire Soldier (Journeyman).

Talents: Armour Training (Master), Mounted Combat


Style (Novice), Weapon and Shield Style (Journeyman).

Talents: Armour Training (Master), Two-Hander Style


(Journeyman), Weapon and Shield Style (Novice).

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

Axes, Bludgeons, Brawling,


Flails, Heavy Blades, Spears.

Trade, Dwarven

E quipment

Veridium Longsword [2], Steel Medium Shield [2],


Steel Lance [3], Steel Half Plate [4].

Red Steel Two-Handed Axe [3], Superior Red Steel


Longsword [2], Steel Shield [2], Superior Steel Half
Plate [4].

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

The perpetual conflict that inflames Thedas can only


be sustained by feeding it warm bodies. Mercenary
bands wander the lands actively looking for wars
in order to ply their wares. Seasoned warriors and
pragmatic soldiers, mercenaries can be counted on to
do the hard yards... unless someone comes up with
a better offer.

Fanatical warriors devoted the Chant of Light,


Templars are a shining beacon to the average, nonmage Andrastian. to anyone else they are a powerful
force to be reckoned with. Capable of sapping the
power from a mages spells and clad in heavy plate,
Templars smash through all opposition.

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)

Strength (Climbing, Spears)

Willpower
C ombat R atings
Health

Defence

Armour Rating

12

23

12 (13)

A ttacks

Race
Human

Communication (Leadership)

Constitution (Stamina)

Cunning (Military Lore)

Dexterity (Brawling, Riding)

Magic

Perception (Tracking)

Strength (Heavy Blades, Intimidation)

Willpower (Faith, Morale)


C ombat R atings

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

Skirmish and Knock Prone.

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

Stunt Bonus: Dual Strike; Stunt Bonus: Threaten


Specialisation: Templar (Journeyman).
Talents: Armour Training (Master), Single Weapon
Style (Journeyman), Weapon and Shield Style (Novice).
W eapon G roups

L anguages

Brawling, Heavy Blades, Trade, (mother tongue)


Light Blades, Spears.

Axes, Brawling,
Trade, (mother tongue)
Bludgeons, Light Blades,
Heavy Blades, Spears.

E quipment

E quipment

Steel Halberd [3], Steel Shortsword [1], Grey Iron


Chain Mail [3], Yew Light Shield [1].

Steel Longsword [2], Steel Medium Shield [2], Steel


Splint Mail [3].

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

Fanatical warriors devoted the Chant of Light,


Templars are a shining beacon to the average, nonmage Andrastian. to anyone else they are a powerful
force to be reckoned with. Capable of sapping the
power from a mages spells and clad in heavy plate,
Templars smash through all opposition.

A dventure H ook

D r a g o n A ge

W arriors

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.

Perception

Strength (Axes, Climbing, Intimidation, Staves)

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)

Grey Iron TwoHanded Maul

+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.

Trade, (mother tongue)

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

Constitution (Fortitude, Stamina)

Cunning (Military Lore)

Dexterity

-1

Magic
Perception

Strength (Axes)

Willpower (Morale)

The PCs are working with a noble house and in order


to further their cause must enlist the support of at
least three warrior houses..

C ombat R atings
Health

29

Defence

Armour Rating

11 (13)

A ttacks
Weapon

Attack Roll

Damage

Superior Steel
Longsword

+3 (+1)

1D6+5

Veridium TwoHanded Axe

+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

In the endless game of dwarven politics, the nobles


know that whoever has the support of the warrior
houses wields great influence. Sometimes a blade is
worth a thousand word...

A dventure H ook

Speed

Second only to the Noble caste, the dwarf warrior


caste is tasked with protecting the dwarven people.
Trained from an early age in all forms of martial
combat they are highly skilled soldiers.

Capacity: 8 (+2)

P art 5

ACCOUTREMENTS
G ear

and

P araphernalia ...

W eapons

D r a g o n A ge

Exotic and Unusual Weapons

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

Min. Str Enc. Cost

Axes Group (Strength) Piercing


Chain Axe1

1d6+3

19 sp

Bludgeons Group (Strength) Crushing


Hammer

1d6+2

6 sp

4sp

5 sp

Brawling Group (Dexterity)


Garotte

1D6

Flails Group (Dexterity) Flailing


Whip3

1D6-1

Heavy Blades Group (Strength) Defensive


Bastard Sword1

2d6

20 sp

Light Blades Group (Dexterity) Accurate


Hidden Dagger4

1d6

9 sp

Spears Group (Strength) Reach


DMiadahl5
Lance6

1d6+4

4D6

35sp

1 sp

Staves Group (Dexterity)


Club

1d6

1: May be used one handed or two handed. Two handed


counts as using two of the same weapon and the Defensive
rule, whilst one handed grants the Flailing and Reach
rules.
2: Penetrating damage. Can only be used as part of a
backstab against targets of teh same size or smaller. If
the first attack is successful, the only thing the target can
do is make an opposed Dexterity (acrobatics) test vs the
attackers Strength (Might) to get away.
3: Has the Reach rule.
4: Characters have to make a Perception (Search/Touching)
test vs TN 14 in order to find a hidden dagger on the target,
otherwise it is missed.
5: Cant be bought. Has the Defensive rule. If used
mounted counts as a lance. If used two handed adds an
additional D6 of damage.
6: Usable only as part of a Mounted Charge.

124

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.

SLOTS AND ENCUMBRANCE


Containers like backpacks use slots instead of
encumbrance values. You can pack a lot into them
without overburdening yourself.
When placing items into containers, they only take
up slots and do not add any encumbrance to the
container or character carrying it. The following
are some example items and the slots they take
up. If you carried these outside a container they
would increase encumbrance by the value given.

D r a g o n A ge

G ear

Phials: 2 per slot or 1 Enc each.

Backpack

Rations: 1 week per slot or 1 Enc.

Useful for storing small perishables, fragile items


and valuables. A backpack contains 10 slots and is 2
Encumbrance.

Books: 1 tome per slot, 2 books per slot. 1 Enc each.


Money: 20 coins per slot. 1 Enc per 20 coins.

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.

For weapons and armour the quality affects their use


in combat, but for other items their quality may have
indirect effects. The following are guidelines that can
help you determine how the quality of various items
affects their use.

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

Tools: These will grant a bonus of penalty based


on the quality to whatever test they are being used
for. This can include things like ropes for climbing,
instruments for music or paintbrushes for painting.
The higher the quality the easier it is to succeed at
the task.
Fashionable Items: Jewellery, tailored gowns and so
on can all affect ones social success. Modifiers affect
interaction tests such as Communication (Etiquette).
Specialist Attire: Cold weather gear, turbans etc
all help or hinder characters surviving in extreme
weather. Any tests to protect against the cold etc
can be modified by this gear. In the case of crude or
poor quality, it would basically mean youre wearing
normal clothes which make you more vulnerable.
Consumables: This is a bit subjective but the quality of
food and drink reflects on the chef as well as whoever
is hosting them.

125

G ear

D r a g o n A ge

Animal Breeding: High quality animal breeds have


improved characteristics. The modifiers may be
applied to one or more stats to reflect their superior
or inferior breeding.
Buildings and Vehicles: The quality represents their
solidity, lower quality structures are much easier to
destroy and subtract the value from their Armour
score.

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

Each Employees cost is for a weeks employment. You


can hire them for a month or year at 2x or 10x their base
cost. Costs may vary depending on how complex the task.
You can increase the Rank of an employee to increase their
quality if you wish. Each additional rank increases the cost
to hire (1 additional Rank x2, 2 additional Ranks x4, 3
additional Ranks x8).

D r a g o n A ge

G ear
B otanical I ngredients
Item

Cost

Ambrosia

150sp

Andrastes Grace

100sp

Blight Bane Nectar

185sp

Deathroot

1sp

Deep Mushroom

40cp

Dragonthorn

200sp

Elfroot

40cp

Embrium

10sp

Felandaris

15sp

Foxglove

75cp

Foxite & Heatherum

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

127

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

Tears of the Fade

10sp

Wisp Essence

80cp

H ealth A ids

5sp

Bear Marrow

40cp

Deepstalker venom

1sp

Dragon Tick (spider) saliva

45sp

Dragon Tick (stalker) saliva

35sp

Dragons Blood

1gp

Giant Spider venom

4sp

Halla Horn

50sp

Hunterhorn Hoop venom

8sp

Nevarran Nigher venom

10sp

Sandwinder venom

90cp

Poultices & Plasters

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

Cold Oil Infusion

15cp

Hot Oil Infusion

20cp

Essential Oils in a Base Oil

55cp

Ointments

90cp

Fats

5cp

Oil & Beeswax

75cp

Tisane Infusions

90cp

Decoctions

80cp

Syrups

85cp

Lohocs & Linctus

1sp

Tinctures

1sp

Tonics or Spiced Wines etc

5sp

Vinegars

90cp

V ehicles
Item

Cost

Aravel

500sp

Boat

400sp

Carriage

250sp

Cart

20sp

Ship

2000sp

Wagon

150sp

Wagon Train

400sp

Wagon trains consist of 3 wagons and can include more


for 75sp each.

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

Convert any building to one of the following:

Any one building can be converted, increasing its cost by


the amount listed.

Item

Cost

Distillation Agent

12sp

Corruptor Agent

12sp

Concentrator Agent

30sp

Each agent is bought in lots of 10 units.

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

Dwarven Regicide Poison

200sp

Dwarven Regicide Antidote

300sp

Fel Poison

90sp

Fleshrot

40sp

Hales Dust

75sp

Magebane

80sp

Marrow Lock

100sp

Quiet Death

120sp

Soldiers Bane

60sp

The Black Hand

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

Mighty Offense Potion

120sp

Mythals Favour

150sp

Restoration Potion

180sp

Rock Armour Potion

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

Lime and Jinger Sorbet

1sp

Pomadoro Sauce

90cp

Cheese and Herb Ravioli

2sp
Dalish

Elfroot Pesto

40cp

Mushroom with Pesto Stuffing

60cp

Dalish Trail Cakes

50cp
Ferelden

Fluffy Mackerel Pudding

40cp

Fluffy Mackerel Souffle

50cp

Twice Cooked Pork Belly

30cp

Nevarra
Cumberland Jerked Chicken

80cp

Churroz

70cp
Orlais

Seven Bird Roast

20sp

Petite Brioche

5sp
Orzammar

Braised Nug nDeep Mushrooms

1sp

Orzammar Boozy Pud

2sp
Par Vollen

Spiced Chilli Beef

4sp

Black Kome Pudding

2sp
Rivain

Beef and Chiorizo Ragout

7sp

Crispy Potato Stacks

90cp

Crocus Saffron Kome

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

Alley Kings Flagon

35cp

Grounding Salve

40sp

Antivan Brandy

2sp

Hales Mercy

40sp

Aqua Magus (mage tower)

5sp

Health Poultices

20sp

Brandy

1sp

Ice Salve

30sp

Chasind Sack Mead

10cp

Incense of Awareness

25sp

Dragon Piss

60cp

Injury Kits

10sp

Garbolgs Backcountry Reserve

70cp

Mabari Treats

12sp

Golden Scythe 4:90 Black

6sp

Spirit Salve

30sp

Hirols Lava Burst

3sp

Swift Salve

35sp

Legacy White Shear

2sp

Warmth Salve

30sp

Mackays Epic Single Malt

10sp

Moonshine

5cp

Mosswine

20cp

Sun Blonde Vint-1

4sp

West Hill Brandy

1sp

Wilhelms Special Brew

50cp

Wine

70cp

D r a g o n A ge

G ear

If a Greater version is available, it is 2x the base cost.

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

Mighty Offense Potion

120sp

Dwarven Regicide Poison

200sp

Mythals Favour

150sp

Dwarven Regicide Antidote

300sp

Restoration Potion

180sp

Fel Poison

90sp

Rock Armour Potion

160sp

Fleshrot

40sp

Hales Dust

75sp

Magebane

80sp

Marrow Lock

100sp

Quiet Death

120sp

Soldiers Bane

60sp

The Black Hand

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

Finding mysterious notes or jewellery on the corpses


of otherwise innocuous npc casualties can become
the impetus for new adventures.
An NPCs profile lists their equipment which a
player can loot, at the GMs discretion. The following
tables represent additional random accoutrements
the NPCs may also have on them. Roll 2D6 on the
table to see what they have on them. A rule of thumb
would be to roll once for each rank of the NPC.
Players can use stunt points rolled on search tests to
add or subtract from the roll (either the table or the
sub table) to influence the result if they wish.

C ivilian
2D6 Roll
2
3-4
5
6
7-8
9
10-11
12

Result

Lice/Disease - Make a Con (stamina) test to avoid


becoming infected (see diseases).
Tools and Ingots
Parochial Paraphernalia
Effects and Knick Knacks
2D6 Coins (brass/silver/gold - choose based on type
of NPC)
Tokens and Gifts
Notes and Maps
Artefact

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

Lice/Disease - Make a Con (stamina) test to avoid


becoming infected (see diseases).
Tools and Ingots
Hunting Trophies
Accoutrements and Booze
2D6 Coins (brass/silver/gold - choose based on type
of NPC)
Larceny and Superstition
Tokens and Gifts
Artefact

Result

Lice/Disease - Make a Con (stamina) test to avoid


becoming infected (see diseases).
Parochial Paraphernalia
Notes and Maps
Magical Materials
2D6 Coins (brass/silver/gold - choose based on type
of NPC)
Books and Texts
Tokens and Gifts
Artefact

If the NPC is a child you may roll on the child table


as well as on one of the above class-based tables.
Children are always carrying around random bits
and bobs.
Of course, this does mean youve either killed a child
or are searching their dead/struggling body. You
bad people you...

C hild
1D6 Roll

W arrior

Result

Lice/Disease - Make a Con (stamina) test to avoid


becoming infected (see diseases).
Tokens and Gifts
Books and Texts (could be stolen)
Larceny and Superstition
2D6 Coins (brass/silver/gold - choose based on type
of NPC)
Effects and Knick Knacks (could be stolen)
Accoutrements and Booze
Artefact

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

Artefact: The NPC is carrying an artefact of cultural,


historical, religious or magical significance. What this
is, is up to the GM. A magic rune, enchanted armour
or cursed buttons...

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

Whistle (duck or nug call)


Quicklime
Skinning knife
Birds eggs

Mirror
Necklace
Brooch

Choose

134

Whetstone
Oil
Razor
Leather awl
Spare straps
Bandages

Key
Chain
Whistle

Flint and tinder


Wooden cutlery set
Sewing kit

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

Chasind Sac Mead


Antivan Brandy
Dwarven Ale
Vintivan Wine
Empty Flagon
Chantry Sacramental Wine

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

Flint and tinder


Snares
String
Berries/Nuts
Trowel

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

Andrastes blessed ashes


Lucky nug foot
Dalish effigy
Chantry pardon
Taint ward
Unmentionables salve

135

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