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Campaign Draft

Agents of the Inquisition


In this campaign the player characters are heroes working as agents for the Inquisition. They are under the command of one of the
Inquisitor’s main advisors (Josephine, Leliana, or Cullen) and take on various operations, most of which are vital for the success of the
Inquisition’s plans.
Despite being “minor” agents, the campaign will show how the actions of these agents shape the efforts of the organization. In other
words, the choices of the characters will have heavy influence on the Inquisitor, shaping his decisions; success or fail of the agents will
modify the chances of success of the Inquisition itself.

Campaign Rules
Character Creation
All backgrounds, races, and classes are available, as long as the character has the necessary connection to the Inquisition on their
background to work as a recruited agent. Create a new 1st level character following these rules.
Note: An experienced player may use a character from a former campaign, with the same background. This character should be
reverted to 1st level, as if it was a new character, using the rules below.
Use the Buying Abilities option (DA:RPG, p. 12).
After the character creation is finished, apply an epic progression, that grants the following bonuses at 1st level:
 Three extra advancements on any ability
 Two extra advancements on two other abilities (that didn’t receive the bonus above)
 One extra advancement on three other abilities (that didn’t receive the bonuses above)
 Five focuses on any abilities of player’s choice
 Health +20
 Armor Rating +3 (this stacks with all armor and spells)
 Three extra talent degrees. These talent degrees can be used to take any talent (including Specialization talents) for which the
character meets the prerequisites.
 For mages, you can still only select three starting spells (plus any spells granted by talent ranks) and are still limited to spells
without prerequisites. The exception are spells gained through a Specialization – you can take spells exclusive to Specializations
if they only have the Specialization (not another spell) as the prerequisite.
 You can sell the armor you receive as part of your background to acquire better armor for your starting character. A light
leather armor sells for 5 sp and a heavy leather armor sells for 15 sp. You can add this to your regular starting resources
(3d6+50 sp).
The epic progression represents training, advanced expertise, talent, and experience. Each character should have a background history
justifying these increased powers.
Check the Pre-Made Agents at the end of this document for examples of characters made using these rules.

Pre-Made Agents

Warrior 1
BELINDA DARROW
Free Marcher
Background Benefits: Cunning +1, Dexterity +1, Communication (Bargaining), Cunning (Cultural Lore), can speak and read the Trade Tongue
Epic Progression: Magic +3, Dexterity +2, Willpower +2, Constitution +1, Cunning +1, Strength +1, Communication (Investigation), Cunning
(Religious Lore), Dexterity (Brawling), Strength (Heavy Blades), Willpower (Faith), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take
specializations with extra talents
Abilities and Focuses: Communication 1 (Bargaining, Investigation), Constitution 4, Cunning 2 (Cultural Lore, Religious Lore), Dexterity 5
(Brawling), Magic 3, Perception 1, Strength 4 (Heavy Blades), Willpower 2 (Faith)
Combat Stats: Speed 13 (15 without armor), Health 57, Defense 15 (17 with shield), Armor Rating 8
Attacks: Longsword +6 (close, damage 2d6+4 plus 1d6+3 mana) or shield bash +7 (close, damage 1d6+3 plus 1d6+3 mana, improvised weapon)
Spellcasting: N/A
Class Powers: Starting Talents; Weapon Groups: Axes, Brawling, Heavy Blades
Stunt Bonuses: Defensive Stance (1 sp when fighting in the weapon and shield style)
Specialization: Templar (J)
Talents: Armor Training (N), Dual Weapon Style (N), Weapon and Shield Style (J)
Equipment: Backpack, traveler’s garb, waterskin, longsword, morningstar, shield, light mail armor, 3d6+15 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“I pray the Maker smiles on the Inquisition. Our cause is righteous.”
Belinda Darrow is a noble from Starkhaven and a recent initiate into the Templars, taking her vows just months before the Order split from the
Chantry. Horrified to see the order she loved turn against the Chantry she believed in, she left the templars in order to stay loyal to the Divine. When
Justinia V was killed, Belinda remained with the newly formed Inquisition, hoping to make things right.
Warrior 1
KATARI Qunari Beresaad
Background Benefits: Strength +2, Cunning (Military Lore), Cunning (Qun), Magic Vulnerability (-1), can speak and read Qunlat and the Trade
Tongue
Epic Progression: Constitution +3, Dexterity +2, Strength +2, Cunning +1, Perception +1, Willpower +1, Constitution (Stamina), Strength (Axes),
Strength (Intimidation), Strength (Might), Willpower (Courage), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations
with extra talents
Abilities and Focuses: Communication 1, Constitution 5 (Stamina), Cunning 2 (Military Lore, Qun), Dexterity 2, Magic 0, Perception 2, Strength
6 (Heavy Blades, Intimidation, Might), Willpower 3 (Courage)
Combat Stats: Speed 11 (12 without armor), Health 59, Defense 12, Armor Rating 7
Attacks: Two-handed axe +8 (close, damage 3d6+6) or throwing axe +8 (ranged, damage 1d6+8, range 4/8, reload as a minor action)
Spellcasting: N/A
Class Powers: Starting Talents; Weapon Groups: Axes, Brawling, Heavy Blades, Spears
Stunt Bonuses: Knock Prone (1 sp when fighting in the with unarmed style), Mighty Blow (1 sp when fighting in the two-hander style)
Talents: Armor Training (N), Two-Hander Style (M), Unarmed Style (J)
Equipment: Backpack, traveler’s garb, waterskin, two-handed axe, two throwing axes, heavy leather armor, 3d6+50 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“This Inquisition must be desperate, recruiting the way they do. Just look at us.”
Katari was once a member of the Antaam, but he became disillusioned with the Qun after spending a great deal of time living in human lands. After
fleeing from his commanders, however, he found it difficult to find his own way after years of being forced to follow orders. Like many who have left
the Qun, Katari made use of the fighting skills learned under the Qun and became a mercenary for hire. He joined the Inquisition when it sent out
the call for able-bodied soldiers.

Warrior 1
KORBIN High-Born Dwarf
Background Benefits: Warrior Caste, Constitution +1, Strength +1, Constitution (Stamina), Strength (Intimidation), Magic Resistance (+2), can
speak and read Dwarven and the Trade Tongue
Epic Progression: Dexterity +3, Constitution +2, Strength +2, Cunning +1, Perception +1, Willpower +1, Cunning (Military Lore), Dexterity
(Brawling), Perception (Hearing), Strength (Heavy Blades), Willpower (Self-Discipline), Health +20, Armor Rating +3, Extra Talent Degrees (3), can
take specializations with extra talents
Abilities and Focuses: Communication 1, Constitution 5 (Stamina), Cunning 1 (Military Lore), Dexterity 5 (Brawling), Magic 0, Perception 2,
Strength 5 (Heavy Blades, Intimidation), Willpower 3 (Self-Discipline)
Combat Stats: Speed 11 (13 without armor), Health 58, Defense 15 (17 with shield), Armor Rating 8
Attacks: Longsword +7 (close, damage 2d6+5) or throwing axe +5 (ranged, damage 1d6+7, range 4/8, reload as a minor action, )
Spellcasting: N/A
Class Powers: Starting Talents; Weapon Groups: Bludgeons, Brawling, Heavy Blades, Staves
Stunt Bonuses: Defensive Stance (1 sp when fighting in the weapon and shield style)
Specialization: Guardian (J)
Talents: Armor Training (N), Weapon and Shield Style (J), Unarmed Style (N)
Equipment: Backpack, traveler’s garb, waterskin, hammer (use morningstar stats), throwing axe, longsword, medium shield, light mail armo r,
3d6+15 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“Once, in the Deep Roads, I held off a group of darkspawn for two days.”
Korbin is a highly regarded dwarven warrior from Orzammar who volunteered for the Legion of the Dead. As a result of the alliance between the
dwarven king and the Inquisition, Korbin now fights on the surface against Thedas' greatest threats.
In fact, the truth regarding Korbin's joining the legion is more complex. Korbin was sentenced to join the Legion for killing a noble however Korbin
did not actually commit the murder but instead chose to conceal the truth and voluntarily join the Legion of the Dead.

Warrior 1
PALA High-Born Dwarf
Background Benefits: Warrior Caste, Strength +1, Willpower +1, Strength (Intimidation), Willpower (Courage), Magic Resistance (+2), can speak
and read Dwarven and the Trade Tongue
Epic Progression: Dexterity +3, Constitution +2, Strength +2, Cunning +1, Perception +1, Willpower +1, Cunning (Military Lore), Dexterity
(Acrobatics), Dexterity (Initiative), Dexterity (Light Blades), Willpower (Self-Discipline), Health +20, Armor Rating +3, Extra Talent Degrees (3), can
take specializations with extra talents
Abilities and Focuses: Communication 0, Constitution 5, Cunning 2 (Military Lore), Dexterity 5 (Acrobatics, Initiative, Light Blades), Magic 0,
Perception 2, Strength 5 (Intimidation), Willpower 3 (Courage, Self-Discipline)
Combat Stats: Speed 12 (13 without armor), Health 58, Defense 15 (17 when fighting in the single weapon style), Armor Rating 7
Attacks: Short sword +7 (close, damage 1d6+7) or short sword +7 (close, damage 1d6+7, main hand, major action) and short sword +8 (close,
damage 1d6+4, off-hand, minor action)
Spellcasting: N/A
Class Powers: Starting Talents; Weapon Groups: Axes, Brawling, Light Blades, Heavy Blades
Stunt Bonuses: Lightning Attack (2 sp when fighting in the dual weapon style)
Talents: Armor Training (N), Dual Weapon Style (M), Single Weapon Style (J)
Equipment: Backpack, traveler's garb, waterskin, two short swords, throwing axe, heavy leather armor, 3d6+50 silver pieces.
Appearances: Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“…”
The Silent Sisters of Orzammar are an order of zealous female dwarven warriors who follow the example of Paragon Astyth the Grey. Upon gaining
membership into the order, each sister cuts out her own tongue to show her complete dedication to the art of war. When Pala l earned of the
Inquisition and its seemingly endless battle against demons, traitors, and monsters, the dwarf gladly accepted exile and the loss of her caste and
became a surfacer.

Rogue 1
ARGENT Orlesian Commoner
Background Benefits: Constitution +1, Dexterity +1, Dexterity (Brawling), Dexterity (Crafting), can speak and read Orlesian and the Trade Tongue
Epic Progression: Dexterity +3, Constitution +2, Strength +2, Communication +1, Perception +1, Willpower +1, Communication (Deception),
Dexterity (Light Blades), Dexterity (Initiative), Dexterity (Stealth), Perception (Searching), Health +20, Armor Rating +3, E xtra Talent Degrees (3),
can take specializations with extra talents
Abilities and Focuses: Communication 2 (Deception), Constitution 4, Cunning 3, Dexterity 5 (Brawling, Crafting, Light Blades, Initiative, Stealth),
Magic 0, Perception 2 (Searching), Strength 4, Willpower 2
Combat Stats: Speed 15, Health 52, Defense 15, Armor Rating 6
Attacks: Short sword +7 (close, damage 1d6+6)
Spellcasting: N/A
Class Powers: Backstab, Rogue’s Armor, Starting Talent; Weapon Groups: Bows, Brawling, Light Blades, Staves
Specialization: Assassin (N)
Talents: Dual Weapon Style (N), Trap-Making (N), Scouting (N)
Equipment: Backpack, traveler’s garb, two short swords, light leather armor, trap making kit (50 sp), 3d6 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“When we're through, perhaps the spymaster will turn me over to someone else.”
Argent is named after the Orlesian word for quicksilver. Trained from birth to be a weapon, she was often used as a bodyguard or an assassin by
her various employers. Now the Inquisition is Argent’s employer.
In the wake of the Breach and the death of Divine Justinia V, Sister Leliana began investigating all of the late Divine's known enemies. She was
scrutinizing Lady Cybile Maronn of Baisne, a minor but exceedingly wealthy noble. Evidence of plots against the Divine led her to socially and
politically destroy Lady Cybile despite not being involved with events at the Temple of Sacred Ashes. Lady Cybile’s only son, seeking to appease the
Inquisition, handed over a significant portion of his mother's assets including Argent's contract in order to avoid following his mother's fate.

Rogue 1
HALL
Chasind Wilder
Background Benefits: Dexterity +1, Strength +1, Dexterity (Stealth), Perception (Tracking), can speak the Trade Tongue
Epic Progression: Dexterity +3, Perception +2, Strength +2, Constitution +1, Cunning +1, Willpower +1, Constitution (Running), Cunning (Natural
Lore), Dexterity (Bows), Dexterity (Traps), Perception (Seeing), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with
extra talents
Abilities and Focuses: Communication 0, Constitution 3 (Running), Cunning 2 (Natural Lore), Dexterity 6 (Bows, Stealth, Traps), Magic 0,
Perception 5 (Seeing, Tracking), Strength 3, Willpower 2
Combat Stats: Speed 16, Health 51, Defense 16, Armor Rating 7
Attacks: Longbow +8 (ranged, damage 1d6+8, range 26/52, reload as a free action) or short sword +6 (close, damage 1d6+5)
Spellcasting: N/A
Class Powers: Backstab, Rogue’s Armor, Starting Talent; Weapon Groups: Bows, Brawling, Light Blades, Staves
Stunt Bonuses: Knock Prone (1 sp when fighting in the archery style)
Specialization: Marksman (N)
Talents: Archery Style (J), Scouting (N)
Equipment: Backpack, traveler’s garb, waterskin, short sword, longbow and quiver with 20 arrows, heavy leather armor, rope (20 yards), 3d6+25
silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“There are so many people in the world. I'm not used to the lack of silence.”
Hall is a survivor from the Wilds. A Dalish hunter named Fanora rescued him from a bandit raid when he was a child and taught him her skills,
despite the protests of her clan. However, because he was human the Dalish sent him away when he could fend for himself. Hall wandered for years
never quite finding his place. Seeing the beam of light tearing the sky he followed it and found purpose in the Inquisition.

Rogue 1
LUKA Dwarf Duster
Background Benefits: Cunning +1, Dexterity +1, Constitution (Running), Dexterity (Legerdemain), Magic Resistance (+2), can speak and read
Dwarven and the Trade Tongue
Epic Progression: Cunning +3, Dexterity +2, Perception +2, Communication +1, Constitution +1, Willpower +1, C unning (Natural Lore), Cunning
(Poison Lore), Dexterity (Grenades), Dexterity (Lock Picking), Perception (Smelling), Health +20, Armor Rating +3, Extra Talent Degrees (3), can
take specializations with extra talents
Abilities and Focuses: Communication 2, Constitution 4 (Running), Cunning 5 (Natural Lore, Poison Lore), Dexterity 5 (Grenades, Legerdemain,
Lock Picking), Magic 0, Perception 2 (Smelling), Strength 2, Willpower 2
Combat Stats: Speed 13, Health 52, Defense 15, Armor Rating 6
Attacks: Short sword +5 (close, damage 1d6+4) or acid flask grenade +7 (ranged, damage 3d6 plus 1 point of Armor Rating degradation, range 8)
Spellcasting: N/A
Class Powers: Backstab, Rogue’s Armor, Starting Talent; Weapon Groups: Bows, Brawling, Light Blades, Staves
Talents: Dual Weapon Style (N), Poison-Making (J), Thievery (N)
Equipment: Backpack, traveler’s garb, two short swords, light leather armor, acid flask grenade, 3d6+10 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“When I was trapped in the Vimmark Mountains, I ate lots of mushrooms!”
Luka remembers the prison in the Vimmark Mountains; she was nobody, clearing out tunnels for the Carta, not important enough to know the
truth about why they were there. She watched as the Carta descended into madness, never learning who was pulling the strings. When Hawke
destroyed the prison, she was trapped, alone and forgotten. It took years, but she got out, using salvaged treasures to blast her own exit out to
freedom. Then the Inquisition came calling, for they too remembered the prison, and what was kept there.

Rogue 1
THORNTON
Free Marcher
Background Benefits: Cunning +1, Dexterity +1, Communication (Bargaining), Communication (Deception), can speak and read the Trade Tongue
Epic Progression: Communication +3, Dexterity +2, Perception +2, Constitution +1, Cunning +1, Willpower +1, Communication (Animal Handling),
Communication (Disguise), Cunning (Natural Lore), Dexterity (Bows), Dexterity (Stealth), Health +20, Armor Rating +3, Extra T alent Degrees (3),
can take specializations with extra talents
Abilities and Focuses: Communication 4 (Animal Handling, Bargaining, Deception, Disguise), Constitution 3, Cunning 3 (Natural Lore),
Dexterity 4 (Bows, Stealth), Magic 0, Perception 4, Strength 2, Willpower 2
Combat Stats: Speed 14, Health 51, Defense 14, Armor Rating 7
Attacks: Longbow +6 (ranged, damage 1d6+7, range 26/52, reload as a free action) or short sword +4 (close, damage 1d6+4)
Spellcasting: N/A
Class Powers: Backstab, Rogue’s Armor, Starting Talent; Weapon Groups: Bows, Brawling, Light Blades, Staves
Stunt Bonuses: Seize the Initiative (2 sp)
Talents: Archery Style (J), Scout (J)
Equipment: Backpack, traveler’s garb, waterskin, dice, short sword, longbow and quiver with 20 arrows, heavy leather armor, 3d6+5 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“If I survive this, maybe I'll move to a cottage. Get a dog... and a vegetable garden.”
A veteran ranger from Ansburg in the Free Marches, Thornton first served as a soldier in the Margrave of Ansburg's army, quickly finding a knack
for stealth and reconnaissance. He became a valued scout, whose information resulted in the success of several key campaigns and quick thinking
ensured his survival behind enemy lines. According to him, he eluded capture through various means, concealing himself in tre es, pretending to be
rock formations, hiding in burning buildings, running through fields of venomous snakes, and in his favorite tale, disguising himself as a general's
wife so perfectly as to fool the general.
Thornton eventually moved to Orlais and obtained a position in the Orlesian army. When the Orlesian Civil War erupted, he fought on the side of
Empress Celene until he was sent to the Temple of Sacred Ashes in the Frostback Mountains as support for the Divine Conclave.
In the wake of the Conclave's destruction and the reestablishment of the Inquisition, Thornton joined the Inquisition to lend his expertise in the
hope of restoring order to Thedas.

Mage 1
CILLIAN
Elf Apostate
Background Benefits: Magic +1, Willpower +1, Cunning (Natural Lore), can speak Elven and speak and read the Trade Tongue
Epic Progression: Constitution +3, Dexterity +2, Magic +2, Communication +1, Perception +1, Strength +1, Cunning (Arcane Lore), Dexterity
(Staves), Magic (Arcane Lance), Magic (Spirit), Willpower (Self-Discipline), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take
specializations with extra talents
Abilities and Focuses: Communication 1, Constitution 5, Cunning 1 (Arcane Lore, Natural Lore), Dexterity 5 (Staves), Magic 5 (Arcane Lance,
Spirit), Perception 1, Strength 2, Willpower 2 (Self-Discipline)
Combat Stats: Speed 16 (17 without armor), Health 48, Defense 15, Armor Rating 7
Attacks: Arcane lance +7 (ranged, damage 1d6+5, range 16) or staff +7 (close, damage 1d6+3 or 1d6+6 in Combat Magic mode)
Spellcasting: Spellpower 15 (17 for spirit spells), Mana 18
Known Spells: arcane bolt, aura of might, mind blast
Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling, Heavy Blades and Staves
Specialization: Arcane Warrior (J)
Talents: Armor Training (N), Lore (N)
Equipment: Backpack, traveler’s garb, staff, heavy leather armor, 3d6+20 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“I once dreamed of seeing places like this.”
Cillian was a child of the Ralaferin clan, like his clan mate Neria. When his magical abilities surfaced, he began training as Keeper Elindra's
apprentice and was intended to be her First. But the tales of an ancient order of mystical warriors who turned their ma gic inward fascinated Cillian,
and what he learned from Elindra could not satisfy his curiosity.
As a young man, Cillian decided that he would pursue the way of the arcane warrior. He asked Elindra's blessing to leave to seek his own path. She
assented knowing his heart was not in becoming Keeper, and Cillian left his clan, traveling far into the wilderness, seeking out knowledge of the
arcane warriors. He explored ruin after ruin until he came across an ancient elven shrine, where he says the secrets of the ancient order were kept.
Cillian remained in the shrine for years, meditating, dedicating his mind, body, and soul to the practice of the art form.
Originally driven by the need to seek glory for his people, Cillian's years of meditation and solitude gave him wisdom and respect for all life. When
The Breach opened, he knew his duty was to stand against it, fighting to save all he knows and loves.
Cillian is described as peaceful and laughs little by the Katari.

Mage 1
NERIA
Elf Apostate
Background Benefits: Magic +1, Willpower +1, Cunning (Natural Lore), can speak Elven and speak and read the Trade Tongue
Epic Progression: Magic +3, Communication +2, Willpower +2, Constitution +1, Cunning +1, Strength +1, Cunning (Arcane Lore), Cunning (Cultural
Lore), Cunning (Healing), Magic (Creation), Magic (Primal), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take spec ializations with
extra talents
Abilities and Focuses: Communication 2, Constitution 2, Cunning 3 (Arcane Lore, Cultural Lore, Healing, Natural Lore), Dexterity 2, Magic 6
(Creation, Primal), Perception 2, Strength 1, Willpower 5
Combat Stats: Speed 14, Health 45, Defense 12, Armor Rating 3
Attacks: Arcane lance +6 (ranged, damage 1d6+6, range 16) or staff +2 (close, damage 1d6+2)
Spellcasting: Spellpower 16 (18 for creation and primal spells), Mana 19
Known Spells: flame blast, heal, heroic offense, winter’s grasp, wrath of the elvhen
Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling and Staves
Specialization: Keeper (N)
Talents: Chirurgy (N), Primal Magic (J)
Equipment: Backpack, traveler’s garb, vestments of the Keeper (mage robes), staff, 3d6+50 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“I never thought I would say this, but I've learned much from traveling with you all.”
Neria was born into the Ralaferin clan, and was chosen as Keeper Elindra’s apprentice. Trained from youth to defend and serve people, she takes
great pride in her magic and her role as Elindra's First. Now within the Inquisition as a Dalish emissary, Neria does all she can to see that the interests
of the Dalish are not forgotten amidst the chaos.
Chosen to be the Keeper’s First at the age of nine, Neria takes her charge very seriously. She’s viewed by others as thoughtful and focused. Cillian,
her clanmate, once said of her, “Once she puts her mind to something, it must be done. It will be done.”
Several years after she was made First, Neria attended the Arlathvhen with Elindra. Neria learned here that some of the other clans bore disrespect
towards the Ralaferin clan. They believed that Elindra’s predecessor, Gisharel, had harmed the Dalish when he shared Dalish lore and culture with
human scholars. Neria argued in defense of her clan, but her conviction wavered. Upon returning from Arlathvhen, she had a long discussion with
Elindra about Gisharel’s actions. The conversation reinforced her loyalty and pride to her clan, believing that humans would only learn to respect
the Dalish by seeing and understanding them. She now serves as not only an emissary of the Dalish within the Inquisition, but of the Ralaferin clan
and their beliefs on foreign interaction.

Mage 1
HISSERA Tal-Vashoth
Background Benefits: Strength +1, Willpower +1, Constitution (Running), Strength (Intimidation), Magic Vulnerability (-1), can speak and read
Qunlat and the Trade Tongue
Epic Progression: Willpower +3, Constitution +2, Magic +2, Cunning +1, Dexterity +1, Perception +1, Cunning (Qun), Dexterity (Staves), Magic
(Arcane Lance), Magic (Spirit), Willpower (Self-Discipline), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with
extra talents
Abilities and Focuses: Communication 0, Constitution 4 (Running), Cunning 2 (Qun), Dexterity 2 (Staves), Magic 5 (Arcane Lance, Spirit),
Perception 2, Strength 3 (Intimidation), Willpower 4 (Self-Discipline)
Combat Stats: Speed 12, Health 47, Defense 12, Armor Rating 3
Attacks: Arcane lance +7 (ranged, damage 1d6+5, range 16) or staff +4 (close, damage 1d6+4)
Spellcasting: Spellpower 15 (17 for spirit spells), Mana 18
Known Spells: arcane bolt, fist of the Maker, mana drain, mind blast, spell shield
Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling and Staves
Specialization: Force Mage (N)
Talents: Lore (N), Spirit Magic (J)
Equipment: Backpack, traveler’s garb, waterskin, saarebas’s taaras-saar (mage robes), staff, 3d6+50 silver pieces.
Appearances: Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“…”
Hissera was training as a priestess when her magic manifested. She learned to serve the Qun as a saarebas instead, her lips sewn shut and her
actions monitored to protect her from demons. She lived a simple, dutiful life until the Qunari, seeking an alliance with the Inquisition, sent her to
help restore order to the decadent South. Now, without an arvaarad to guard her, she must trust in the Qun, and her own power, to keep her safe
from corruption.

Mage 1
RION Human Circle Mage
Background Benefits: Constitution +1, Magic +1, Cunning (Arcane Lore), Willpower (Self-Discipline), can speak and read the Trade Tongue and
read Ancient Tevene
Epic Progression: Magic +3, Cunning +2, Willpower +2, Dexterity +1, Perception +1, Strength +1, Communication (Gambling), Cunning (Historical
Lore), Dexterity (Staves), Magic (Arcane Lance), Magic (Primal), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations
with extra talents
Abilities and Focuses: Communication 1 (Gambling), Constitution 3, Cunning 2 (Arcane Lore, Historical Lore), Dexterity 2 (Staves), Magic 6
(Arcane Lance, Primal), Perception 2, Strength 2, Willpower 3 (Self-Discipline)
Combat Stats: Speed 12, Health 46, Defense 12, Armor Rating 3 (8 with rock armor)
Attacks: Arcane lance +0 (ranged, damage 1d6+6, range 16) or staff +4 (close, ranged, damage 1d6+3)
Spellcasting: Spellpower 16 (18 for primal spells), Mana 19
Known Spells: arcane bolt, elemental mastery, flame blast, rock armor, shock
Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling and Staves
Stunt Bonuses: Mighty Spell (2+ sp, can affect one additional target per +1 sp spent)
Talents: Lore (N), Primal Magic (M)
Equipment: Backpack, traveler’s garb, waterskin, staff, mage robes, 3d6+50 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“When this is over, I hope we Mages are given some freedom. After all, isn't the point to change things?”
Rion was one of the first Mages in the Ostwick tower to take up the flag of rebellion. Horrified by the abuses he saw in Kirkwall, Rion embraced
the cause with fervent idealism... and very little sense of its practical costs. His ardor dampened as he saw the rebellion's price measured in lives
lost, mage and non-mage alike. Now supporting the call for peace, he went to Haven to await the Divine Conclave's outcome; when the temple was
destroyed, his hope for resolution was lost. Rion signed up with the Inquisition; seeing it as the mages' last chance for peace.
Mage 1
SIDONY Human Apostate
Background Benefits: Magic +1, Willpower +1, Communication (Deception), Willpower (Self-Discipline), can speak and read the Trade Tongue
Epic Progression: Magic +3, Constitution +2, Willpower +2, Cunning +1, Perception +1, Strength +1, Cunning (Arcane Lore), Magic (Arcane Lance),
Magic (Entropy), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with extra talents
Abilities and Focuses: Communication 0 (Deception), Constitution 3, Cunning 3 (Arcane Lore), Dexterity 0, Magic 6 (Arcane Lance, Entropy),
Perception 2, Strength 1, Willpower 5 (Self-Discipline)
Combat Stats: Speed 10, Health 46, Defense 10, Armor Rating 3
Attacks: Arcane lance +8 (ranged, damage 1d6+6, range 16) or staff +0 (close, damage 1d6+2)
Spellcasting: Spellpower 16 (18 for entropy spells), Mana 19
Known Spells: daze, drain life, walking bomb, weakness
Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling and Staves
Specialization: Necromancer (N)
Talents: Linguistics (N) (Orlesian), Entropy Magic (J)
Equipment: Backpack, traveler’s garb, mage robes, staff, 3d6+50 silver pieces.
Appearances: Dragon Age: Inquisition; Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“Plan or no plan, if you die, I get your corpse.”
Raised in secret in Nevarra by a Mortalitasi mage, Sidony was brought up to revel in her magical abilities. She feels no kinship with mages who do
not share her pride, and she has little but disdain for most other people. Sidony's only goal is to uncover her true potential as a mage, so she hungers
for magical knowledge. When news of The Breach reached her, she headed directly to see it for herself, hoping that whatever secrets it held would
be the key to her advancement.

Mage 1
ZITHER Orlesian Circle Mage
Background Benefits: Magic +1, Willpower +1, Communication (Etiquette), Cunning (Religious Lore), can speak and read Orlesian and the Trade
Tongue and read Ancient Tevene
Epic Progression: Communication +3, Cunning +2, Magic +2, Constitution +1, Dexterity +1, Willpower +1, Communication (Performance), Cunning
(Musical Lore), Magic (Arcane Lance), Magic (Primal), Health +20, Armor Rating +3, Extra Talent Degrees (3), can take specializations with extra
talents
Abilities and Focuses: Communication 4 (Etiquette, Performance), Constitution 2, Cunning 3 (Musical Lore, Religious Lore), Dexterity 2, Magic
5 (Arcane Lance, Primal), Perception 1, Strength 1, Willpower 4
Combat Stats: Speed 12, Health 45, Defense 12, Armor Rating 3
Attacks: Arcane lance +7 (ranged, damage 1d6+5, range 16) or staff +2 (close, damage 1d6+1)
Spellcasting: Spellpower 15 (17 for primal spells), Mana 18
Known Spells: arcane bolt, shock, stonefist, winter’s grasp
Class Powers: Arcane Lance, Magic Training, Mana Points, Starting Talent; Weapon Groups: Brawling and Staves
Talents: Lore (N), Music (N), Primal Magic (J)
Equipment: Backpack, traveler’s garb, waterskin, fashionable clothing, Orlesian plaster mask, Zither’s staff (combines a staff and a stringed musical
instrument; cost 45 sp), 3d6 silver pieces
Appearances: Dragon Age: Inquisition Multiplayer; Heroes of Dragon Age

Background
“You know what I love about this band, it's about the music. Wait, no, it's about not being killed by demons.”
Zither was once a household name in Orlais, playing for packed auditoriums of nobility and commoners alike. But then the Circles rebelled, his
Templar manager, Alfonse, tried to kill him, and he’s frittered away all his gold drinking in a riverside tavern in Cumberland for the past two years,
unable to get a gig. The Inquisition is his one chance at a comeback tour, and he's going to grab it with both bejeweled hands.

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