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#formary
edibleotaku-blog · 8 months
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What's this all about...?
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snurtle · 6 months
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I've been thinking about the templars lately. they were promised honor, virtue, told that they would be charged with protection of the innocent... And then those same people are systemically exploited and abused, abuse others because they're taught to regard everyone else as either sheep who need to be lead or potential threats. Never equals, except in their brothers/sisters-in-arms. They act as the guard-dogs and military arm of an entirely different organization that they're only a functionary member of but have no governing say in. Even the chantry aren't their equals- they function as the templar order's supervisors! And all this isolation and closing of ranks ends in disability, addiction, death, and abandonment by the system they spent their bodies in service of.
To top that off, retaliations against them just confirm the paranoia they were taught to embrace. It's probably a long hard road to get out of that hole.
Like, listen. the dichotomy of mage vs templars is a satisfying and easy one, but the system is tearing them apart too. have you ever heard of a retired templar?
at the end of it, mages and templars need to unite against the real threat. the chantry.
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gaygayaurel · 1 month
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follow this ONE MAGIC TRICK to make the DISTANCE BETWEEN YOU SMALLER
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magma-cjay · 9 months
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what are your least and most favourite pairings in la squadra? :0c
Ohhh~
Least: Rispro. Sorry guys, it's not my cuppa tea 😔
Fave: they are both Ris ships but RisLulu and MelRis, Idk they scratch an itch I enjoy
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partystoragechest · 3 months
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I generally like to stick to canon as much as I can; I don't want to change how the world fundamentally works, because writing within that world is the fun.
However.
There is so little info on what red lyrium is that I'm having to extrapolate attributes from one-off comments by devs and characters. If some codex entry in DA4 proves me wrong about the technical aspects, I will be over the goddamn moon.
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vigilskeep · 8 months
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back and even bulkier with another powerpoint! i opted for spreading the information out in a hopefully engaging way over limiting the number of slides. the circle is a BIG, big topic, with such focus over the course of the games, so if i didn't cover anything useful, you want to know anything more specific, or equally if i made a mistake and missed or misinterpreted something, please let me know ily!!
transcript below the cut! my eternal thanks to @bisexualcommandershepard for providing one for the previous powerpoint and in doing so reminding me to get my act together, you have my sword
zevsurana’s guide to the circle of magi
can’t tell your circles from your chantries from your colleges from your conclaves? boy, do i have the powerpoint for you!
hit me with the basics
under the law of the orlesian chantry, every mage is required to join the circle
a mage who does not join the circle, or escapes one, is labelled an apostate, a crime punishable by death or tranquillity
tranquillity is the process by which mages are branded on the forehead, robbing them of their emotions and magic
at the end of their apprenticeship, each mage is taken without warning to their harrowing. they must choose between being sent into the fade for a dangerous test against possession, or tranquillity.
it is illegal to make harrowed mages tranquil, but they are still required to live under the circle’s supervision
depending on which text you believe, there are 14 or 15 circles under orlais’ chantry.
[this slide is accompanied by an image of a map of thedas. there are small markers spread across the map on 12 locations, mostly in orlais and the free marches, but included everywhere except tevinter and seheron.]
these are the known locations!
i didn’t include starkhaven’s, which was destroyed in a fire at the start of da2, or jainen’s, which is mentioned in an online game but as another circle in ferelden makes the dao plot make no sense. i suppose that would have gotten us up to 14 but i’m not doing it. cope
hierarchy of the circle
there are six ranks:
the grand enchanter is the mages’ direct representative to the divine. in our time, this is grand enchanter fiona, who famously stated “fuck the divine”
the first enchanter leads each circle. theoretically, their permission is needed for a mage to leave the tower, for a harrowing, and for a mage to be made tranquil. in practice, their actual power depends hugely on their political skill and their corresponding knight-commander
the senior enchanters are the most experienced mages in a circle, and advise the first enchanter, who will select one of them as their successor
those who have gained the rank of enchanter (also known as junior enchanters) are now expected to mentor apprentices
the simple rank of mage designates those who have passed their harrowing. an inhabitant of the circle fully capable of magic might say “i’m not a mage, just an apprentice”
the apprentices are children and young adults who have not yet completed their harrowing
outside of this hierarchy are the tranquil. they instead belong to the ‘formari’, who perform enchantment and sell enchanted items to produce the circle’s wealth
(it’s really important to me that you know the different ranks usually have different coloured robes to mark them out. i can’t explain that all here because it varies from circle to circle and we don’t have all the data but i think that’s so fun that i have to point it out even though it makes this slide super crowded i hate it i’m sorry)
politics of the circle: what are those first enchanters even doing?
an ideal first enchanter should govern their circle as a quasi-parental figure who can protect their mages while maintaining an uneasy balance and accord with the templars
they are also an administrator managing their circle’s finances
a weak or unskilled first enchanter can spell doom for their circle just as much as one at odds with their knight-commander
the college of magi is a council of all first enchanters
the college regularly meets in cumberland, nevarra, to discuss circle policy and elect the grand enchanter from among them
politics of the circle: what’s this about frat boys?
once a mage achieves the rank of enchanter, they may join a political fraternity
choose your fighter:
the largest fraternity, the aequitarians, are centrists
the loyalists are chantry bootlickers
the libertarians seek greater power and independence for the circle. the resolutionists are an even more radical group that emerged from them
the isolationists wish mages to withdraw from society completely
the lucrosians prioritise the accumulation of wealth and influence
the aequitarians maintained an alliance with the loyalists until the final vote to rebel, when wynne’s son rhys, asked to represent the aequitarians by first enchanter irving, voted with the libertarians
that was a lot of politics.
let’s take a breather because we haven’t even gotten to history yet oh boy
[this slide is accompanied by two pieces of dragon age concept art of white-haired mage women casting spells. one is an older human white woman who may be wynne, dressed in ornate robes and casting purple magic with a casually imperious gesture. the other is the concept art for warden surana, an angry-looking young elven white woman with a palm full of icy magic.]
hot circle mage concept art break. of course you have white hair and [caps lock begins] one thousand points lightning damage-- [caps lock ends]
but where do circles come from, i hear you cry
well, when two semi-circles love each other very much,
the year is 1:20 divine, and our questionable hero is kordillus drakon…
the circles had existed long before this, of course, in a very different form: elite tevinter academic societies
but right now, the south is in chaos. the first inquisition’s reign is coming to a close. the second blight is fifteen years underway with no sign of stopping any time soon, and will rage until 1:95 divine
kordillus drakon, the very first emperor of orlais, has a budding empire and a budding chantry that look like they might die in the cradle… unless he can continue enlisting mages against the darkspawn
we may wish to take a moment to register that kordillus drakon apparently looked like this. Sure.
[this slide is accompanied by concept art of kordillus drakon. he is blond white man in vaguely iron age dress, with an interesting hair cut including bangs, a high half ponytail and a very large moustache. he wears a swamp-green cloak and a black fur pelt over a green and white striped tunic, with a hand-axe slung through his belt, and crossed garters over whatever combination boots and pants he's wearing, which seems to be one singular garment.]
the solution to drakon's problem?
the nevarran accord
“what do video game enjoyers love? fantasy historical treaties? yeah, probably” – bioware, constantly
and they’re right unless you’re a joyless hater
the nevarran accord was agreed between the newly formed chantry and the original inquisition in 1:20 divine
the people of the south feared magic, but they also wanted to be able to use its power against great threats like the darkspawn
in one move, the circle of magi, the seekers of truth, and the templar order were created
some mages considered the circle a refuge in a world full of terror. to others, it was a prison
but this is dragon age, so maker forbid we would only be told one version of events
there is also a codex entry called ‘history of the circle’
it describes the mages of the divine age as chafing under being allowed to do little more than light candles and lamps for the chantry… as if there wasn’t a fucking blight going on
in protest, mages snuffed out the eternal flame in the grand cathedral at val royeaux, and barricaded themselves in the choir loft. divine ambrosia ii attempted to call an exalted march on her own cathedral, but even her templars discouraged her
shouted negotiations were conducted for 21 days before the mages “went cheerily into exile” in a remote fortress, separated from society into the circle for “the first time”
nerd's note:
personally, i would understand this as the circle as an organisation being created with the accord in 1:20 divine, and the mages being relegated to this lesser role after the greatest battles against the darkspawn, with the establishment of circle of magi towers after the protest. there’s no date of events on this codex, but since it mentions templars, it has to have been post-accord.
i would also take this account with a grain of salt in-world, as it was written by sister petrine, a controversial writer to the chantry, but nonetheless a chantry scholar.
this has been a lot of chatter about mages. but there’s an elephant in the room, and it’s looking at us suspiciously…
the circle and the templar order
the circle does supposedly have nominal independence from the chantry…
Knight-Commander Greagoir: I promised you aid, but with the Circle restored, my duty is to watch the mages. They are free to help you, however. Warden: I thought the templars were in charge of the Circle. Knight-Commander Greagoir: The templars guard and advise, but the first enchanter has the last word in what happens in the Circle.
...
Warden: Won’t the Circle of Magi do what the Chantry says? Alistair: Technically the Circle of Magi is independent. We don’t know that the Chantry won’t support us, of course. Morrigan: You truly believe that? Alistair: If we speak to the First Enchanter, he should see that his responsibility to the Grey Wardens supersedes anything the Chantry or even Teyrn Loghain might have to say about it.
… but since when has power ever gone where it’s supposed to?
as world of thedas volume 1 explains, “Although the Circle is supposed to be autonomous, a heavy Templar presence in all Circle towers has effectively made the organisation an arm of the Chantry for ages.”
a first enchanter can quickly lose all the power they allegedly hold
even in the best of times with a skilful, well-intentioned first enchanter, templars reserve the right to send mages to the dungeons, to take away their children, to kill any who leave the circle, etc. as a matter of course
grand clerics reserve the right to grant the right of annulment
generally, the system is maintained by a mutual interest in avoiding open conflict
the templars are the ones in power with the chantry’s full support. if they drive the mages to open conflict, their comfortable routine is uprooted
templars are equipped to hunt down individual mages, even blood mages and abominations
templars are not equipped to be outnumbered or face even numbers. mages are simply far more powerful in a fair fight than they are. lyrium can only do so much
...
mages, meanwhile, operate under the not entirely unfounded belief that the outside world is entirely hostile to them
at least if they remain, they can keep an uneasy balance in which most mages survive, their existence tolerated by the chantry. they can continue studying among their own kind in the only home they know
if they openly rebel, they may throw aside what limited protections and goodwill they have. mages like wynne outright state certainty that if they rebel, “genocide” will follow
furthermore, those mages with more status have more access to privilege. they’re also the ones who have best passed the chantry’s tests. thus, those in a position to lead are least inclined to rebel
you only rebel against the circle because you think less of your children are going to die starting a war than they are in here.
and, uh, on that cheery note… any questions from the class?
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justcallmecappy · 2 years
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Annulments, Harrowings, and Tranquility: Methods the Circles use to assert control over the mage population of Southern Thedas
I have noticed that it's not really common knowledge among the Dragon Age playerbase how terribly mages have it in Southern Thedas -- I'm still seeing takes where it's implied that Circles are benign 'magic schools', so going to use this post to elaborate on three widespread methods the Chantry uses to control and cull the mage population:
1 - The Right of Annulment is a form of group punishment where all mages within a Circle are put to the sword, including children and the elderly. A Grand Cleric or Knight-Commander may invoke the Right of Annulment if "a Circle is deemed irredeemable" at their own discretion. As of the events of DAO, the Right of Annulment has been invoked 17 times, and an additional 3 times afterwards. That's potentially 20 Circles purged of all mages since the inception of the Circles.
Even if you are a "good" Circle mage who has never stepped out of line, has done as you are told, and has never once broken a single rule your whole life, you could also be executed just for the crime of being born a mage, and being in the same Circle as "guilty" mages. (For additional context, group punishment is considered a war crime in the real world, for the reason it is inhumane -- you do not collectively punish the many for the crimes of the few.)
2 - Harrowings are more than just a "magic test" that determine who qualifies to become a full mage. Apprentices are not given any time to prepare for it, are not told of what the test consists of, and are taken at random in the middle of the night to fight a demon in the Fade. Not everyone survives and those that fail their Harrowings are killed and their friends are not informed of what happened to them. All Circles in Southern Thedas enforce Harrowings on their apprentices. Apprentices who refuse their Harrowings are made Tranquil.
3 - Tranquility is a form of magical lobotomy that strips a person of their autonomy and ability to feel emotion, essentially robbing them of their minds and free will.
Players in the real world might have trouble grasping this concept, but think about making someone unable to refuse anything you ask them to do, or unable resist anything you do to them, making them more susceptible to abuse.
It is against Chantry law to make full-fledged mages who have passed their Harrowings Tranquil -- and yet, Karl Thekla did not escape this fate, and was illegally made Tranquil to be cruelly used as bait to capture Anders.
The Tranquil are apparently immune to demonic possession, but this was proven wrong in the novel 'Asunder' when the Tranquil mage Pharamond was possessed by a demon. The Seekers of Truth have also been keeping the cure to Tranquility a secret, so that it may continue to be used as a method to keep mages under control.
Tranquil mages are also members of the Formari, a trader's guild under the Circles, creating and selling potions and enchantments to line the Circle (and Chantry)'s coffers. It is therefore profitable for the Circles to keep making mages Tranquil to ensure a steady supply of trade goods to sell leading to a steady stream of revenue.
Besides this, I have also found it's not common knowledge among the DA player base that Circle mages are not allowed to get married, not allowed to have families or relationships, and if they get pregnant while in the Circle, the child is taken away from it's parents to be raised in a Chantry orphanage after being born. All these are rules enforced by the Chantry to keep mage populations under control.
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bikorarey · 1 month
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Iron Lover (Vivienne Romance meta)
In the same Spirit as "Dalish Sera and how awesome that would be" I've been hit with the inspiration for another 'game changing' meta. I'm completing the romance of Steve Cortez in Mass Effect 3 and I can't help but see shades of what could've been for the Inquisitor and First Enchanter Vivienne, AKA Madame De Fer.
As I said in a thread on twitter The major change is that Bastien dies during the opening as opposed to late game. Vivienne is still met at Val Royeaux although her party isn't just for show. It's a celebration of Bastien's life.
this makes her intro slightly different in that the Inquisitor doesn't choose what happens to the Marquise. She just kills him for starting a fight at what is essentially a funeral. There's no flirt option here but she tells you about Bastien as a member of the council of heralds (which plays into Wicked Eyes and Wicked Hearts) before ultimately joining the Inquisition.
Everything progresses as usual in the first act. Vivienne approves of the same things and her fetch quest is the same as well.
The first changes is Haven. Vivienne greatly approves of saving all the initial vendors and has 2 convos once you reach Skyhold. the first is about the rescue, praising the Inquisitor for putting their survival over fighting the enemy as it was a trait she adored in Bastien. The second is her main conversation assessing the Inquisitor's attitude after the defeat at Haven.
this is the first flirt option! The Inquisitor can compliment Vivienne on her caring attitude and have some specific lines about her or both of them being mages. She playfully brushes it off but it's the first time she calls the Inquisitor "Darling" as opposed to "My Dear".
This is when Vivienne's companion quest kicks in. The Inquisitor finds Vivienne crying, the mourning for Bastien has finally hit her. She tells you that what she didn't tell you at the salon was that Bastien was killed in the Civil war but not by either side, by the Snowy Wyvern. He was returning to Val Royeaux and it came from its nest and attacked his escort. It's such a rare creature that it's easy enough to find and Vivienne wants it's heart as penance for Bastien's life.
The Inquisitor does this earning approval from Vivienne, greatly approves if she is with you. When you bring it to Vivienne instead of going to Bastien for a potion she takes you to the estate where his son and Sister are and presents it to them as a trophy. They thank you and Vivienne who has finally over her grief over Bastien. She first back with the Inquisitor allowing you on the path to romance.
Vivienne is a required companion for WEWH because the Council of Herald's is evenly split with Gaspard having 3 and Celene having 3. Vivienne gives her advice and greatly approves if Celene is kept in power but will also normal approve if Briala is put in charge of Gaspard as she admires the play for power.
After the Winter Palace Vivienne begins to woo the Inquisitor. She has as scene on her balcony where she gifts you the formari ring (an actual ring accessory like Morrigan's ring that gives bonus magic and constitution) and after this scene there's a book that gives a special Vivienne Schematic for you to craft her a set of armor she was working on before Montsimmard fell to the Circles dissolving.
You craft the armor for Vivienne and she's beside herself with joy and finally confesses her feelings for the Inquisitor to lock in the romance. Mentioning that the ring was the same emotional value of a proposal on her part because Marriage is a business agreement in Orlais, but their love is real because the Inquisitor loves her not for status or convenience, but for herself. She gets a lovely romance scene that's equal part sexy and tender.
If she is made Divine she is understandably distraught about the relationship. She wonders if she could remain away from the Inquisitor or if their relationship could taint her reign on the sunburst throne. Ultimately she sneaks in a clause that allows the Divine to have romance as love is a gift of the maker allowing you two to be together.
In trespasser she counsels you on absorbing the Inquisition into the chantry since that would get both Ferelden and Orlais off your back and she also still treats you to a spa day for just the two of you.
In the Epilogue Vivienne and the Inquisitor marry once the the Inquisition is either her honor guard or disbanded completely. Vivienne allows for Mages to live outside the circle once they become enchanters allowing Mages to integrate with society so that they never see themselves apart from Thedas so there's no repeat of the uprisings and the South no longer fears out of control mages. She and the Inquisitor live happily in Val Royeaux where The Inquisitor provides support on all things to do with the chantry as they look forward to whatever Solas has in store.
And that is how I would've done a Vivienne Romance where she both gets to grieve her lost love and find love once again and be the first Black female Love interest in Bioware history.
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crosscut-drifter · 11 months
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unique npc experiences in my worldstate
Inspired by @ghostwise's recent post! :)
Similar to Rinny, I've got Alistair's experience in my canon!
Alistair
He loses his temper at the landsmeet and storms out, as in canon, but does not end up abandoning the Blight entirely: Leliana (my warden's gf) tracks him down before he takes ship and convinces him to stay and fight the Blight.
He leaves Ferelden after the Blight ends, possibly travels to Weisshaupt with Kylare (my warden) (worst roadtrip in history, if it happens), and ultimately ends up gaining seniority in the Marcher Wardens. He does still end up with drinking problem, and not exactly *happy*, becoming more the grim, lonely holder of the Wardens' vigil against the dark than any of the canon endings for him.
My main worldstate is also an "all origins survive" one, but those are all technically PCs so...
Wynne's story!
I don't know as many details as for Alistair, yet, but she diverges from both my epilogue canon and the Bioware Canon(TM). She becomes Queen Anora's Court Enchanter, post-Blight, and holds that post for several years before stepping aside in favour of young Alim Surana.
Following Maric's precedent, the retired Court Enchanter is granted the title (and corresponding freedoms) of Archmage. As Archmage, however, Wynne is a) not running around with Shale and b) deeply involved with the blossoming Queen's University of Denerim and the associated Circle of Magi clinic-slash-Formari workshop.
Partly this is just following some logical extrapolations from the fact that Wynne and Shale don't get the Bioware Canon(TM) epilogue slides in my worldstate, partly this is because I do think that Wynne cares quite a lot about the Circle itself and about teaching, and it's interesting to me to lean into that and others kinds of choices that someone who is very aware she is living on borrowed time might make.
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daitranscripts · 1 year
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Wicked Eyes and Wicked Hearts Pt. 4
Court Approval
Wicked Eyes and Wicked Hearts Masterpost First: Gaining an Invitation Previous: Guests of Gaspard
Nearby nobles comment on the PC’s race.
Race-specific dialogue:
Qunari PC [1]
Dwarf PC [2]
Dalish PC [3]
Human mage PC [4]
Human non-mage PC [5]
1 - Qunari PC: Noble 1: Is that the Inquisitor? Noble 2: An ox? Impossible! Noble 3: That’s not the Inquisitor. It’s just somebody’s pet.
[Orlesians consider Qunari little better than ogres. You’ll have to work extremely hard to win them over.] -15 Court approval [6]
2 - Dwarf PC: Noble 1: Is that the Inquisitor? Noble 2: Don’t be an idiot. How could the Herald of Andraste be a dwarf? Noble 3: Maybe it’s just a servant.
[To Orlesian nobility, a dwarf Herald of Andraste is ridiculous. The Court’s view of you is dim for the moment.] -10 Court approval [6]
3 - Dalish PC: Noble 1: Is that the Inquisitor? Noble 2: An elf savage? Maker forbid. Noble 3: This is Gaspard’s idea of a joke.
[Orlesian nobility looks down on elves. The Court watches you with a critical eye.] -10 Court approval [6]
4 - Human mage PC: Noble 1: Is that the Inquisitor? Noble 2: A mage? No, there must be some sort of mistake. Noble 3: From the Circle of Ostwick, so they say.
[With few exceptions, nobles and mages don’t mix. The court eyes you with suspicion.] -10 Court approval [6]
5 - Human non-mage PC: Noble 1: Is that the Inquisitor? Noble 2: What, a Marcher? Don’t be absurd. Noble 3: One of the Trevelyans, I’ve heard.
[The Orlesian court is pleased to see a noble—even a Free Marcher—leading the Inquisition. You’re off to a good start.] +5 court approval [6]
6 - Scene continues.
The PC moves into the courtyard, and find a noble who has lost a ring.
Noblewoman (Qunari PC): Oh! Wait there… whatever your name is! Have you seen a ring? It is very important, and I need it back. Noblewoman (Dalish PC): You there! Rabbit! Have you seen a ring anywhere? Noblewoman (dwarf PC): Pardon me, dwarf. Have you seen a ring lying around anywhere? Noblewoman (human PC): Pardon me, my [lord/lady]. You haven’t seen a ring lying around, have you?
Noblewoman: It was a gift from the Comtesse Montbelliard! Enchanted by the Formari! I cannot go into the ball without it!
7 - Dialogue options:
Investigate: Is it valuable? [8]
General: That sounds serious. [9]
General: Interesting stratagem. [10] +5 Court approval
General: Go look for it. [11] -5 Court approval
8 - Investigate: Is it valuable? PC: Is this ring particularly valuable? Noblewoman: Its worth in coin is not as important as its social value. It was a gift from a member of the Council of Heralds! If she finds out I lost it… She will never forgive me! Not even if I live to be a thousand years old! Should you happen upon it, I beg you, let me know. [Back to 7]
9 - General: That sounds serious. PC: That’s a terrible predicament. Noblewoman: If the comtesse finds out… Maker have mercy! Should you happen upon it, I beg you, let me know. [12]
10 - General: Interesting stratagem. PC: What’s your game? Are you trying to convince the comtesse that you treasure her gift? Or just gain importance by getting the Inquisitor to run a menial errand for you? Noblewoman: I… assure you, the ring truly is lost, and I must find it or risk terrible repercussions. Should you happen upon it, I beg you, let me know. [12]
11 - General: Go look for it. PC: You’re not going to find it standing here. Noblewoman: How rude! Can you not spare a moment of pity for a soul in need? [12]
12 - Scene continues.
The PC returns after finding the ring.
Noblewoman: Maker, what am I going to do if I cannot find my ring?
Dialogue options:
I found it. (Return the ring to its rightful owner.) [13] +5 Court approval
Keep looking. (Keep the ring.) [14]
13 - I found it. PC: Is this the ring you were looking for? Noblewoman: You are a treasure! I cannot believe you found it! You have saved me a lifetime of mortification! How can I thank you enough! [15]
14 - Keep looking. PC: Just keep searching. I’m sure you’ll find it. Noblewoman: Maker, this is dreadful. Perhaps I should flee to Nevarra? [15]
15 - Scene continues.
The PC continues to traverse the grounds, overhearing various conversations. 
Noble 1: Is that the Inquisitor?  
Noble 2 (Qunari PC): A Qunari? Surely not.   Noble 2 (Dalish PC): A Dalish? No, that cannot be.   Noble 2 (dwarf PC): A dwarf? I had no idea.   Noble 2 (human PC): A Marcher? The Maker has an odd sense of humor.
The PC heads up to the left balcony where two nobles are talking.
Noble 1: This is a private conversation. Please leave. Noble 1: Foreigners… Noble 1: Do you mind? we don’t wish to be disturbed.
The PC finds somewhere to eavesdrop.
Noble 1: Any word from the front lines?
Noble 2: My spies said the bodies were beyond counting.
Noble 1: Surely the empress will put an end to the war tonight.
Noble 2: Pray, my friend. If the Maker does not hear us now… just pray.
The PC makes their way to the gates.
Next: Enter the Winter Palace
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Codex entry: Lyrium (Origins)
“More than half the wealth of Orzammar comes from a single, extremely rare substance: Lyrium. The Chantry believes it to be the "Waters of the Fade" mentioned in the Canticle of Threnodies, the very stuff of creation itself, from whence the Maker fashioned the world. Only a handful of Mining Caste families hazard extracting the ore, finding veins in the Stone quite literally by ear. For in its raw form, lyrium sings, and the discerning can hear the sound even through solid rock.
Even though dwarves have a natural resistance, raw lyrium is dangerous for all but the most experienced of the Mining Caste to handle. Even for dwarves, exposure to the unprocessed mineral can cause deafness or memory loss. For humans and elves, direct contact with lyrium ore produces nausea, blistering of the skin, and dementia. Mages cannot even approach unprocessed lyrium. Doing so is invariably fatal.
Despite its dangers, lyrium is the single most valuable mineral currently known. In the Tevinter Imperium, it has been known to command a higher price than diamond. The dwarves sell very little of the processed mineral to the surface, giving the greater portion of what they mine to their own smiths, who use it in the forging of all truly superior dwarven weapons and armor. What processed lyrium is sold on the surface goes only to the Chantry, who strictly control the supply. From the Chantry, it is dispensed both to the templars, who make use of it in tracking and fighting maleficarum, and to the Circle.
In the hands of the Circle, lyrium reaches its fullest potential. Their Formari craftsmen transform it into an array of useful items from the practical, such as magically hardened stone for construction, to the legendary silver armor of King Calenhad.
When mixed into liquid and ingested, lyrium allows mages to enter the Fade when fully aware, unlike all others who reach it only when dreaming. Such potions can also be used to aid in the casting of especially taxing spells, for a short time granting a mage far greater power than he normally wields.
Lyrium has its costs, however. Prolonged use becomes addictive, the cravings unbearable. Over time, templars grow disoriented, incapable of distinguishing memory from present, or dream from waking. They frequently become paranoid, as their worst memories and nightmares haunt their waking hours. Mages have additionally been known to suffer physical mutation: The magister lords of the Tevinter Imperium were widely reputed to have been so affected by their years of lyrium use that they could not be recognized by their own kin, nor even as creatures that had once been human.”
—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi
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hawkepockets · 2 years
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btw. matsendra surana is my first & favorite dao warden. he was born dalish, a dreamer whose magical talent showed only in rare bright flashes because he spent so much time day-Dreaming, half in the fade. when his cousin diti was chosen to be First, matsendra’s mother agreed to move with him to another clan that had no child mages. he was taken from her arms by templars on the road and brought to the circle, where his name was anglicized to “max” and he was told his birth clan had discarded him. (his memories were too clouded by the Fade to contradict this.) wynne took a shine to him and, worried that he was unusually susceptible to possession, restricted him to the study of theoretical magic, with no spellcasting permitted. over his 21 years in the circle he grew into a gentle, lazy, pleasure-seeking and theory-loving mage who never antagonized the templars and was loved by a lot of his peers, especially anders despite the two contrasting in almost every way. (anders likes people who remind him of cats.) when jowan enlisted his help in escaping the tower, max betrayed him to first enchanter irving in a second, but nevertheless ended up pinned between a rock (irving) and a hard place (knight commander greagoir) and conscripted to the wardens. in the subsequent investigation and stripping-down of max’s office (a former broom closet gifted to him by wynne), the templars found what max had kept hidden, for years, from everyone but anders—extensive, practical research into glyphs and written magic, building to a near perfect understanding of how to create spells using ink, vellum, and lyrium, (and a dreamer’s familiarity with the fade’s geometric structure) without ever breaking wynne’s ban against channeling magic himself. outside the tower max slowly and painfully developed from a spoiled circle centrist into a soft-spoken but terribly persuasive and powerful self-possessed elf mage. he made his research portable by drawing spells on playing cards at first, then by inking them directly onto his skin. he romanced morrigan, broke wynne’s heart with his loss of faith in the circle and alistair’s with his ruthless sparing of loghain, and his own when morrigan left. anders was both disturbed and delighted to recognize his drowsy old friend from the circle in the dark-eyed, tattooed commander of the grey. “max” had changed his politics, but never his love of research, tea, and comfort, or his ability to talk anders into almost anything with a slow blink of his eyes. anders thought they might rebuild some kind of life together in amaranthine, until matsendra, wrecked by distance from morrigan, unknowledge about their child, and silence from anora after her promise to free the circles from chantry control, after a whole life spent in what felt like an experiment to see how much a “good mage” could tolerate, suddenly broke from the wardens and stormed kinloch hold alone, raising a small army of spur-of-the-moment rebel mages and nearly succeeding in taking the tower before wynne, who he’d hoped against hope might change her mind this time, struck him down and held him down long enough for the templars to swarm him and commit the rite of tranquility. this was the incident that spurred anders to leave the wardens and sail for kirkwall. and matsendra stayed in the circle for another 10 years, laboring as a formari and aware only intellectually, with no heat of emotion behind it, of the injustice that had been done to him. until he looked up from his work to see that he and the other tranquil had been traded like coins to a tevinter magister who was killing them for their skulls. this was unsatisfactory, so he took the remaining formari into the redcliffe windmill tunnel he remembered from his youth, then followed rumors of anders and justice, all the way to the tranquility cure. after which there was a beloved witch of the wilds to find, and hell to pay for the chantry.
um.
if you even care.
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telleskyggene · 2 months
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Lyrium
More than half the wealth of Orzammar comes from a single, extremely rare substance: Lyrium. The Chantry believes it to be the "Waters of the Fade" mentioned in the Canticle of Threnodies, the very stuff of creation itself, from whence the Maker fashioned the world. Only a handful of Mining Caste families hazard extracting the ore, finding veins in the Stone quite literally by ear. For in its raw form, lyrium sings, and the discerning can hear the sound even through solid rock. Even though dwarves have a natural resistance, raw lyrium is dangerous for all but the most experienced of the Mining Caste to handle. Even for dwarves, exposure to the unprocessed mineral can cause deafness or memory loss. For humans and elves, direct contact with lyrium ore produces nausea, blistering of the skin, and dementia. Mages cannot even approach unprocessed lyrium. Doing so is invariably fatal. Despite its dangers, lyrium is the single most valuable mineral currently known. In the Tevinter Imperium, it has been known to command a higher price than diamond. The dwarves sell very little of the processed mineral to the surface, giving the greater portion of what they mine to their own smiths, who use it in the forging of all truly superior dwarven weapons and armor. What processed lyrium is sold on the surface goes only to the Chantry, who strictly control the supply. From the Chantry, it is dispensed both to the templars, who make use of it in tracking and fighting maleficarum, and to the Circle. In the hands of the Circle, lyrium reaches its fullest potential. Their Formari craftsmen transform it into an array of useful items from the practical, such as magically hardened stone for construction, to the legendary silver armor of King Calenhad. When mixed into liquid and ingested, lyrium allows mages to enter the Fade when fully aware, unlike all others who reach it only when dreaming. Such potions can also be used to aid in the casting of especially taxing spells, for a short time granting a mage far greater power than he normally wields. Lyrium has its costs, however. Prolonged use becomes addictive, the cravings unbearable. Over time, templars grow disoriented, incapable of distinguishing memory from present, or dream from waking. They frequently become paranoid, as their worst memories and nightmares haunt their waking hours. Mages have additionally been known to suffer physical mutation: The magister lords of the Tevinter Imperium were widely reputed to have been so affected by their years of lyrium use that they could not be recognized by their own kin, nor even as creatures that had once been human.
—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi.
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gaygayaurel · 9 months
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formaris may be my favourite la squadra ship 5ever but whatever
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blaserables · 5 months
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The Back Shelves (Vol 3): Belts from Origins & Awakening
From The Wonders of Thedas Podcast, by GM Reyn [Part One] [Rings] [Belts] [Amulets] [Robes] [DA2 Rings] [Axes]
“Welcome to the Wonders of Thedas. We carry items crafted by the Circle, as well a variety of antiquities. Is there anything you’d like to see?”
Welcome to our item conversion articles, where we check the stock for pieces from across Thedas to enhance your game! This time we are looking at belts, girdles, and wraps collected from the adventures of the Hero of Ferelden and the Warden Commander!
Note that items that are restricted to specific companions are not included, as they are one-of-a-kind for that person.
Belts can do much more than holding your pants up! Some belts can have some impressive effects on their wearers, and members of all classes can find some real gems to boost their abilities in all types of encounters. Enchantments on belts also tend to be a bit more subtle, with no flashy lights like magical staves or the eye-catching gemstones of magic rings. Their wearer just happens to be a bit fast or stronger, and who can say where that last burst of adrenaline came from?
We hope these will not only secure your breeches, but save a life or two!
Andruil’s Blessing (Belt, Level 15)
These belts are potent gifts from Keepers of past ages, said to be given to those who earned the respect of the Dalish clans. Though the belts may look faded and their designs withered, the enchantments have not faded in strength. The wearer treats their Constitution as 2 higher while this belt is worn, and gains a bonus on attack and damage rolls with weapons from the Bow group for each degree in Archery Style they possess.
Archivist’s Sash (Belt, Level 5)
Ancient Tevene is embroidered, scribbled, and painted across this satin sash in many handwriting styles. The bearer can feel the knowledge they seek strike them when it seems lost. If the wearer fails a Cunning test, whose focus includes the word “Lore”, they may re-roll it, but must keep the results of the second roll. This may be done once per day.
Battlemage’s Cinch (Belt, Level 15)
These wildly colorful cinches are embroidered with lyrium threads by masters of the Formari. These items are only made in times of war when mages are needed to combat things like darkspawn or the Qunari, and are usually destroyed by Templars when conflict has ended. Nevertheless, some survive, and they are truly a prize for any mage. The wearer of this belt treats their Magic as 2 higher, and may re-roll a failed Magic test to cast a spell once per day, keeping the results of the second roll.
Belt of the Magister Lords (Belt, Level 10)
This leather belt is linked with several golden discs that all bear a symbol for each school of magic. This is a common gift from proud Tevinter Magisters who wish to reward pupils (or place items on them for magical spying). The wearer may perform the Puissant Casting stunt for 1 SP less (paying 0 SP for a +1 to Spellpower, 1 SP for +2, and 2 SP for +3).
Buckle of the Winds (Belt, Level 10)
This leather belt’s buckle is carved in the shape of a bird’s head, and is cool to the touch. The type of bird’s head varies by region, but is usually a bird of prey. The wearer always moves 2 extra yards when performing the Skirmish stunt, and gains a +1 to Defense until their next turn when they do so.
Cinch of Skillful Maneuvering (Belt, Level 15)
The Shaper Assistant who wore this belt supposedly had an uncanny ability to dodge falling rocks, flying household objects, and even accidental magical outbursts. They also supposedly drowned in their bath one day, and the belt has been circulating through the hands of great adventurers ever since. The wearer treats their Dexterity as 2 higher, and may re-roll a failed Dexterity (Acrobatics) test once per day, keeping the second result.
Cord of Shattered Dreams (Belt, Level 10)
This ominously-named brass wire is meant to be twisted about the waist to wear as a belt. The cord feels like it squeezes once donned, and the wearer feels that something wishes to protect them from sharing a fate most dire. The wearer gains a +2 bonus on the Willpower (Self-Discipline) tests to resist triggering Magical Mishaps. If the wearer trigger the Harrowing Mishap, the cord snaps in half and negates the mishap. The cord then loses all of its magic.
Dalish Hunter’s Belt (Belt, Level 5)
Made of halla or bear leather, this belt is lightly enchanted to provide swiftness to hunters and allies of a dalish clan. The wearer’s Speed increases by 2, and they may re-roll a failed Perception (Tracking) test once per day, keeping the results of the second roll. Note: This belt has been combined with the Dalish Leather Belt, which has the exact same statistics in the video game.
Destructionist’s Belt (Belt, Level 15)
Raw lyirum has been inlaid in the fractal patterns of this belt. Tevinter Magisters are very found of these belts, which increase the destructive powers of Primal spells. As such, crafters of these belts are in high demand throughout the Imperium and command a surprising amount of respect even if they are not mages. The wearer may double the cost of a Primal spell they are casting to add their Magic as a bonus to the damage of the spell, even if the spell already adds the caster’s Magic to the damage, or even triple the cost of a Primal spell to add twice their Magic as a bonus to the damage.
Doge’s Dodger (Belt, Level 15)
This leather belt has been dyed golden, and some subtle enchantment makes it sparkle when in direct light. This belt was originally crafted for an Antivan prince who dodge the arrows of twelve assassins before he was killed at swordpoint by the thirteenth. The wearer of this belt treats their Defense as 3 higher against ranged attacks, and also treats their Dexterity and Strength as 1 higher.
Dwarven Smith’s Belt (Belt, Level 5)
This belt is made of bronto-hide, and contains pockets for storing tools and other objects. The wearer gains a +2 bonus on Strength (Smithing) tests from the fine tool included with the belt, and a +1 social bonus when speaking to members of Orzammar’s Smith caste.
Dwarven Warrior’s Belt (Belt, Level 5)
This bronto-hide leather belt has steel rivets driven through it, almost appearing to be armored itself. These belts are marks of service for some Warrior caste families, and as such they usually have a family crest inscribed on the buckle, granting a +2 bonus on tests to speak to Warrior caste families who have a favorable opinion of the family on the buckle. The wearer also gains a +1 bonus to Armor Rating, as the wide belt seems to shield vital areas.
Dwarven Merchant’s Belt (Belt, Level 5)
These belts are stylish, and contain pockets on the inside that are perfect for holding money close and out of the hands of cut-purses. The wearer gains a +2 social bonus when speaking to dwarves of Orzammar’s Merchant caste, and a +1 social bonus to members of the Merchant’s Guild on the surface. Finally, the wearer gains a +1 on Dexterity (Legerdemain) tests to conceal items on their person.
Earthen Cinch (Belt, Level 10)
This cloth cinch seems to be permanently caked with mud, and smells of it too. The wearer feels comfortable when standing on earth or stone, even unusually so. If the wearer casts the spell Rock Armor while standing on dirt, sand, stone, or even metal, they increase the Armor Rating gained from the spell by 3. This bonus also applies to the Armor Rating you receive when you are petrified by the Petrify spell. Additionally, the bearer may cast Rock Armor on their companions, but the spell only lasts half as long as normal, and this belt grants no bonus to the companion’s resulting Armor Rating. Note: Keep in mind that if an ally is already wearing armor, Rock Armor grants no benefit.
Elfrope (Belt, Level 5)
This tough rope, on close inspection, is crafted from several materials like wood fiber, spider silk, and dandelion fluff, to name a few. This belt can be used as a 20 yard rope that grants a +2 bonus to Strength (Climbing) checks that are aided by the rope. Wearing the belt grants the wearer a +3 bonus to Strength (Climbing) tests.
Embri’s Many Pockets (Belt, Level 10)
Embri was an elven Tranquil mage from Gwaren, with a reputation as both a talented enchanter and a forgetful one. She crafted herself a belt with pockets that held many magical materials for enchanting, the powers of which seeped into the belt. Embri passed from lyrium poisoning, but some circles have begun to reproduce the belt as best they can to aid the Formari in funding the Circles, and even some dwarven enchanters have purchased copies. The wearer of this belt gains a bonus on Cunning (Enchantment) tests equal to the number of degrees they have in the Runecrafting talent, and takes half the time to craft Runes (determined after the Dragon Die result reduces the time first).
Emphemeralist’s Belt (Belt, Level 5)
This simple leather belt has a buckle that hides the mark of the Formari behind it. These belts are usually gifted to Circle apprentices to keep them from running out of mana before their lessons are over. Usually the belts are returned, but some have been smuggled out by unknown parties. The wearer of this humble belt can perform the Skillful Casting stunt for 1 SP instead of the usual 2.
Enduring Faith (Belt, Level 15)
There is a little known proverb about a Chantry priest who sought Andraste’s ashes in the mountains of Tevinter. The story, mostly shared in Tevinter, speaks of a man who, armed only with warm clothes, a staff, and his piety, talked down a powerful rage demon from its anger. The demon then joined him in his quest to find the ashes of Andraste, warming him until he expired of thirst. They say that the demon became a spirit of sacrifice in kinder tellings of the tale, but the higher in society one goes the more the man is reported to be a mage who bound the demon to his service. Regardless, this cinch was found in the Hundred Pillars mountain range and found to be quite a potent magic item, defending the wearer in times of need. When the wearer uses the Defensive stance or Mana Shield stunts, the bonus to defense increases to +5 as a fiery aura springs from the cinch. While this ability is active, the wearer also becomes immune to damage from fire effects. This fire immunity may be activated on its own for 5 minutes but then the belt goes inert for an hour.
Fencer’s Cinch (Belt, Level 5)
These leather belts are a specialty of Antivan Circles, where a popular leather is died blue and then enchanted by the Formari. The leather is colorfully highlighted with steel rivets and the buckles are most commonly in the shape of wolves. Often purchased by Antivan merchants for their protection, they have been found as far south as the Waking Sea on the hips of raiders. The wearer of this belt gains a +1 bonus on attack rolls with a specific weapon group, determined when the belt is created. So a Fencer’s Light Blade Cinch grants a +1 bonus on attacks with daggers, shortswords, and throwing knives, but no other weapons.
Girdle of Kal’ Hirol (Belt, Level 15)
This girdle, with bits of stone cleverly worked into the leather like armor plates, was once worn by Paragon Hirol himself. The skilled and endlessly curious Hirol originally belonged to the Warrior caste, but his restless desire to learn pushed him to master arms, strategy, smithing, and rulership all in the same lifetime. While some more crude members of society pointed to the number of head trauma’s caused by the Provings as the cause of his curious nature, none could deny that when the Assembly voted to name him a Paragon there was no dispute. He established the thaig that was named after him and assisted the Smith caste in many innovations in golem-crafting before the art was lost. The Hirol Noble family still exists today, holding a seat in the Assembly. The wearer of his belt treats their Cunning as 2 higher, and may re-roll a failed Cunning (Engineering) test once per day, keeping the results of the second roll.
Gladiator’s Belt (Belt, Level 15)
This brown belt has a red buckle in the shape of a horned creature’s head. Whether the buckle is red steel or stained with impressive amounts of blood is anyone’s guess, but it was found in the middle of a ritual circle near a tear in the Veil by brave knights who decided to lock the belt away after they could not destroy it. A restless spirit reportedly stole the belt from the vault and it was found later in the possession of an accomplished warrior in Minrathous’ Proving Grounds. Wherever the belt is now, the belt craves combat. The wearer of this belt treats their Strength as 2 higher and my re-roll a failed Strength (Intimidation) test once per day, keeping the results of the second roll.
Guildmaster’s Belt (Belt, Level 15)
These inscribed leather belts were commissioned by a collective of guildmasters as a “symbol of unity among the craftspeople of Denerim.” What they neglected to mention was that the belts were then sent to the Circle to work enchantments to help them ensure their profit’s rising. The wearer of this belt treats their Communication as 2 higher, and may re-roll a failed Communication (Bargaining) test once per day, keeping the result of the second roll.
Longbowman’s Belt (Belt, Level 10)
A Waking Sea crafthall’s maker’s mark is emblazoned on the buckle of this supple leather belt. Often employed by raiders who specialize in ranged combat over the sea, similar designs are used by prominent scouts and military vanguards across Thedas. The wearer of this belt treats the short and long range values for any ranged weapons they wield as being 50% greater. For example: a long bow would have a short range of 39 yards and a long range of 78 yards (originally 26 and 52 yards, respectively).
Lucrosian’s Silken Cord (Belt, Level 15)
Named for the Circle fraternity of those who would see mages use magic to accrue power, it is not surprising that this white and lyirum-threaded belt was found locked in a Chantry far from any Circle of Magi. The wearer of this belt treats their Constitution and Magic as 1 higher, but take a -2 social penalty when speaking to Templars.
Magister’s Cinch (Belt, Level 10)
These belts are made of several strips of a dark leathery material braided together. Each braid seems to have a vastly different temperature, and some strips even seem to have a pulse. These belts do not originate from the Imperium’s Circles, but rather an apostate whose design was copied. The name was given later. When the wearer would gain Health or Mana from an item or spell like a potion or spells like Death Magic or Heal, the wearer gains an additional amount of Health or Mana equal to half their character level.
Ornate Leather Belt (Belt, Level 5)
This leathter belt is embossed with images of howling wolves, and the buckle is a magnificent silver-like metal often mistaken for silverite. Most buckles are carved like swirling mists or hands clenched into fists, but many designs exist. The wearer of this belt gains a +1 bonus on Strength (Might) and Willpower (Courage) tests.
Panacea (Belt, Level 15)
The previous owner sought to create a belt that would protect him from poisons. Though he recruited the help of a Tranquil to make a fine belt, he died from drop of Adder’s Kiss in his morning tea and the belt was stolen. The belt has found its was through many thieves’ guilds and has saved a life or two, but sadly never from poisons. When the wearer of this belt receives Health from a spell or potion, they gain bonus Health equal to their character level.
Sash of Forbidden Secrets (Belt, Level 15)
Ancient Tevinter symbols of constellations in the night sky mingle with occult imagery on this strong belt. The belt buckle, the symbol on which seems to have been beaten out of shape, has ancient blood stains on it almost in warning. The wearer of this belt treats their Willpower as 2 higher and may re-roll a failed Willpower (Self-Discipline) test once per day, keeping the results of the second roll.
Sash of Power (Belt, Level 20)
The markings of the old gods show this belt’s age. The dark leather has not aged, and the enchantments can be felt from even a distance. Some whisper that one of the Magisters who opened the Fade and stepped onto the Golden City wore this belt, and it was thrown from their body when they were cast out by the Maker himself. The marking of Zazikel seems to be more pronounced than the others. The wearer of this belt may perform the Fast Casting spell stunt for 3 SP instead of the usual 4, and may use the stunt as many times as they have stunt points to spend. A mage may use 6 SP to cast two extra spells and  9 SP to cast three extra spells (if they are capable of generating that many).
Shadow Belt (Belt, Level 10)
This dark leather belt is a treasure among thieves’ guilds, and more than one has been found on the body of a would-be assassin or vault-robber, who even the belt’s magic could not save. These belts are known to provide “second chances”, and the wearer of this belt gains a +2 bonus on tests made as a re-roll, such as the talent powers of the Thievery and Observation talents or the Smith’s Targe magic item.
Sword Belt (Belt, Level 5)
These curious and fairly common belts are simple items sold by Orzammar’s Artisan caste to surfacers and members of the Warrrior caste. They are studded with iron and bronze rivets in various patterned that are a kind of maker’s mark. The wearer of this belt gains a +1 bonus on damage rolls with a specific weapon group that is chosen when the belt is made. For example: a Sword Belt of Axes gives a +1 bonus to damage rolls when using battle axes, throwing axes, or two-handed axes.
Swordsman’s Girdle (Belt, Level 10)
These ornate belts of riveted metals and tough leather strips are prized among weapon masters of Thedas. The Silent Sisters have made the most notable use of them, but theirs are just one variety of these belts. Some claim that rare “spirits of mastery” are bound into these girdles, but enough are commissioned by the Templars that most of those rumors die quickly. The wearer of this belt gains a +1 bonus to attack and damage rolls with weapons a specific weapon group. For example: a Swordsman’s Girdle of Brawling grants a +1 bonus to attack and damage rolls with fists, guantlets, and improvised weapons.
Wasp Sting (Belt, Level 10)
This belt once belonged to peculiar assassin known as the Wasp. She earned her nickname by perfecting a jab that was so quick that not only did the target not feel the blow, but was struck dead in a heartbeat. The wearer of this belt may add their Dexterity to damage rolls with weapons from the Brawling weapon group, as the belt seems to guide them to the weakest points on their targets.
We hope these help make your time in Thedas a bit more wondrous! Thank you for reading!
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partystoragechest · 7 months
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A story of romance, drama, and politics which neither Trevelyan nor Cullen wish to be in.
Canon divergent fic in which Josephine solves the matter of post-Wicked Hearts attention by inviting four noblewomen to compete for Cullen's affections. In this chapter, there are fireworks. Sort of.
(Masterpost. Beginning. Previous entry. Next entry. Words: 2,767. Rating: all audiences.)
Chapter 22: Hardly Working
The Inquisition’s red lyrium sample was kept far, far below.
Far below the Undercroft, where Trevelyan and Dagna prepared for their descent. Far below the dungeons, where two guards escorted them further down. Far below the sounds of people and life. Far, far below.
Door after door barred their path, each more fortified than the last. The keys were old and rusted, having existed much longer than the castle’s current occupants. Passages beyond were long and winding. One was not supposed to know the way. The stone of the stairs they descended appeared as if new. Few feet had ever trespassed here.
Trevelyan could not help but wonder for what this place had originally been built to contain.
Lower still they went. The darkness that had settled upon these steps was cast aside by the light of a torch, held aloft in the hand of one of their guides. Trevelyan felt its warmth in the air, and glanced nervously at the small chest Dagna carried. Their device lay inside—insulated, inert. But it was still within Trevelyan to worry.
The long stairwell curved, the end at last coming into sight, a chamber door revealed. Daylight—somehow, daylight—poured through its barred window, casting a slotted shadow upon the floor. Had they come so far as to breach the bottom of the mountain?
“Here we are,” said a guard, producing the largest, oldest, and most complex key yet. “Be careful, Arcanist; your Ladyship.”
He opened the door. Breath escaped Trevelyan’s body.
The cavern beyond was thrice the size of the Undercroft, in both height and depth. And like the Undercroft, it, too, had a maw: a narrow fissure running high across the back wall, like the slash of a gigas claw, through which light spilled in its gallons.
This, however, was not the central feature of the space. Indeed, it was only there to light the central feature of the space. For in this chamber, suspended by the strength of three large chains, was a small stone chest. Red.
The size of the cavern was such that, in the doorway as they were, Trevelyan and Dagna still stood a good sixty feet from it. But its glow was evident. Cracks in the stone, where the red lyrium had broken its bonds, pulsated with that eerie colour. Trevelyan felt she should step no closer.
“Smart to keep it off the ground,” she commented.
“Have to,” Dagna replied. “Grows fast! We change the casket every three weeks—sometimes the chains, too, if it’s gotten a little enthusiastic.”
“I take it that’s why it’s made of stone?”
“Yeah! Grows through it slower than metal or wood—especially wood. It loves organic material! But for stone, I think it… respects it, kind of? Like it remembers where it comes from, almost… Anyway! Let’s get to it!”
With brazen confidence, Dagna marched beyond the threshold. Trevelyan remained reluctant to follow. Little wonder she was being paid so well.
Swallowing her unease, she left the guards posted at the door, and entered the room. But as soon as she did, she could feel it.
She had been near lyrium, before. The Formari in her Circle used it, and she would sometimes have to visit their workshops in the midst of her storeroom duties. Dagna employed it quiet frequently, too, but Trevelyan would keep to the other side of the Undercroft, or run errands. She didn’t like it, particularly. It made her dizzy.
Red lyrium was worse. Only a few feet closer, and a hum entered her mind. A constant, droning hum. There was pressure on her head, too—like a hand, pushing down with all its might. Trevelyan tried not to give it her attention.
“All right,” Dagna said, setting down her chest about forty feet from the casket, “let’s activate!”
Slow and careful, she lifted the lid. Trevelyan held her breath.
But as their device was revealed, the world remained still—and Trevelyan was grateful for it. Though it did not look one, this thing they had created was better called a bomb.
Dagna reached in, and lifted it out. A small, but thick, metal disc, held best and most carefully in two hands. Trevelyan’s eyes searched the surface for any change. But the runes inscribed onto it—runes of her own design—maintained a faint glow. Safe.
The moment it touched the ground, Dagna whipped out her toolbelt. Trevelyan took up her usual position, ready and willing to do or hold anything that Dagna instructed her to. Theory was more her domain. The practical—this—was best left to Dagna.
And so she tinkered away, runes beginning to brighten. The buzz of its growing magic competed for space in Trevelyan’s mind. She began to gather Fade energy around her fingers. Just… in… case...
“Ooh, shiny!”
Trevelyan startled, and whirled. Dorian Pavus stood beside her, gazing down on Dagna’s work. He noticed Trevelyan’s stare, and smiled.
“Dorian?”
“Don’t mind me”—he winked—“just came to see the show.”
Though Trevelyan rolled her eyes, she could not help but smile. “Very well,” she said, and returned her focus to Dagna.
Dorian did the same. He even managed to stay quiet for some number of seconds—though it seemed the banality of observation could not satisfy his ever-operational mind for long. Whilst Trevelyan handed Dagna a precise-looking implement, Dorian asked:
“Will you be attending the banquet?”
Maker, that thing kept slipping her mind. Trevelyan would have to make certain her gown was ready.
“Yes,” she told him, “will you?”
“Physically, yes. Mentally? No.”
Trevelyan laughed. “Likewise.”
“...Have you seen the guest list?”
Trevelyan gave him an exasperated look, but answered regardless: “I have. Though I fear I recognise very few of the names, and know only their characters from the descriptions given to me by the other Ladies.”
“Oh,” Dorian chuckled. “Then you are in for quite the evening! I met some of these people at the Winter Palace. I also met some demons. Completely indistinguishable.”
“Which did you prefer?”
“Oh, I think you know. After all, it’s at least socially acceptable to strike demons with lightning.”
Trevelyan laughed. “The more I hear, the more I wonder why they have all been invited in the first place.”
“Because ‘keeping the peace’, something like that.”
“But why are we all to be involved?” Trevelyan complained.
Dorian smiled. “I hardly know. But far be it from anyone to refuse our lovely Ambassador.”
A flare of magic stole Trevelyan’s attention. She looked back to Dagna, whose grinning face reflected a blue glow. The device below her pulsated, lyrium energy blooming from its carved runes.
“There we go!” she sang. “Activated. How’s that magic amplification feeling?”
“I can certainly feel it!” answered Trevelyan. “I just hope it’s enough to bypass the anti-magic effects.”
Dagna hauled the device into her arms. “So do I, because I added a little extra oomph. Just in case!”
Trevelyan’s eyes widened. “Are you sure that’s a good—!?”
Dagna punted the device towards the red lyrium casket. Trevelyan barely had time to draw breath.
It was like a clap of thunder. Booming sound and blinding light plunged them into darkness. Smoke and dust and falling debris. Reverberations rumbled through the stone around them. Clanging of chains. Whining in the ears. All of Skyhold shuddered, and then fell to silence.
When Trevelyan dared open her firm-shut eyes, a dark and burning haze surrounded her. Yet, it did not touch her. Her arms were outstretched, energy cocooned her. Smoke shifted and moved against the shimmering surface of a protective barrier. She’d got it up just in time.
A quick glance to either side. Dagna was all right, thanks to the magical shield. Seemingly unfazed by the explosion, she looked with shining eyes into the cloud of dust from whence it had come.
Dorian, meanwhile, had had the same idea as Trevelyan. He met her gaze.
“Great minds!” he said, his levity not quite masking the shake in his voice. “Would you like to do the honours”—he nodded towards the smoke—“or shall I?”
“You,” Trevelyan told him, “I’ll hold.”
“Very well. In three, two, one—” Dorian dropped his share of the barrier. Trevelyan held firm.
With her protection, he began to twist his hands. She felt a pull, as he put out his call, and summoned the Fade to their aid.
One of his fists balled up tight, a gathering of energy thickening within. He raised this hand to his face, fingers unfurling before his mouth. With one deep and powerful exhalation, he blew.
His breath turned to a hurricane wind, and blasted forth through the chamber, unimpeded by Trevelyan’s barrier. The smoke and dust was thrown aside. Light poured in once more.
“Wow…” breathed Dagna.
Wow, indeed.
The scene before them had changed entirely. The chains that once suspended the red lyrium chest hung loose, half-extant, against the stone walls. They rattled in the breeze of Dorian’s spell.
The casket they had held? Gone. All that remained in its wake was a large, circular scorch mark, burnt into the floor.
Trevelyan dropped her barrier. “Oh Maker, it worked!”
“Yes!” cheered Dagna, pumping a fist into the air. “It worked! Though, I guess the bad news is, we lost our red lyrium sample!”
Dorian grinned. “Rather the point, wasn’t it?”
“Are you all well?” called one of the guards, from the doorway. Trevelyan had just been about to ask the same of them.
“We’re well!” she replied.
“Mainly because of that barrier of yours,” Dorian muttered. “Good form. Strong. I know very few mages who could create one so stable without a focus—other than myself, of course.”
Trevelyan chuckled. “It was only a barrier.”
“True, but I’ve seen very little magic of yours, and I feel I should like to see more. You’ve got more power than you’re letting on.”
There was a good reason for that: “I suppose I got accustomed to not practicing it. My parents weren’t exactly keen on my using magic around the house.”
Dorian laughed. “We had very different upbringings! But—anyway, you aren’t under the thumb of your parents now. You ought to be loosing fireballs upon the sky.”
“Or causing large explosions?” Trevelyan suggested, gesturing to where Dagna prowled the scorch-circle.
“Fair point.”
Dagna interrupted: “Your Ladyship, we should get started on sweeping the room for trace remains. I want to know if anything was left at all.”
“Absolutely,” said Trevelyan, curious of that herself. She had noticed that the head-pressure was gone—but that did not mean every shard of red lyrium was.
Dorian, meanwhile, took a step back. “Well, you have my congratulations, both of you—but I am leaving before someone asks me to help clean up.”
“I don’t think she meant that kind of sweeping,” said Trevelyan.
“I heard the word ‘sweeping’, I’m leaving,” insisted Dorian. “Best of luck.”
They gave him their farewells and waved him off. Trevelyan watched him as far as the door, then turned away as he disappeared up the stairs. Her eyes were needed on the floor.
But her mind lingered elsewhere.
“Dagna, I’ll be just a moment,” she said, “I need Dorian to pass a message along.”
Dagna gave her leave, and Trevelyan hurried away. With any luck, the sheer amount of stairs would have slowed Dorian down.
And indeed she found him, halfway up. Nearly out of breath, she managed to call:
“Dorian, wait!”
He stopped and waited, sure enough—probably glad of the break. “Miss me already?”
“Naturally, but that is not why I came,” she said, taking a moment. “I wanted to ask, will you tell the Commander we’ve succeeded? He’ll have likely heard the explosion—most of Skyhold will, and I want him to know it’s all right.”
Dorian folded his arms. “And when exactly did I become your messenger boy?”
“I know this is far beneath your standards, but I think he would better see a friend right now, than a... suitor. Given his, ah, current circumstances.”
A sly little chuckle spilled from Dorian’s mouth. “Oh, I think he’d much prefer to see you than I, on any given day. But if you think it best, I shall go and take your glory.”
“Thank you. I appreciate the trouble.”
She expected him to take the message and dart off, but Dorian seemed to settle himself upon the step on which he stood, and fixed her with a stare.
“Are you all right?” he asked, soft.
“Why would I not be?”
“Cullen—the Commander—believed you weren’t, the last we spoke. He mentioned you found him…. you know.”
So Dorian knew. Of course he would, given his friendship with the Commander. Trevelyan did not blame him for not telling her of the circumstances. Such closeness required confidence.
Regardless, she sighed. “I told him yesterday I was fine. Several times.”
Dorian laughed, and moved down a step so that he might join her on hers, and talk more quietly. Those guards were still down there, somewhere. “He is something of a worrywart. You seem all right to me.”
Trevelyan nodded, leaning her back against the wall of the passage. Maker, the stone was cold. “Have you ever seen him like that?”
“No. Though as I understand it, it’s a rare occurrence, for him,” Dorian explained. “The Inquisitor’s seen it, though. Cullen once threw something at our dear Herald’s head!”
Trevelyan’s eyes widened. Dorian must have noticed, for he immediately followed with:
“Well, not at the Inquisitor; the Inquisitor just so happened to walk in at precisely the wrong moment. A habit. Cullen was throwing it at the door, in anger, unaware someone was about to walk through. We all joke about it—it’s how we know he isn’t a spy for Corypheus. If he was, he wouldn’t have missed.”
Trevelyan smiled. She could hardly judge the Commander for acting upon his anger whilst believing himself to be alone. One needed to, sometimes. She’d set some things on fire in private moments. Most recently being yesterday.
Dorian sighed, and shook his head. “I thought he was on the up, you know. He said this one was bad—though you, especially, are already aware of that. Peaks and troughs, I suppose, and you can’t predict when one will follow the other.”
“It is impossible to know,” commiserated Trevelyan. “No one has managed to survive it, to my knowledge. It’s like the Grey Wardens. Departure comes only through death.”
The mention of the latter word seemed to light a fire in Dorian. “Well, let’s hope that’s not the case, shall we? I’m sure it’ll all shake out. After all, the Inquisition’s best boffins are on it—Dagna included! And it’s more than the Chantry’s ever done—though the southern Chantry is not particularly known for doing much…”
Yet another person Trevelyan was now convinced that Baroness Touledy could have a scintillating conversation with. She would merely need an opportunity for introduction. Banquet, perhaps?
“Anyway, I best be off to deliver your message,” he continued. “Though, if I am to do so, I’ll no doubt be asked if I doubled-checked: are you sure you’re all right?”
“Of course,” Trevelyan confirmed. “Is he?”
“Peaks and troughs.”
“I see. Do you think he will attend the banquet?”
Dorian laughed. “I hope not. His table manners are very Fereldan.”
She knew the joke was to make her smile, but she could barely manage it. Her worries were too overpowering. “It’s hardly going to be good for him,” she muttered, continuing—without thinking—to say: “Having us suitors running around after him is pain enough.”
Dorian’s lip quirked upward. “Oh, if you want to talk the ethics of this little competition of yours, it goes far deeper than that.”
The comment pulled Trevelyan from her own mind. “Oh?”
He shrugged. “Well, I’ve not quite put my finger on it yet, but… it all feels rather sordid. Not quite right. Not quite right at all.”
Trevelyan was at once reminded of the argument she overheard between the Commander and Lady Montilyet. Just what had that been about, truly?
“Have you spoken to the Commander about it?”
Dorian laughed. “Oh, you have no idea of what we talk about. You come up quite frequently.”
Trevelyan did not know how to feel about that. Though she was certainly feeling something.
“Ergo,” continued Dorian, “I have. But the man is obstinate, and I feel there may be powers at play that I cannot interfere with.”
“Whose?” asked Trevelyan.
Dorian smiled. “Oh, it’s as I say: far be it from anyone to refuse our lovely Ambassador.”
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