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#thorgans guide to thedas
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Can you guys re-imagine the culture(s) of the Chasind?
Hey anon!
That's a fantastic suggestion! Our campaigns have been taking place mostly in northern Thedas, so we didn't even have Chasind people/Kocari Wilds on the map yet, but you're so right. I didn't know much about the Chasind before reading up on the Bioware Wiki (BW for short) and.....yooof.
We'll definitely do a more thought-out and 'official' entry, but since a lot of our re-imaginings move at a snail's pace, I'll share some of our immediate thoughts after discussing this:
Geography:
It's giving BIG bayou vibes, and we're taking that and running with it, nodding at inspiration of early Black-American culture that emerges in the southern USA and the greater Caribbean Islands. Visuals of the Florida Everglades and Bayou Bartholomew in Arkansas, with a majority of the villages being built on stilts or the massive trees that are similar to the ones seen in the Frostback Basin (Jaws of Hakkon DLC specifically). There are settlements on more solid land, but most of the population and the 'civilians' live inside the swamp, as the tricky terrain doubles as protection and security.
The People:
Based off the BW, we're seeing patterns of love for nature and the seasons, and the mention of "animalistic goddesses" is making us think....DND druid style. (we took one look at the "barbaric" descriptions and tossed it all out, thank you)
Animal companionship is common among Chasind, whether they are "working animals" that warriors and hunters may keep that help them in their tasks, or companions for your local shopkeep or fisherman. Big or small, smart or.....lovable...animals are all around and children may even receive their companion at very young ages, growing up with their animal friend.
Some more magically gifted Chasind can even transform and take an animal form.
Chasind are bonded by clan systems, not blood or background. Meaning that if someone needs help in the village, people will band together to support that person. Once you settle in the swamp, you're family.
The Chasind have a large population of people with darker skin tones, but people with lighter skin tones are not uncommon either.
The Culture
Being situated on top of it, of course, water is EVERYTHING.
Navigating the bayou is no easy feat, and children are taught from a young age through legends, stories, and all sorts of oral histories how dangerous the water can be.
There are definitely some pretty cool eldritch beings living out in the swamp, and there are definitely stories about them.
Fishing culture is HUGE. Fishermen are taught a very sophisticated type of navigation and tracking, most commonly using the stars as a guide to chart the swamp, because the landscape can be incredibly difficult to navigate, especially after dark.
According to the BW, the Chasind have "developed their own language, but are capable of speaking the King's tongue", so we took this as they've managed to blend an older language like the one spoken by their Alamaari ancestors and merged it with the King's tongue (not unlike real-world languages, such as Haitian Creole, Jamaican Patois, or Michif)
People also traverse the swamp on stilts to keep out of the water and out of the way of other water predators. Whether they are walking across the village or going out to the fishing holes to get a daily catch.
Please feel free to add your own comments or thoughts on this re-imagine! This entire project is a joint effort, and having perspectives from other backgrounds is always helpful to make it more inclusive.
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shay-does-art-things · 10 months
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Qunari with styles and features from South America/Maori/Pasifika anyone?
This is done using the @thorgans-guide-to-thedas re-imagined Qunari lore and cultures :)
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Streets of Shadow: A Dragon Age Table Top Campaign
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"The city of Highmire sits atop a mountain pass at the border between the Free Marches and Nevarra. This town controls much of the trade between the two countries, and its success was not so easily granted. Over the last several years, the trade empire that flows through the bottleneck of Highmire has been built out of the shadows of corruption and exploitation. After the accidental murder of one of the city’s most beloved and cherished artisans, a rebellion is brewing in the shadows. Their anger in turn is being fueled by a mysterious killer who has begun targeting wealthy merchants in the upper-class district of the city. It is up to the party to get to the bottom of this mystery and figure out what’s going on in Highmire. Will they see this killer as a heroic vigilante or a serial killer that must meet his end?"
Estimated 5-8 Sessions.
This campaign does not have any set levels and can accommodate an array of player characters and backgrounds. A majority of the set and world-building is written, but this is a campaign that you can make your own!
Read the PDF here!
Looking for Dragon Age inspired ambient music for your campaign? Click here!
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DA: TTRPG Character Background Expansion Part 1
Based on the re-imaginings of Thedas, here's a collection of character backgrounds to add to your library.
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Through the Tombs of the Dead
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Take your players through a three-level puzzling dungeon that pits them against ancient Mortalitasi architecture, wandering undead, and their own psyche. They will need to learn to work together and race against the clock before they, too, become another body in the tombs of the dead.
Estimated 3-5 hours
This one-shot is set for beginner-level characters (levels 1-3) but can be adjusted to suit your DM-ing needs.
Read the PDF here!
Or get the print-friendly (non-customized) PDF here!
Looking for Dragon Age inspired ambient music for your campaign? Click here!
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Highmire
A bustling trade city nestled deep in the mountains and intersecting the border passage between the Free Marches and Nevarra. The city sits sloped along the mountain side, flowing down into the fields of grain and livestock. Feel free to use this resource, or to take parts of it your inspiration in your DA RPG campaign!
You can find detailed map and district descriptions under the cut.
The Old Valley: A section of land on the far side of the Donnastall River. This was the original settlement of Highmire when it was nothing more than a trade-post between the two territories, but now it has much outgrown that side of the cliffs. This area holds many merchant warehouses and one of the town guard offices.
Carborough District: This district is home to the merchant nobles and other high-class citizens and artisans. The expensive merchant shops and collectors operate out of this district. There is a higher count of patrols in this area because of that.
The Citadel: The home of the Merchant’s Guild, the head elected officials that oversee the running and operation of Highmire, with the main focus of trade deals with the Cumberland merchants.
The Green: Is a highly prized outdoor park where many of the city’s elite flock to admire. Special care is taken into the landscaping and upkeep of the park, which holds a plethora of exotic plants and intricately carved sculptures.
Midderton: Is the working-class district, where you’ll find trade shops and workers-for-hire. Anything from ironwork to herbalism, you can find it here. 
The Wheat Fields: Is mostly open farmland and range. The main crop in Highmire is wheat, and so the fields flow with golden waves of wheat. 
Trebberton: An unkept and unguarded District that the rest of the city has tried to forget. The city’s poorest people live here, but it’s also home to shops of oddity and free-lancers that will do anything for coin.
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Maps of Thedas
A collection of user-made and created maps for the Dragon Age Table Top RPG - from large-scale cities, to quaint little villages. Some of these maps were generated for pre-existing locations in Thedas, and others have been created to add more excitement to campaigns. 
If you’re wondering what this project is, consider reading our introduction.
Nevarra
Nevarra (City)
Cumberland
Highmire
Wildervale
Brekka Outpost
Tevinter
Al-Samaja
Vyrantium
Minrathous
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Al-Samaja
A Tevinter city that lies on the boarder of the Silent Plains, and one of the first cities located off the Imperial Highway coming from Nevarra.  Al-Samaja works much like Nevarra City, but there is a sense of lawlessness there. Where the Nevarran Black-market had codes of conduct, and the city guards had a council and hierarchy to answer to, Al-Samaja had none. The Desai rules the border city with a dismissive hand - his attention focused more on the politics in the Magisterium - and so all sorts of unsavory characters take advantage where the see it. Bloodstains the corners of every street, and dangerous intent sneers in the smiles of con artists and slavers.
Feel free to use this resource, or to take parts of it your inspiration in your DA RPG campaign!  You can find detailed map and district descriptions under the cut.
Suhra’s Gate:  This gate leads deep into the Silents Plains, and follows the Imperial Highway back to Nevarra.
Sabiya District: Holds most of the city’s population. The buildings are dense and tall in this area, with brick walls towering over narrow streets. There are many interesting things to find in this district if you dare to venture there. 
Upper Najmay District: This district is home to many of the nobility classes, and also home to many practicing mages. The Upper Najmay is full of life, colour, and expensive tastes. 
Zundarus Keep: The home and palace of the Desai, and the most highly protected area of the city. 
Northern Barracks: A northern fortress that sides on both sides of the city walls, filled with both city guards and mercenaries hired by the Desai and the Viscount. 
Mumbat Baazar: A lively market district that stretches dozens upon dozens of city blocks. Music and the delicious smell of cooking food constantly fills the air. 
West Road: Is an entrance to the city that creeps down from the treacherous Blackstone Slopes, a mountain pass that leads into the Anderfels
Masset Acre: Is a downtrodden area of the city, and where people cannot find shelter in the city, they risk the dangers beyond the great stone wall, and camp at the gates of Al-Samaja.
Tajul Hills: An expanse of estates and vast land parcels, most belonging to knights, mage scholars, or winter homes for magisters. 
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Brekka Outpost
After the exile of the Avvar chieftain, Movran the Under, he and his companions settle alongside the Imperial Highway in the Silent Plains. Deciding to make a new life with the resources given by the Inquisition, the people of Edvarr Hold now occupy a rather lively oasis that is a popular traveler's stop on the way to the Tevinter Imperium. Feel free to use this location in your campaigns!
Location description under the cut:
1. Oasis: A beautiful freshwater spring that is naturally occurring. There are beautiful shady palms and sweet smelling flowers that grow alongside the rim of the water. 
2. Market: A quaint market that holds the necessities for travelling and every day life. 
3. Longhouse: Home of Movran the Under and his trusted advisors. It is also the place of celebration and feasting, which you are gladly invited to if you are lucky enough to be called ‘friend’ by the chieftain.
4. Traveler’s Refuge: A bustling encampment of passing travelers, where tents of all shapes, sizes, and banners can be found set outside the walls of Brekka. 
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Nevarra (City)
Nevarra City lies on the edge of the desolate Silent Plains, and is a major travel hub in Thedas. Feel free to use this resource, or to take parts of it your inspiration in your DA RPG campaign!
You can find detailed map and district descriptions under the cut.
1. Anrakus Plaza: The district of the noble classes, wealthy merchants, and other notable people. This exuberant district sits safely in the middle of the city.
2. The Grand Necropolis: A heavily guarded monolithic tomb. Gargantuan statues tower over the city, standing in protection of all those buried beneath. Large gardens sit at the feet of the statues, decorated with some of the most exotic and rare plants brought in from all over Thedas.
3. Hall of the Council: Where the Nevarran Council meets and works out of. 
4. Bone Meadows: Ever-reaching agricultural fields that grow bountiful and luscious crops every year. It is said that before the necropolis was built, the city used to bury their dead out in the fields. Whether or not that’s true, Nevarran farmers still leave out offerings for the dead as thanks for rich earth and healthy crops.
5. Karrar District: Home to many of the tradesmen and working-class citizens. If you need a service done, you can find it here.
6. The Ridiad: Similar to a black market, dozens of storefronts sit on top of a network of abandoned tunnels and ancient tombs. None but the smuggler faction of Al-jabari (or Dust Runners) can navigate the tunnels and get out alive. You can find whatever you seek, whether it be exotic goods, information, or dangerous and illegal items - so long as you have something of value to offer.
7. Hafat-al Plains: Translates in Nevarran to Edge of the Plains, where the sands of the Silent Plains begin to spread out, reaching for the walls of Nevarra City. 
8. Yuttap Market: A vast and bustling market district that sits outside of Nevarra’s great walls. This is one of the busier trade hubs of the city, and it like to target travelers coming off the Imperial Highway with over-priced and tempting goods.
9. Silent Jadwal: A small village grove on the banks of the Sama River. This is where a majority of the livestock is raised and kept.
10. Warehouse Quarter: This is home to many of the merchant warehouses and where the merchant wagons and caravans are stored. These buildings are built strong and sturdy, with guards patrolling the quarter regularly. 
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The Tevinter Imperium. A land that stretches to different corners of the world, from sand dunes to the tropical coast of Nocen Sea, there is so much to find and explore. Tevinter sits between the sea and the sun, with the desert on one side and the humid jungle air on the coast. From far off desert bazaars to great stone temples with golden ornaments. 
Listen here!
View the rest of the playlists here!
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Re-Imagining Cultures of Thedas Masterpost
The navigation masterpost for cultures of Thedas. Though Bioware has provided some insight on certain countries and cultures of Thedas, it’s not always rich with detail. We’ve taken some of the cultures and expanded or deepened the detail that is provided in the written game lore. 
If you’re wondering what this project is, consider reading our introduction.
Please feel free to take as little or as much of this for your campaign inspiration. The masterpost will be updated as these cultures are re-imagined and posted.
The Anderfels
Antiva
Estwatch
Fereldan
Free Marches
Frostback Basin
Nevarra
Orlais
Par Vollen
Rivain
Seherron
The Silent Plains
Tevinter
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Nevarra, to me, is heavily inspired by the cultural and stylistic elements of the Ottoman Empire. Nevarra is home to monolithic structures not unlike the tombs of Egypt and the spires of the Hagia Sophia. The land is filled with merchants and busy in overseas trade. An ambient/instrumental playlist to set the mood for adventuring in Nevarra’s vast landscape.
Listen here!
View the rest of the playlists here!
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Fereldan finds similarities in fuedal europe, with territories run by barons and banns.  The horse-lords and the mabari-warriors rule this wild land. A playlist to listen to as you roll across the wild lands of Fereldan, fighting man and beast alike.
Listen here!
View the rest of the playlists here!
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The Plains lie between Nevarra and Tevinter -  a desolate, sandy waste that is hard to travel through, and even harder to live in. The sands are home to bandits, smugglers, and medjay militia who seek to keep the Imperial Highway safe. A playlist to put on while exploring the vast and mysterious Silent Plains between the borders of Nevarra and the Tevinter Imperium
Listen here!
View the rest of the playlists here!
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Cumberland
Trade empire, home to the College of Magi, and one of the largest cities in Thedas. Feel free to use this resource, or to take parts of it your inspiration in your DA RPG campaign!
You can find detailed map and district descriptions under the cut.
1. Tournament Grounds: This area is located at the bottom of the valley, and is a testing grounds for all matter of abilities, whether it be agility, combat, magic, or crafting. This is also the location of the Grand Tourney, and the setting in the Autumn Falls DA RPG campaign. 
2. Citadel: This is the home of many of the Cumberland politicians, dignitaries, and members of Council. This area is heavily guarded and may require special permission or invitations in order to enter the area.
3. The Dragon’s Den: The dwarven trade empire. This area of the city exists both above and below ground, with several points of entry to the underground district that lies buried beneath the mountains. The buildings in this area are all made out of dense stone, and in the distinct style and intricate design of dwarven architecture. This district is also home to the renowned Diamond Lass Inn. 
4. Dura Bazaar: A lavish above-ground market with items and goods from all across Thedas. The shops are well-kept and line every street for blocks along the harbor. You can find almost everything here from durable equipment, to exquisite clothing and adornments. 
5. Veneration Crossing: A massive bridge that crosses the River Cumber, with immense statues on either side. The statues show of a warrior with a raised weapon on one side of the bridge facing an angry dragon on the other. This bridge commemorates all the great Nevarran dragon hunters. 
6: Markham Wharf: Named after the Van Markham Kings that settled much of Nevarra into the country it is today. This is a bustling port that greets ships from as far away as Rivain. 
7. Manuma Hill: The religious district of Cumberland, housing the Andrastian Chantry temple, and their schools and libraries. This district is located in a highly elevated place alongside the mountains surrounding Cumberland.
8. Forsythia Ancestral Estate: A still active estate run by members of the Forsythia family, and a location available if pursued in campaign options.
9. College of Magi: A large collective of intricate buildings home to the pursuit, study, and practice of magic. Some key buildings of interest include the Red Auditorium, and the Sun Dome, which its large, golden-tiled dome can be seen from the other side of the harbor. 
10. The Northern Wall: This gate leads out of Cumberland and into the twisting passage of the Bronze Highlands.
11. The Iron Mile (hidden behind the legend): This is the worker-hub of Cumberland, where many of the working-class and poverty-stricken live. This district extends up and into the mountains, and is also home to a couple different mining operations. Many of the labor surrounds the manufacturing of precious metals, hence the name Iron Mile.
12. South Vale (hidden behind the legend): A small community that houses many of the workers who do not live inside of Cumberland - somewhat of a shanty-town.
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