Tumgik
chantlight · 2 months
Text
Tumblr media
1 note · View note
chantlight · 7 months
Text
Icb I can't find my post about why I reject the Galyan romance . . . It's pretty simple tbh. It has nothing to do with me writing Cass as a lesbian because hey sometimes you date a dude in high school, it happens. But, that does lead into the main issue: namely that Cassandra would be the one in high school [or freshman year of college I guess] while Galyan would be, like, a senior in college or graduated. Granted, we don't know exactly how old he is; we're never given a canonical age. But, given his standing within the Circle and that he's a senior enchanter, he has to be at least mid-20s. He may well be older. I'm not opposed to age gap under the right circumstances, but personally I find pairing an 18yo girl with a probably 25yo man to be uncomfortable. I'm not about it.
And, that's not my only issue. There's the power imbalance of one being a Seeker [and, by the end, Right Hand of the Divine] and the other being a Circle mage. The age gap puts a different slant on that, but it's still uncomfortable and not addressed satisfactorily. Which leads into another issue: the almost complete lack of chemistry. Galyan is the sort of person Cassandra would normally be attracted to, sure, but she's in a bad place at this point. She's still raw from her brother's death five years ago, and witnessing her mentor's death + the numerous other deaths throughout the story doesn't help that. She's hostile toward mages at this point, which includes Galyan. It's honestly weird the way they have him just brush that off.
Anyway, I do like to think they become friends and keep in contact over the years. They're just not lovers at any point. His death at the Conclave still hits her hard, and that grief contributes to how raw she is in the aftermath.
3 notes · View notes
chantlight · 7 months
Text
everyone has a ship thats just: theyre perfect. they hate each other. theyre married. they havent spoken in 15 years. they have date nights three times a week. theyre divorced. theyre pining, its unrequited. its requited. theyre starcrossed. theyre meant to be. theyre doomed by the narrative. they love each other. theyve never held hands. they wont stop making out at parties. they cant look each other in the eye
52K notes · View notes
chantlight · 7 months
Text
for my own reference if nothing else, I dug up the "what if it was Vestalus in DotS" post
0 notes
chantlight · 7 months
Text
I am once again thinking about Characters Who Haunt the Narrative, and how Anthony haunts Cassandra's. This is so true on so many levels. His death decided the course of her life — as does her memory of who he was. So much of her was shaped by him. A lot of it is hero worship, honestly. She was only twelve when she witnessed his murder, and he'd been raising her since she was about seven. Yes, technically Vestalus took them in, but in reality, Anthony was doing all the real work of bringing up his sister. And, she still adores him. In her memory, he is a peerless warrior, a superlative dragon-hunter, and an individual of staunch morals who died because he would not bow to evil. He can't have been as accomplished as she recalls, but it doesn't matter. What matters is that's how he haunts her life.
That forms the cornerstone of Cassandra's identity. We can talk about how stubborn and driven and passionate she is, but what truly defines her, even more than faith, is her unyielding moral compass. Her moral code guides her entire life to the point that adherence to it can upend the very foundations of her existence. She is someone who will do what she believes is right no matter the cost and consequences. Even if it costs her her life, even if it costs her her soul, even if it costs her her sense of self, she must hold to her morals. Like Anthony held to his.
There were many points in Cassandra's life when she was started down a dark path. She's always been just a decision or two away from becoming Meredith or Lucius. Many times she stood within the jaws of anger, grief, despair; and that many times she's narrowly avoided being swallowed. All that has ever saved her has been that unfailing morality her brother inspired in her. His legacy, his haunting, has been louder than the agony of his death.
#OOC / HOLLY.#I think it also haunts her relationship with Vestalus#I've said in the past that the uncle Anthony calls out to during the massacre#the one who ostensibly died protecting Cassandra#was not a biological uncle but an 'uncle' in more of a found family sense. someone Anthony was close to in his guild#HOWEVER for a while now maybe a year or more I've really been thinking about it#maybe being Vestalus and him being terribly but not fatally wounded in the fight#and how that would inform his subsequent choices such as pulling strings to get Cassandra into the Seekers#despite opposing her even learning swordplay before that point#so that's one way in which it haunts their relationship [the guilt Vestalus feels in failing to raise them + save Anthony]#[and also allowing Cassandra finally to pursue a martial path which Anthony had always fought for her to be free to do]#then on Cassandra's end it just adds to all the bitterness and resentment she feels for their uncle#he was never really THERE and didn't really raise them beyond the basics#they were living in his house but the dead had more of a place there than them#the one time he was there Anthony still died horrifically rushing to protect them both#fighting to join the templars [altho her uncle got her into the Seekers] also slots here#Anthony always fought for her and encouraged her. now she has to take up that fight#she can't give up and give in to what others want for her. he never would have#if he didn't give up on her she can't give up on herself
2 notes · View notes
chantlight · 7 months
Text
Tumblr media
NEVARRAN FUNERALS.
BEFORE DISCUSSING FUNERAL RITES, WE must establish an understanding of Nevarran concepts of death and the afterlife. To say the Chantry is recognized as the official religion is misleading. While this is factually correct, Nevarra canonically holds heterodox beliefs and practices.
They believe that no soul goes immediately to the Maker’s side upon death, although travel time can vary. When a person dies, their soul crosses the Veil, displacing a spirit in the world of the living in the process. Their soul must then make a journey across the Fade to reach the Maker’s side. The righteous will be guided by Andraste’s holy flame and aided by benevolent spirits. The damned will be condemned to wander in the Void for eternity, beset by demons. There are factors that can affect a soul’s journey such as improper burial, lack of last rites, being cursed, and demonic interference. Further nuance will be explained as we continue.
The first step upon confirmation of death is to alert the clergy and Mortalitasi of the nearest necropolis. They will arrive to collect the deceased and discuss the matter of payment. Much like in ancient Egypt, there are different qualities of embalming. A better preserved corpse is more likely to attract a spirit and increases a soul’s chances of making it to the Maker.
TW for talk of embalming — In the most expensive form of embalming, all organs will be removed from the body and the cavities purified with palm wine and spices. They are then filled with aromatics such as myrrh along with dried Nevarran lotus. Finally, the body is covered in natron salt for seventy days. Perfumes, aromatics, oils will adorn the body to preserve it and deter foul smells. For less money, the body will have the organs removed, be washed with palm wine, and preserved in natron for seventy days. The least expensive option will simply have the organs removed and the body preserved in salt. — TW end.
A sanctified brazier will burn with veilfire beside the body for these seventy days. The individual’s organs are burned on this flame with prayers entreating the Maker’s first children to aid them on their journey across the Fade. They are also symbolically purifying the individual through flame as only purified souls may reach the Maker. The ashes are preserved for later in the burial process.
The family will fast for the first forty days of this process (excepting health concerns) but will wear mourning attire for the full seventy. Even in cases where the mourner must wear a uniform, if their place of employment does not respect their mourning, they can face severe legal consequences. They will receive visitors who express condolences and offer gifts in the form of money or food — that which will ease the family’s burden. Great displays of grief such as loud wailing and chest beating are essential to attract the spirit displaced by the deceased’s soul. Just as the deceased must make a journey across the Fade, this spirit must make a journey across the waking world; balance in all things. Those who can afford it commonly pay mourners. This is recognized as a respectable profession.
There is a caveat here. While men are allowed to mourn, they are discouraged from overt displays such as wailing and chest beating. This hearkens to the belief that men are susceptible to dark passions as exemplified by Maferath. Great displays of mourning from them are likely to attract demons.
At the end of the seventy days, a member of the deceased’s family will tend the body. This is ideally a woman who has borne a child for she is a blessed part of the cycle of life and death. They will mark the body with the ash of its organs while praying before dressing it for internment. The body is adorned as well with Nevarran lotus that have yet to bloom; the number of lotuses involved in the funeral process denotes an individual’s status. From there the body is wheeled to the necropolis’ chantry while mourners follow and priestesses go in front burning incense. The wealthy can afford small amounts of lyrium in this incense blend: a blessed substance said to be Andraste’s tears that represents balance and interconnectedness. It also helps with summoning spirits.
Note that, though large displays of grief were considered vital before, they are now to cease. One may not weep, wail, beat their chest, etc. before the body. The displaced spirit should already have found the family. Therefore, to weep and wail now would only distresses the soul of the deceased and could cause them to become lost in the Fade.
The body is placed at the front of the Chantry with bowls of fire at the head and the feet. A member of the clergy will recite from the Canticle of Exaltations, specifically the sections detailing the return of the Maker and Andraste. Prayers will be said and a eulogy given by the priestess. At the end, each mourner will say the deceased’s name over them before filing out. This is to ensure the deceased does not forget who they are in the Fade; a soul with no recollection of who they are is doomed to wander for eternity.
From here, they move to the tomb, again burning incense as they go. Or at least ideally doing so. Really depends how much money they have. Regardless, mourners will gather in the tomb along with the body and all of its grave goods. (More on this in a moment.) Here the Mortalitasi invites the displaced spirit into the corpse, and the Nevarran lotus adorning them shall bloom as the spirit enters. The ease with which a spirit can be called and the magnificence of the blooming lotus (if it blooms at all) are all portends of the deceased’s journey. The easier this process goes, the easier the journey of the deceased.
Once the body is reanimated, they sit to dinner with the mourners. This is as elaborate a feast as can be afforded with parts contributed by all in attendance. Meaning even mourners who are not family members will ideally provide something. The menu varies but wine infused with Nevarran lotus is a staple regardless of region and social status. It is ill luck not to have enough wine for all in attendance. The mummy, any Mortalitasi, and any clergy in attendance must be served first.
Turning to the topic of tombs and grave goods, the Fade is a reflection of this world in a sense. There is an undeniable connection. People who enter the Fade either in dreams or through rituals wear their own clothing, carry their own items, etc. While, again, this is only a reflection, it is real in the context of the Fade. Thus Nevarrans believe that the deceased will carry or find on their journey the items with which they are buried. The focus is on items that have personal significance to the deceased (helping them remember who they are) and/or can aid them on the journey. Great care is given to this. Further, it is believed they will have as a home at the end of their journey the tomb in which they are interred. This is part of why Nevarran tombs are modeled after homes, containing kitchens and gardens and so on. Another part is that this tomb will be enjoyed by the spirit they displaced, and they will be visited regularly by family, etc. Loved ones are ideally buried in the same tomb to ensure they will find each other in the afterlife. Also Nevarran families are large and close, living together in the same home or area; this concept carries over into death. Death is no separation.
Clearly, this process can be very expensive. The majority of Nevarrans begin preparing for their funerals early in their lives, especially if they are building their own tomb. It’s not uncommon for parents to start funeral savings for their children when they are young. Providing for the funerals of the impoverished is a highly regarded form of charity in Nevarra. Thus some say Nevarrans care more for the dead than the living. Nevarrans, however, see it as providing for the eternity of loved ones. It is merely another expression of care; your love goes with them even into death.
8 notes · View notes
chantlight · 7 months
Text
fuck I forgot I was also giving Cassandra a bunch more epithets post-canon . . . this is why I need to talk about all that more in-depth
3 notes · View notes
chantlight · 7 months
Text
no one judge me for naming the beetles scarab alright, naming things is my Achilles' heel
3 notes · View notes
chantlight · 7 months
Text
Tumblr media
NEVARRA / KHEPRER.
NEARLY TWO HUNDRED YEARS SEPARATES the spread of Drakon I's Chantry and the rise of Caspar I. In those days, Nevarra was only a weak city-state barely holding together, and the Chantry had behind it the might of an empire that nearly spanned a continent. They were fanatical and merciless, eradicating utterly any group that would not fall in line with their doctrine. Although Nevarra had been Andrastian since Hector fought alongside the Prophet, they were not Andrastian the way Drakon's Chantry demanded. Their priesthood, the precursors to the Mortalitasi, were forced underground, and Nevarrans had to preserve many of their traditions in secret.
Their funeral rites were the most harshly persecuted. They had to fight simply to save their necropoleis, let alone hold proper burials. Interring more mummies within was, in most cases, out of the question. Even the most influential among them were often denied this right. Despite their efforts, several necropoleis were purged by the Chantry, and many others had to be abandoned due to the state they fell into without their necromantic caretakers. Though they later reclaimed as many as possible, the Grand Necropolis was the only one to truly survive this period.
But, Nevarrans do not give up easily. Those who kept the old ways were tattooed with a small beetle on their shoulder blade. Easily hidden, easily mistaken for a mole if merely glanced, and significant only to those who knew what it meant. It's purpose was twofold:
I. It identified the individual for traditional Nevarran burial — as traditional as they could manage. This could vary by time period, location, their family's influence; essentially, how feasible would it be to keep the templars' noses out of it? Best case scenario, they would be able to mummify the body, if only crudely, and sneak it into a necropolis. A dummy would be burned in its stead.
II. But, the best case scenario wasn't always possible. Cremation was often unavoidable. This is when it became important that the beetle was tattooed on. Nevarra has a long tattooing tradition taken quite seriously, where the tattoos are not purely aesthetic but rather apotropaic. It is believed that, when the body is burned, the smoke crossing the Veil brings that tattooed beetle to life. This beetle will guide their soul through the Fade, preventing them from forgetting their identity and becoming lost in the Void.
This tattoo thus would seem to do nothing for the spirit a person's soul displaces upon death. However, it depicts a specific type of beetle: a kheprer. These beetles are commonly kept caged in Nevarran homes and their wings often decorate clothing. They have long been a symbol of good fortune, guidance, and protection. It is said they exist on both sides of the Veil simultaneously, just like the Veilfire their brightly iridescent wings resemble. Thus they are held to be guides and good omens, always to be well-treated and never to be killed. In far ancient days, they were even used as tomb guardians, possessed by wisps eternally protecting the dead.
Therefore, it was held that the smoky apparition summoned to guide the soul of the deceased would be noted by a true kheprer. This kheprer would then find the spirit who was displaced and guide it to a necropolis or, if one could be found, a Nevarran necromancer. When Caspar I came to power and the Mortalitasi as we now know them were formed, they had to address this unbalance: that there were far more spirits in necropoleis than there were mummies. But, at least they were not wandering the land lost and confused. At least they had something amounting to a home.
Although Nevarra has been able to openly observe its funeral rites for centuries, this period of their history has not been forgotten. Mortalitasi are tattooed with a beetle on both shoulders in remembrance and to honor these creatures who safeguarded their role whilst they were forbidden from it. Nevarrans who travel outside the nation will always see the Mortalitasi first to receive a beetle tattoo for much the same reasons as people received them in the past. They cannot guarantee that their body will be returned to Nevarra for burial, so even if they are cremated, they have some insurance against being lost in the Void.
3 notes · View notes
chantlight · 8 months
Text
gonna be real with y’all, Cassandra is oddly grateful for everything she has going on in Nevarra post-canon because she really respects Solas and she is so weary of the people she respects becoming enemies
1 note · View note
chantlight · 8 months
Text
I said “what has she been riding? a mule?” As a joke yet in classic Holly fashion I’ve gotten attached
1 note · View note
chantlight · 8 months
Text
I would like to know how Cassandra has gone as long as she has traveling as much as she has without bonding with a single horse
6 notes · View notes
chantlight · 8 months
Text
I also acknowledge that 89% of my post-canon Nevarra stuff is wish fulfillment and there are about a million ways it could go wrong in reality, but it's my sandbox, I decide what to build in it
4 notes · View notes
chantlight · 8 months
Text
When Nevarra breaks from the Orlesian Chantry, there are probably a lot of people [at least those in favor of the break] who are like "why don't we just get rid of the templars?" Which is a valid question in Nevarra. I don't wanna make it out like they've never had power there, but it's always been relative to Nevarra's power to push against the Chantry and Orlais. We see in the current age that the Mortalitasi are at the height of their power, and they're the ones dealing with any arcane threats — which seems to be an established norm. [The idea is probably that Mortalitasi have jurisdiction over problems within necropoleis while templars have jurisdiction over problems everywhere else. In practice, however, that would get muddled, and even if it didn't, it'd still be a stark contrast against other nations.] I actually can't recall seeing any Nevarran templars in canon. They must exist, but their presence is not keenly felt. The lack of any Circles beyond the College of Magi contributes to this. They'd still be stationed at chantries and in at least major necropoleis — which would lead to them being seen more as guards than brave champions against the evils of magic.
Thus between the Mortalitasi and the dragon-hunting guilds, there's this general sense of "what good are they? do we really need them?" We also have Cassandra returning the Seekers of Truth to their roots in Nevarra. Although they are not templars, really only Seekers understand the difference. So it seems to everyone that, between these three groups, they should be good. And, they probably would be.
But, Cassandra still feels the need for a group specially trained to handle arcane threats as well as guard sacred sites. She's not alone in that. It's difficult to navigate the Nevarran iteration of this order for sure, and they might not even be termed templars by the end. [That's a problem for future me.] In essence, they transition out of policing and hunting mages. That is no longer their purpose. Instead, they guard sacred places such as chantries and necropoleis. As Mortalitasi are integrated with the priesthood, they will also guard high-ranking Mortalitasi like they do high-ranking clerics. They assist in the handling of arcane threats, working alongside Mortalitasi to do so. Cassandra is also adamant that the use of lyrium be prohibited. She's always hated that. Instead, she makes a journey to Tevinter [that I've spoken on . . . somewhere else] to learn a bit about how they combat magic without it. I don't think she's crazy about them wearing even lyrium-infused armor, but it's a start.
It's not a perfect system and it definitely takes years to work out. By the end, though, the Mortalitasi oversee the identification and training of mages. They are no longer watched and hounded. No more phylacteries are made.
3 notes · View notes
chantlight · 8 months
Text
Tumblr media
NEVARRA / DRAGON-HUNTING GUILDS.
I've spoken on the topic of dragon-hunting and of Reavers in Nevarra a few times over the years. Relevant posts can be found here, here, here, and here on the archive. In this post, I want to focus more on the guilds and the regulations surrounding dragon-hunting and reaving. I'm not crafting specific guilds yet, but this should give a sufficient overview. As a small note, the games make taking down a dragon, including a high dragon, a relatively simple thing. Sure, these are tough fights, but they're still accomplished by a party of four. In reality, it would not be that easy; perhaps you could away with that for a drake or dragonling, but even they tend to fight in groups. As I write this, it is with the thought that taking down a dragon would require a party of at least ten to fifteen.
Tumblr media
ORIGINS.
The region of Thedas Nevarra occupies, even in the days when it was a city-state, has always had a large dragon population. That is likely what drew Tevinter's eye in the ancient days of the Imperium, and when Nevarra itself began to expand, places with a sizable dragon presence were targeted. The act of dragon-hunting itself has long been a matter of piety in the nation, with the Andrastian faith connecting these creatures to the Old Gods and the original sin. No small amount of glory (and wealth) accompanies slaying one — not to mention the necessity of controlling the population of bests who can take a shit as large as a house.
Although the Pentaghasts are the most famous dragon-hunters in Nevarra and all of Thedas, they have never been the only ones. Other noble houses joined in the sport, and several now well-established can trace their origins to famed dragon-hunters of old. As taking down a dragon is no mean feat, requiring numbers in addition to equipment, the wealthiest and most well-supplied groups were the ones to survive.
These harrowing hunts forged bonds of tightest brotherhood between the hunters, which formed the basis of the guilds. Laws surrounding dragon-hunting and also reaving have altered over the centuries, but they have been officially regulated since the Glory Age. However, it was the apparent "extinction" of dragons in the Steel Age that led to the strictest regulations and shaped guilds into the form they take today.
TERRITORY.
Although it is true Nevarra has the greatest number of dragon-hunters in Thedas, that number is tracked and kept relative to the number of dragons. Every guild must be registered with and licensed by the government, and each member must likewise be licensed. They must keep an accurate account of their members, equipment, hunts (successful and not), as well as income and expenditures. A close watch is kept on them, especially in times of unrest, as even a single non-Reaver dragon-hunter is a formidable opponent. A group working in concert , perfectly attuned and loyal to one another, supplemented by dread Reavers, is a foe no one wants to face.
To that end, there are always multiple guilds in each of the fourteen provinces. Each one receives from their nomarch land on which to maintain a guildhouse (typically housing 20-40 people between the hunters and those they employ) and the right to hunt in that province. In exchange, the nomarch receives a percentage of what they bring in. This gives the nomarch a concrete means of controlling them. The conceit of ensuring there are multiple guilds in each province is it puts them in competition with one another, creasing the likelihood of them allying against the nomarch — or under the nomarch to threaten the crown.
Naturally, guilds do not have free reign to hunt when and where they please. They must remain within their province and keep to designated hunting grounds for their prey unless given special dispensation. I'll go into the various prey these guilds hunt below (it's not exclusively dragons), but there are clearly defined seasons for each and their nesting grounds are documented. Winter is the season for true dragons; by that time, the eggs will have hatched and the young will be able to fend for themselves.
JOINING.
Far more dream of becoming dragon-hunters than actually do, and many who begin the process fail before reaching the end. Anyone who wishes to pursue this path must first apply to a guild and be accepted as an apprentice. This is typically between the ages of twelve and fourteen. The average size of a guild is between fifteen and thirty (not including apprentices and people in their employ), meaning they are very scrupulous about which prospective apprentices they accept. The majority are rejected, although they may reapply next recruiting season. It is a lethal profession, after all.
Apprentices who are accepted are not eligible for full admission to the guild as hunters until their early 20s. They must first complete a demonstration of skill as well as bring in a kill. The specifics of that, as well as any additional requirements, are determined by each guild. However, although the requirements to rise in rank varies between guilds, the ranks themselves remain the same. They are divided into hunters, high hunters, and great hunters, mirroring the classifications of dragons. Great hunters form the leadership of a guild and make decisions by vote. Special recognition is also given to those who have slain a high dragon and those who have become reavers. The former are termed, throughout the nation, a Spear of the Prophet and have a phoenix tattooed on their right arm with one tail feather for each high dragon they've felled.
Technically, anyone may become a dragon-hunter. In practice, it is prohibitively expensive. Apprentices owe a fee to the guild for room, board, and training. Other benefits, such as access to potions or medical care or funeral services, are determined by each guild. Apprentices must also provide their own gear, which one should not skimp on in this profession. Apprentices are not permitted to join in hunts for true dragons, but they may assist in hunting other creatures, such as giant spiders. Any worthwhile guild will give them a portion of the profits from any successful hunt in which they participated. In the end, this a profession only the wealthy or those with wealthy patrons may pursue.
REAVERS.
Becoming a Reaver is dangerous and unpredictable. The potential rewards are high . . . but the potential risks are much higher. Thus few choose to pursue this specialization, and fewer still actually complete the training. Every guild has Reavers but rarely more than can be counted on one hand. By law, prospective Reavers must be at least thirty years of age, a guildmember for at least seven years, and participants in at least five successful hunts. They must also find a Reaver willing to teach them. The rest of the process varies between guilds as each guild has developed a unique, closely guarded method which has its own benefits — and drawbacks. It is an incredibly variable specialization.
There are a few overarching truths, however. Although the Pentaghasts closely guard Hector's store of Reaver knowledge, the specialization as it exists in Nevarra is derived from that source. However, the use of magic beyond what is naturally present in the ingredients is strictly forbidden. The use of Devour and similar techniques on other people is strictly forbidden; cannibalism is not allowed. The use of such techniques on other types of opponents is . . . gross perhaps but allowed. The use of techniques such as Aura of Pain which damage the spirits of those nearby are permitted because the Reaver is also damaged. The Reaver is forbidden from doing spirit damage to others that they do not also suffer, and they are permitted from cannibalizing the spirits of their opponents.
Any animal in the dragon family may technically be used, but each will produce a different effect. The blood of wyverns, varghests, and gurguts (aka lesser dragons) is not addictive but will produce weaker effects and must be regularly retaken as the effects are not permanent. Nevarrans do not consider these people true Reavers. The only way to become a true Reaver is to drink a tincture prepared with the blood of a true dragon. Each classification of dragon (i.e. Northern Hunter, Gamordan Stormrider) as well as the age of the dragon will produce a different effect with a different intensity. This is further affected by the other ingredients in the tincture.
It is standard practice for prospective Reavers to be microdosed on tinctures of lesser dragon blood in order to assess how they'll handle the blood of a true dragon. Once their trainer — called a Breaker — deems them fit, they must slay and gather the blood of a dragon to use in their initiating tincture. The true test is to draw blood from the prey while it yet lives as that will have the best effect. As they advance in their career as a Reaver, they may consume subsequent tinctures made of dragon, mature dragon, or high dragon blood. However, as this increases a Reaver's power, it also increases the likelihood of them losing themselves to it. If that happens, they must be put down; it is not a pretty fight. They will also be ineligible for proper burial, meaning their soul will be eternally lost in the Void. Thus not only are the Reavers responsible for maintaining self-control but their guild is also responsible for monitoring them and limiting their access to dragon blood if necessary.
PREY.
As mentioned previously, guilds hunt more than dragons. That is their primary prey, but they needed a source of income in the nearly four centuries dragons were believed extinct. Furthermore, they are providing population control but are attempting not to hunt them to true extinction. Thus they must supplement with other worthy prey.
This means lesser dragons, of course. But, it also means infestations of giant bats, rats, and spiders. Also horned hares and giants — really any large, formidable prey that your typical hunter or soldier could not match. They also frequently work with Grey Wardens and the Templar Order to take down blighted and arcane prey respectively. (Frankly, the Templar Order is not quite so powerful in Nevarra as in other nations, at least presently. They wouldn't be able to get much done without teaming up with the guilds.)
INCOME.
Dragon-hunting guilds derive their income from multiple sources. One, of course, is the fee paid by apprentices. Another is donations from wealthy patrons. They may also take contracts to hunt a specific creature in a specific place, which naturally generates income. (They do not rely on contract work, however.) Then, of course, there is the income generated by their prey. Lesser prey / prey that are not true dragons may still be broken down and sold to craftsmen, mages, etc. as well as used by the guild itself if they are able to employ their own craftsmen.
But, a true dragon? Now that is the real prize. Firstly, high dragons are not common prey, and the slaying of drakes and dragonlings is limited in order to prevent population depletion. (As it is drakes who raise dragonlings, it is more dangerous to the population to kill the fathers than the mother.) The majority of true dragons slain are dragons or mature dragons. Dragons are either searching for a nest or have only recently built one, meaning they have little to no hoard of treasure; a mature dragon will have built up quite a tidy one, if not as large as a high dragons, which is additional profit for the guild. Every part of a dragon is put to use, either eaten or put toward crafting. Some will be kept by the guild but the rest will be sold. Every three years, however, all the guilds convene in Hunter Fell to talk shop, show off their skills, etc. and to establish how much of each product will be allowed into the market at what price.
All guilds keep trophies but only from the most impressive kills. Where true dragons are concerned, this typically means a high dragon. However, it is forbidden to keep dragon eggs. Doing so is punishable by death for those involved and will result in a tattoo of shame for every other guildmember as well as probable dissolution of the guild. Attempting to keep a dragonling or drake is similarly punishable. These are not pets, and any attempt to treat them as such is extremely dangerous to everyone in the vicinity. In the rare instance of the dragon and all drakes being eliminated, the eggs must be smashed. They won’t survive on their own so it is no cruelty; the only cruelty would be to leave them for unscrupulous looters.
METHODS.
I place this at the end because it’s a short section. Really I just want to highlight that every guild has a trade secret where dragon-hunting is concerned. Some aim to ground a dragon by piercing the webbing of its wings. Some ground it using ropes and nets. Some seek to drive them into a cave or wooded area — somewhere they can’t easily fly. They might have particular formations for hunting parties or a technique for an individual to master (i.e. use of khopesh). Some specialize in certain terrains or certain types of dragons. They all need a claim to fame.
4 notes · View notes
chantlight · 8 months
Text
meanwhile every time I wanna talk about Cassandra and Nevarra I come up with "A lost son is called prodigal. A lost daughter is just called lost."
3 notes · View notes
chantlight · 8 months
Text
every time I wanna talk about Cassandra and the Orlesian Chantry I just come up with "Dawn finds you kneeling on stone, calling again the bleak God you believe will answer you" and "Sometimes I feel my life would be easier if I didn't feel like such a debt to a God that don't really seem to be out here checking for me" and "Again there is blood on the floor in your name and there is no god but you, so answer" and "They told us you'll conquer when you submit // We submitted and found ashes // They told us you'll conquer when you love // We loved and found ashes // They told you'll conquer when you abandon your life // We abandoned our life and found ashes" and "I ask god to send a swordsman / and god says 'look at your hands'" and "I am somewhere in this damned world killing people for you" and "the first thing God made is love // then comes blood // and the thirst for blood" and "But for the sake of your garden I sat up to my neck in blood"
4 notes · View notes