OCC Thread. Forms go here.
The word is on everyone's lips.
Ferelden is ravaged in it- a strong Blight is causing mayhem in the south, near Ostagar. At the same time, a civil war runs deep in Ferelden's soft earth. The Tevinter Imperium have come face to face with the swords and spirit of the Fereldans that inhabit the land.
At the same time, Kirkwall is suffering from the effects of the civil war that is just across the southern sea. Refugees are pouring in, and the slums are becoming unhealthy with all the people that are fleeing the onslaught of the Blight and the clashing of blood against blood. With them come a few Grey Wardens, who have been sent from Ferelden to help with the problems between the Chantry and the Circle of Magi. Though they expect a mere squabble, the Wardens are faced with problems one can't even begin to imagine...
The Antivan Crows have sent assassins to pick off many of the "brats" that have been causing trouble in the lands. Whether it means to take out the generals of the civil war, maybe even the Knight-Commander and the First Enchanter themselves.
Romance and affairs, death and assassinations, murders and back-stabbings...
There is blood and death and betrayal around you, even if you are safe from harm's reach in Kirkwall. But fate has set a much deeper purpose for your coming to Kirkwall. Whether it be that you will meet your significant other, or witness a horrible act, every step you take will get you closer to your ultimate purpose.
1.) One paragraph minimum per character's post.
2.) This is a rated M RP; we will curse a lot and push romance and language a little further, but not all the way.
3.) You can only have up to two Grey Wardens, and each Warden can have a griffon.
4.) Follow the rules! To prove that you read them, put your character's catch phrase in the "Other" part of your form.
5.) Follow all other forum rules.
6.) Be realistic! A character cannot be ten with amazing swordplay skills.
We all know what humans are, and what they can and can't do. Do I really have to explain?
A humanoid race, elves are typically shorter than humans and have a slender, lithe build and pointed ears. Long ago, the elves were the dominant race on Thedas, and they lived in a civilization based on nature and magic. After the fall of their great city of Arlathan to the Tevinter Imperium and the subsequent generations of slavery, the elves lost most of their cultural heritage and identity. They attempted to rebuild their society in the Dales, only to watch that fall to the Chantry. Since then, their few numbers have been scattered all over Thedas in either forests as primitive nomads or in cities as impoverished outcasts, with little hope of recovery for their culture or their race. They're now a people associated with poverty, crime, barbarism, and are often used as scapegoats for humanity's difficulties. Humans use the term "knife ears" as a racial slur. Though most of the elven language has been lost, they once referred to themselves as "elvhen" or "the people".
The Dwarves, or Dwarva, as the dwarves refer to themselves are one of the major humanoid races of the Dragon Age setting, and one of the three playable races in Dragon Age: Origins. In the dwarven language, they refer to themselves as the dwarva. Strong, stocky, and short in comparison to both humans and elves, the dwarves have a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn in the Deep Roads. They are a race in decline, once boasting a huge, great empire spanning across vast underground networks of twelve great Thaigs that spanned the breadth of Thedas. The First Blight caught the dwarves off guard in the midst of a bitter civil war and only through the efforts of the great Paragon Aeducan was Orzammar saved from total devastation. However, within fifty years of Aeducan's heroic rescue of the city, every outer Thaig and all but the four greatest kingdoms--Orzammar, Kal-Sharok, Hormak and Gundaar--were lost.
Warriors are the front-line fighters, the backbone of any party under assault.
A mage is able to interact with the forces of magic. In order to qualify to be a mage, one must be an elf or a human or a Qunari. Dwarves cannot be mages, since they are unable to connect with the Fade and therefore are unable to control the forces of magic.
Rogues are crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Rogues can pick locks with great skill, incapacitate enemies with ease, or sneak up on targets to deliver a devious and crippling backstab. Dexterity and Cunning are essential for a rogue, as many rogue and rogue specialization abilities rely on high cunning and dexterity.
The Chantry is the dominant religious organization in Thedas. It is based on the Chant of Light, a series of teachings written by Andraste, the prophet of the Maker, and was founded by Kordillus Drakon, the first emperor of Orlais. Its followers are known as Andrastians. "Chantric" is also an acceptable adjective to refer to something or someone that is of the Chantry religion. The Chantry's goal is to spread the Chant of Light to all four corners of the world, that includes non-humans as well. The view of the Chantry on non-humans is that they need saving—they have turned even further from the Maker's grace than humanity has. Elves were, and in some cases still are, pagan and dwarves venerate The Stone. Once all peoples have accepted the Chant and practice its teachings, supposedly the Maker will return to the world and return it to its former glory. The Chantry calendar is used everywhere in Thedas, save for the Imperium, and is the source of the names of the Ages.
The Templar Order is a military order of the Chantry that, amongst their duties, hunts apostates and maleficar and watches over the mages from the Circle of Magi. While they are officially deemed a force of defenders by the Chantry, established to protect the communities of the faithful from magical threats, they are in fact an army unto themselves; well-equipped, highly disciplined and devoted to the destruction of non-believers in the name of the Maker.
The Circle of Magi
The Circle of Magi is the dominant organization for the training of mages within nations of Thedas. It is governed and monitored by the Chantry. The Circle is allowed to take any child (usually age six to twelve) from their families as soon as they show signs of magical ability, including those from royals and nobility. The child is then raised and trained by the Circle until they reach adulthood, at which time they must either undergo the Harrowing or be made Tranquil. The Circles, as Circle fortresses are called, tend to be located in remote and difficult to reach areas, but the Formari have outposts in major cities for the purpose of trade. The Circle maintains a neutrality policy, since the Chantry might take action against them if they got into the habit of getting involved into conflicts, the single exception being perhaps during a Blight. Nonetheless, it isn't that unusual to see at least one mage or two serving either side during a conflict and the Circle ignoring these, either as a courtesy or as a way of not creating too much enmity against the Circle on either side. The College of Magi, a council of first enchanters from all the Circles in Thedas (excluding Tevinter), routinely convenes in the city of Cumberland, Nevarra to discuss Circle policy and to elect a new Grand Enchanter. The Circle has a very mixed reception among mages and non-mages alike. Despite the restrictions imposed on its members, it is not a system of slavery, and mages themselves--while not "free"--are not owned by the Chantry and not forced into servitude on its behalf.
The Crows of Antiva are an elite organization of thieves, spies, and assassins which are renowned throughout Thedas. Through their deadly reputation and exotic poisons, the Crows practically rule their homeland. Though honor among such an organization is generally dubious, they do adhere to one standard: contracts are met and agreements are kept. Failure to eliminate a mark means the life of the operative is also forfeit. The Antivan Crows are a driving political force in Antiva, often hired to assassinate Antivan nobility and even royalty.
The Grey Wardens are an organization of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. They are headquartered in the very place of their founding, the Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character or ability. Despite their small numbers, the Grey Wardens have been instrumental in defeating each Blight so far, and thus are vital to the survival of the world as a whole.
CharactersCode:Username: Name: Age: [No less than twenty years old.] Gender: Birthplace: [Somewhere in Kirkwall, Orlais, Antiva, or Ferelden.] Allegiance: [Templar, Circle, Antivan Crow, Grey Warden, None.] Race: [Human, elf, or dwarf?] Class: [Warrior, mage, or rogue?] Appearance: [Doesn't have to be wearing a specific type of clothing.] Clothing: [What does your charrie wear?] Weapons: [Actual weapons your charrie uses, or magic?] Personality: History: Kin: Romantic Interest: Ability: [One thing your charrie is specifically good at.] Strengths: [No more than three.] Weaknesses: [No less than three.] Likes: Dislikes: Other:
Name: Kait Aeliani
Birthplace: Old City Slums, Lowtown
Appearance: Her hair isn't silver, just a very, very bright blond.
Clothing: This of course.
Weapons: A two handed sword.
Personality: Kait is what you would call a tomboy; who would expect less from a female Templar? She holds herself high, back straight, and chin up. Anyone who isn't a Templar is considered below her, which is absolutely not true. When it comes time for work, she does it as quickly and efficiently as possible. When it comes time for leisure, she does the same thing as men do; drink, brawl, and even pay a visit to the male companions at the brothels, at times. Overall, she is serious, and she is extremely stuffy.
Not to mention she isn't cocky.
This gets in the way of her doing her work at times. She thinks she's the best Templar to ever set foot in the world, and that she graces and honors everyone in her presence. She isn't a fan of team work and when she does have to work with her brothers, she always takes the credit. This makes her get into trouble with her brothers in arms, and even into fights. When she fights with outlaws or darkspawn, however... she usually rushes in without thinking and swings her sword around until she falls in combat, and then makes up excuses.
She also hates any inhuman persons; she shuns dwarves, elves, and especially mages.
History: Born in the Old Slums, Kait has lived as a poor person all of her life. She suffered from starvation and illness. Her family could not even buy a roast duck to eat on special occasions. Thus, as she grew, she became very stingy. Every time she had a toy and some of her friends wanted to share, she would rip the toy away and stick her tongue out. Thus started the history of a disliked and stubborn Kait.
When she was old enough, she entered the Templars' ranks as a simple recruit. She showed off her skills, sucking up to the Knight-Commander at the time, who was male.
Then it all went wrong.
Kait had caught herself in a web of blood mages who wanted nothing more than to kill off the Templars and destroy the Chantry. Despite the Knight-Commander's demands of not getting into the center of attention, Kait rushed in with a platoon of men to try and kill off the mages. It ended up very badly... her men had been slaughtered by abominations and Kait was captured due to her stubborn will. The Commander had to go in and save her himself.
It was then that Kait was back in the Chantry and being spoken to very seriously by the Knight Commander. She hung her head as he scolded her and stripped her of any rank that she might have earned. She had been so close to knighthood, and it was all taken away. She was tossed back out with the same exact rank of when she first started. Now, she simply goes on patrols, and gets treated like dirt by other Templars.
Kin: Aelia [Mother], Darion [Father]
Romantic Interest: If she had one, it would be one of her brothers in arms.
Ability: Has high stamina. Knows how to remain in battle for a long time.
Strengths: Strength, determination, loyal to her cause.
Weaknesses: Her cockiness, disrespect, and not paying attention to anyone but the Knight-Commander, at least most of the time.
Likes: Sweets, drink, men, violence, winning, fighting, the Templars.
Dislikes: Anyone who tells her what to do, mages, elves, dwarves, women, and any non-Templar.
Other: "Who are you to tell me what to do?"
Username: Just call me Dragon. ^^
Name: Talbot Evyridium
Birthplace: Denerim, Ferelden
Allegiance: Circe of Magi --> Apostate
Appearance: His green eyes have some sort of earthy tint of amber flecks in them. Very hard to see if you're from afar.
Clothing: He uses the first set of robes when going into combat, second for special occasions, and the third one for everyday use.
Weapons: Staff that he uses to enhance his spells, but usually doesn't carry it around in public. Instead, he takes a dagger and casts his spells using his hands when he is jumped in the streets.
Personality: Talbot is quite the unusual character. There is some sort of friendly and homely air around him, one that you expect to have when entering a tavern bustling with happy and singing people. Though he tries to keep his face deadpanned, it almost takes nothing for a smirk to grace his lips. However, he is bipolar; he can bounce between happy and "I'm going to kill you now" in the matter of heartbeats. Some people think that he is possessed by some sort of demon, while he really just has a nasty temper.
Talbot is also an angry drunk. Luckily, he doesn't get drunk often since he knows how to hold his drink. But people know best to avoid him when he's sulking in a corner of the Hanged Man, unless you want your spine tied around one of the supporting beams of the establishment.
History: Born in Denerim, Talbot was the son of an elven man and a female human. He lived quite the normal life with his mother until he basically set the house on fire with the tiniest spark [since it was made purely out of wood and his mother didn't notice until it was too late]. Having discovered his talents, his mother sent him to the Circle of Magi at Lake Calenhad to study. There he made a few friends, but he was always bullied by the Templars.
At the age of eighteen, he met a female Templar that came over from Kirkwall. It was then that he first felt something for the opposite sex, and let it take over him. The woman's name was Theresa, and she was but twenty years old. Talbot struggled in courting her, but at the night before his Harrowing, he finally had her in bed.
After his Harrowing, the love between them quickly fizzled out. Finding himself suffocated by the walls of the tower, Talbot began to dabble in blood magic simply out of curiosity. But his curiosity turned into a deep obsession, loving the power that he had at his finger tips. When he was twenty, two years after his Harrowing, he was finally found out. Theresa walked in on him torturing a couple of unfortunate rats that had poked their noses out of their mouseholes.
When he found out he was going to be made Tranquil, Talbot killed Theresa with the forbidden magic in a fit of rage. At this, he was terrified. He stuffed Theresa's body into a cabinet, and began to pack his things. As he was leaving the Circle of Magi he was confronted by Templars and senior mages all together; he got out, but he was severely injured, and literally left a blood trail as he began to make his way to Denerim.
What Talbot didn't know was that he made a terrible mistake; he forgot to destroy his phylactery. The Templars came after him not even a week later, and after a long struggle, Talbot was able to flee once more, but more close to death than before. He made his way further north, and took the first boat he could to the Free Marches, covered and pasted up in russet.
Talbot came close to death once more due to disease and hunger on his travel to Kirkwall, but he lived off the life force of the rats that nibbled on one's limbs when they were asleep. No one ever knew he was a blood mage, but they noticed the absurd drop of rats on the ship.
When he finally came to Kirkwall three years after the event at the Circle, he decided he was to be a healer in Lowtown. Talbot did not make the poor pay in cash, but simply in trade. He would patch up wounds for a potato or two, and mend bones for a couple of chickens. However, he did charge the people with money, but not large amounts of sovereigns. The most he every charged someone was three gold coins.
He is a healer [and still being hunted by Templars] to this day.
Romantic Interest: None.
Ability: Good at patching up people, not just with magic.
Strengths: His incredible leadership skills, great at magic, physically resistant to wounds.
Weaknesses: His obsession with blood magic, his obsession with women, and his very angry attitude.
Likes: Women, ale and other types of drink, blood magic, helping people, children, animals.
Dislikes: Templars and the Chantry, his obsession with blood magic, very stuck up men, rich persons who say they can't pay him.
Other: "Mind joining me for a drink?"
Name: Deirbhile (Deir) Amonant
Age: Deir is 25 years old.
Gender: Deir is a woman.
Birthplace: Deir was born in the village of Honnleath near Redcliffe in Ferelden.
Allegiance: None, Deir was once a Circle mage but now she is an apostate who is just trying to survive.
Race: Deir is human for the most part though she have a elven grandmother.
Class: Apostate mage.
Appearance: Deir is stunningly beautiful, she is small an thin and while she should not have inherited any physical traits from an elven female ancestor seam seam to have. Deir have long dark brown hair that fall to her waist in soft curls, her eyes are large and dark brown and well and her skin are pale with a dusting of freckles. Deir have pouty, rosebud lips and she looks very delicate, she in many ways resemble a nobleman's daughter's prized porcelain doll. Deir have been on the run for to long and there are now a look of fear constantly in her pretty eyes, as if she is always ready to flee. Deir speak in a melodious, sweet tone of voice that can turn to steel in an instant if she is annoyed and she moves elegantly, looking at her you would think she was quite the proper young lady unless you knew her story. The only thing that mar Deir's beauty is the first two lines of a Chantry sunburst on her forehead, the first part of the lyrium brand that was placed upon her as part of the interrupted rite of tranquility that scarred her for life.
Clothing: Deir wears a dark brown skirt which is well worn but of decent quality, a light green linen blouse and simple brown leather boots. Deir wear her knives on one side of a brown leather belt and various pouches on the other. Deir wear several wooden bangles on each wrist and around her neck she have a silver locket with a painting of Christopher and a lock of his hair, in her ears she wear three plain copper hoops in each earlobe. Deir have her pack and staff over her back and she usually wear her hair in a loose braid while traveling and loose in curls at other times.
Weapons: Deir's main weapon is her magic she is a skilled elementalist and healer as well as a blood mage, as for actually physical weapons Deir have two of them, one is a steel dagger that Christopher gave her right before he died and the other a small, sharp bronze blade that she use to cut herself for her blood magic. The steel dagger could be used in a fight but really Deir do not know the first thing about physical combat. Deir also have a staff, this is a oak branch with magical symbols carved into it, the branches get gnarled at the end and look a bit like a skeleton hand, the staff could be used to hit someone over the head with, but Deir uses it as a focus for her magic as she really do not know how to fight physically.
Personality: Deir is sweet natured and kind but years on the run have hardened her, once she would have gladly given her life for others but now she is more concerned with survival. Deir is intelligent but not always the most quick witted though she is in no ways a fool. Deir prefer to think her ways out of problems rather than fighting but she is not afraid to spill blood if she really have to. Deir hates the Circle and the Templars for what they did to her and to Christopher, also she still mourns her husband and miss him terribly. Deir got very close to being made tranquil and the thought of it terrify her and often give her nightmares, also the girl is desperate to feel just to remind herself that she is not tranquil that she will at times get into drama just to feel the flush of emotion just like she sometimes will use magic just to remind herself that she still can. Deir worry about the pain she sometimes feel when casting spells or dreaming after her interrupted rite of tranquility and her greatest fear is that her wounded connection to the fade will die one day. Deir is tired of running, she have gotten rather sarcastic and have a healthy doze of gallows humor to be able to survive it all, however under all the fear, anger and bitterness she is still a sweet, artistic girl who loves to sing and paint and if she can ever find peace and safety she can be that girl again.
History: Deir was born in the small Ferelden village of Honnleath, her mother was the cook at a local inn and her father a traveling bard who had wooed her mother of her feet and then left. The first years of Deir's life was happy, she grew up playing around her mother's skirts in the inn kitchen and eventually when he heard he had a child her father came back, and while he did not stay with Deir and her mother he did come visit every time and again and taught his daughter to sing and draw. Deir was happy, safe and protected and she felt very fortunate. When Deir was 12 years old she had her first meeting with love, a one year younger lad, a pig farmer's son, however this kid was more interested in playing with his wooden horse figures than to kiss a girl on the cheek, the young Deir had her little maiden heart broken and the next moment all water in the pig farmer's well was frozen.
Over the next few weeks more and more strange things happened around the young Deir and eventually this drew the attention of a Templars. One day a grimy old man with a rough weather beaten face came to the door of the small house Deir grew up in, looking for the child. The young Deir did not want to leave her mother and her friends at Honnleath but she had little choice and the old Templar, Jurgen was kind about it, he allowed the young mage ample time to say goodbye to her mother and all the way they traveled together towards the Ferelden Circle tower he never made her feel like a prisoner, instead he made her laugh and told her stories of adventures to make her forget about her homesickness.
Deir's introduction to life in the Circle was equally kind, sure it was a little unpleasant to have her arm cut to take blood for her phylactery, but other than that the young girl soon found her place, her teacher Neena was a kind elven women who made her apprentice want to learn and there where so many young boys and girls at the Circle tower to make friends with, Deir missed going outside but other than that she was happy. Over the next few years Deir studied hard to learn magic, she proved to have a talent with ice magic and Primal magic in general and got much praise from her mentor for her elemental spells. In many ways Deir was a model apprentice, she was smart, willing to accept the confines of the tower and talented, the only thing out of the ordinary with her was that while she was studying elemental spells with her mentor, she peeked glances at forbidden tomes when she thought herself unseen and learned blood magic alone. There was not real reason for Deir to begin studying blood magic, she came over it in a book one day and became fascinated, she never used the art to control others though, she just used the part of blood magic that involved using her own life force to strengthen her spells. Perhaps it was foolish of Deir to learn such forbidden arts, but she was a teenager and like many adolescents she believed that nothing bad would ever happen to her.
When Deir was 17 years old she got news that her mother was dying and wanting to see her the woman that bore her one more time the young mage tried to sneak out of the tower, that did not go well. Deir had intended to return to the Circle as soon as she had said goodbye to her mother but the Knight Commander and First Enchanter was not convinced, for her escape attempt Deir was to be punished with fifty whip strokes. Deir remember well the day of her punishment, she was bound to a pole down in the tower's entrance hall, stripped to her waist and near tears with fear, it was then she heard a man's voice who spoke ever so calmly to her, he told her she would be fine and then asked her to bite down on a piece of leather so she would not bite her tongue. Deir glanced at the young Templar who had been tasked with her punishment, Christopher was tall and handsome, a new recruit who had just been transferred to the Circle and his kind smile calmed the young mage's fears.
The beating was painful and when it was over Deir's back was one big, bleeding bruise, the young mage remember that she was released from her bonds but her legs would nto work and carry her, but suddenly strong arms grabbed her and lifted her gently up and carried her. Deir was delirious from the pain but she remember feeling safe as Christopher carried her to her bed in the apprentice quarters, more safe than she had ever felt. Over the next few weeks Christopher played Deir allot of attention, in the beginning it was probably to ease his guilt over beating the young mage, he brought her flowers, sweets and even took her outside for a walk bu a nearby lake once, soon however the Templar's attentions became less about guilt and more about desire, he and Deir just enjoyed one another's company and after a few months the two of them where secret lovers.
The next three years was the happiest in Deir's life, she and Christopher got together whenever they could sneak away, Mages could marry if given leave by the Chantry but Templars was not allowed to have romantic relations with mages, but even if their love was illegal Christopher managed to convince a initiate of the Chantry to marry them in secret, all was perfect, life was good, but Deir's happiness was fated to be shattered. One day as the young mage was studying in the library two well armed Templars came and roughly drained her of mana before they dragged her towards the Knight Commander's office, proof of the young woman's use of blood magic had been found and Deir despaired for she knew this was the end for her.
The Knight Commander and the First Enchanter discussed for a while what to do with the errant young mage, but it was decided that it would be a shame to waste the young woman's artistic skill, she would be to valuable at manufacturing enchanted items for the Circle to sell to just kill her. Deir herself begged for death rather than the rite of tranquility, she would rather die herself than live such a half life as an emotionless automaton, but the young woman's pleas fell on deaf ears. Deir have never been so terrified as when she was dragged into that ritual chamber. The First Enchanter told Deir in a tone of voice that was supposed to be compassionate that she had nothing to worry about, the pain of the rite would be over quickly and then she would accept this, that did not calm the young mage and when the rite begun she fought it all she could. Deir do not remember the rite very well, she remember fear and then it started to hurt, she could hear herself screaming and in the next moment the First Enchanter fell to the floor after he had been hit over the head with the pommel of Christopher's sword.
There was full chaos in the tower, no one expected a Templar to try to save a convicted blood mage about to be made tranquil, and Christopher used this chaos to his advantage, he managed to get the still sobbing Deir to her feet and got her out of the tower, though on the way out he was forced to kill two of his brothers who tried to get in their way, and so begun Deir's life as an apostate, a life on the run. Deir was in shock for the first few days, she did as Christopher ordered and other then that she was just glad to be saved, something was wrong though, she could use magic just as strongly as before, but when she cast her spells now it hurt, it hurt badly like standing on a fractured leg, and sometimes this pain came over her when dreaming as well. Christopher was very worried about his wife, apparently the unfinished ritual had done some damage to her but there was little time to worry about that other Templars quickly got Deir's phylactery and went after the two fleeing lowers.
For a month or so Deir and her husband was on the run, they where exhausted, terrified and for Deir magic still hurt something that worried her greatly but at least they had one another and they where free, but then Christopher started getting sick, like most Templars Deir's husband was addicted to lyrium to enhance is anti magical abilties and now his supply had run out and he was feeling the withdrawal. Deir tried to get lyrium for her sick husband, even going so far as sleeping with a pair of dwarven merchants for a bit of it, something she is glad Christopher never found out about, but all of the young mage's effort proved to be for nothing and one night by the fireplace of their makeshift camp Christopher died from lyrium withdrawal as he laid cradled in his wife's arms.
Deir buried her husband and she mourned him, off course the other Templars would not give her time to grieve, she had to run, always run. Over the next few years Deir grew bitter, she begun to hate the men and women who had forced Christopher's hand to save her, who had indirectly killed him by making him addicted to lyrium and she hated always having to look over her shoulder, always be ready to flee, the Templars had her phylactery and they where not about to stop hunting her until she was dead or in their custody. Now Deir is tired of running but what can she do, she have arrived at Kirkwall hoping that she might get a little bit of time here to rest before the Templars hunting her catch up and she have just used a bit of her meager coin to buy a bed at an inn, what the future will hold for this young mage in a warn thorn, troubled land however, that is anyone's guess.
Kin: Deir's only living kin is her father Gustav who is a traveling bard. Deir have not had contact with her father since she was taken to the Circle of magi as a child.
Romantic Interest: Deir is the widow of Christopher Nedal a Templar that she was secretly married to, Christopher gave his life to safe Deir from being made tranquil and the young mage still love him even now years after his death, she do not have a current love interest though.
Ability: Deir is a very skilled elementalist, she is very good at the Primal category of magic and boost her natural talent with blood magic to make herself even more powerful. Within Primal ice magic is Deir's specialty.
Strengths: Deir is a skilled blood mage, she is an artist and have some artistic skill and she possesses exceptional beauty.
Weaknesses: Deir have a wounded connection to the fade, this give her terrible pain when she uses magic which makes it harder for her to concentrate and might make her spells be interrupted, she also often feel this pain when dreaming and this combined with nightmares makes her an insomniac so she often walks around on her third day without sleep tired and more or less shambling around. Deir was once a Circle mage and now she is an apostate, the Templars have her phylactery and they are hunting for her and unless she keep moving sooner or later they will find her.
Likes: Deir likes magic, singing, music, painting and drawing, listening to stories, reading, thinking about her husband, beautiful sunsets, pretty things and sweet food.
Dislikes: The Circle, Templars, being hunted, violence, discrimination against mages, intolerance, sleeping.
Other: Deir own the clothes she stand and walk in, her jewelry, her daggers, a bed roll, a wooden cup and wooden bowl and spoon, a bone comb, her staff, a battered notebook and a few odds and ends in a old leather knapsack, she also have a purse with a few coins in it, but not many so if she want to eat for more than a few days she have to figure a way to get coin.
Deir have a habit of scratching at the two lines of lyrium marked into her forehead, she hates those lines as they remind her just how close she was to being made tranquil and she sometimes scratches then bloody, she have considered if it would be better just to be scarred and have someone cut those two lyrium lines off her flesh, but for now she have let them be.
Catchphrase: You will leave me alone or your blood will become ice in your veins, and then be used to fuel the spell I use to kill your friend over there...your choice.
Name: Almeda Peregrine
Allegiance: Antivan Crow
Race: Elf descendant of Garahel
Class: Arcane Rouge
Appearance: Almeda has a compact look to him, his body lean and very well proportioned throughout, while his slimness doesn't make it appear as if he is a weak individual. When standing fully erect, Almeda is about six feet four inches tall but he often looks even taller due to the serious nature about his person. His facial features are striking in the sense that they all flow together flawlessly, not one part of Almeda's face is overly extreme in beauty but together they make an alarmingly crisp facial structure and offer a serene outlook because of his dark eyes. While Almeda's hair flows down past his shoulders, he often wears it cut in a style where there is always a bang over his right eye.
Clothing: An unorthodox attire is what Almeda chooses to adorn himself with, and it looks like something from a fantasy tale of sorts, with a bronzed suit made of various strips and plates of a fabric leather made of an animal of beast that Almeda has always refused to disclose. Bandages are around his midsection and upper chest and over those he wears a thin fabric shirt that remains open. His sleeves are etched with constructs of lightweight bone of the same being that his clothes are made of and plating on his vest is made of the same material. Almeda's boots are also made from this material.
Magic - After dabbling in both sides of the spectrum, Alemda has been able to learn an adequate amount of magic. Through the magic he has learned, he makes it a strategy to infuse his arrows with his magic to increase their and add differing effects upon them. From fire, to wind, to earth to creating healing circles to poison to be able to paralyze, Alemda has a wide range of magic to use with his arrows. To which he labels them as Trick Arrows.
Personality: Almeda is a man of few words, and will only speak when he really has to or when he is required to illustrate his point of view. Almeda himself appears to be more composed, logical, manipulative, and intelligent then his team member. Despite being a member of the Antivan Crows, he is rather quiet and usually keeps to himself, wanting to be left alone and doesn’t prefer human company. Almeda believes that those with human attachments have the most to lose and are venerable to attack from their enemies and being hurt by the one they love, as such he prefers to be left alone. This aspect of his attitude may have something to do with the execution of his parents at his own hands.
He has a good understanding of human emotions as such he is able to read a person’s emotion very well, this makes infiltration into an enemy base much easier as he can pick up on a person individual pattern very quickly using his ability to understand emotions.
He will only kill specific people and as such it is against his philosophy to kill children. Although if someone else were to kill them then he would do nothing to stop them from doing so, as it is of no concern to him as long as his hands are not tainted with the blood of children. This make him much more twisted then he is usually seen and even deepens the mystery that surrounds Almeda.
Almeda usually maintains complete control of his emotions and is often accompanied by an air of confidence, his team members have commented on the fact that most things don't seem to bother him, as he either casually ignores them or doesn’t feel the need to respond, unless it is something that intrigues him. Various people have also commented that his very presence is threatening, with a single word he can make those around him become very wary of him.
Staying along the lines of his quiet and reclusive personality he prefers not to engage in direct combat; but is rather content on silently observing both parties until the fighting reaches its conclusion, and refuses to fight unless he is challenged, threatened, or ordered by a superior. In battle Almeda maintains his composure and will take in every little detail around him into account, although he remains quiet for most of the time when in battle there is a slight shift in his personality.
As he seems to have a habit of making conversation with an opponent in the heat of battle, this is either a way to distract the opponent from finding out his real intentions or a way of provoking them, either way it gives him the perfect opportunity to use their own weaknesses against them. Despite his quiet and reclusive nature in battle he becomes absolutely ruthless, he is cunning and manipulative and will use any means necessary to bring down his opponent, even if he has to trick his opponent or use mind games to intimidate or humiliate them.
Almeda is a brilliant strategist; during battle he is much more analytical and observant, not making any unnecessary moves until he has fully studied his opponent’s thoughts and movements. Though not one to underestimate an opponent, he prefers to go into battle with much caution and makes preparations well in advance. Even when an enemy may prove to be stronger than him, he doesn't show much surprise or concern. He does not even lose his cool; this shows he has much confidence in his magic and skills, which makes him an extremely dangerous individual.
Kin: The only kin left for him is his sister who he learned was conscripted into the Grey Wardens after they were ripped from each other as children.
Romantic Interest: None currently and it is difficult to get past his tough exterior. It has led to the belief that one night stands are the only way for him to get close to the opposite sex.
Master Archer - Almeda has trained himself to become a master archer specializing in the use of regular bows, longbows, and crossbows with near-perfect accuracy. He is capable of firing multiple arrows at a single target in a few seconds, hitting multiple targets in a few quick strokes, and directly hit small targets in the greatest of distances. He has been known to hit an apple in the center of it. As a Crow, he practices a minimum of two hours per day to keep his skills honed.
Acrobatic - After years of extensive training, climbing, and stretching, Almeda can be considered one of the most agile and nimble of the races. He can do flips and other acrobatic moves that most would consider too difficult. He can move with effortless grace almost as if he's dancing around the battlefield.
Hunting - Archery is by far Almeda's preferred method of hunting however the ability to hunt comes from years of training, patience and survival. He is proficient enough in hunting to pursue a bear without it ever noticing.
Tactician and Strategist - He is an accomplished strategist. He had been widely considered one of the best in the Antivan Crow, both on and off the battlefield. He is able to formulate battle strategies and his brilliant tactical sense allows him to alter any strategy to fit the changing need of the situation.
Strength - Almeda does not posses the strength of a warrior and can be easily overpowered in a contest of strength since he relies more on being nimble.
Spiders - Spiders are a extreme weakness for Almeda as just the mere sight of one can cause him to clam up and his steady aim will become haggard. An insane fear that is believed will lead to his death one day.
Partially Blind - What people have not figured out about Almeda is that he is partially blind. This means that his left eye's sight is gone leaving him with only his right eye to view the world. Most would call this a hindrance but the Antivan Crow has trained heavily to eventually forgo such a weakness.
Being within the thick of battle
Humans outside of the Antivan Crows
Other: "To know Death is to not know suffering but to know love is the true suffering."
Name: Feredir Hawk
Allegiance: Antivan Crows
Appearance: Has green eyes.
Clothing: Color of his armor is a dark gray.
Weapons: Silence and throwing knives, along with a dagger.
Personality: Feredir is an envious person. He wants to surpass anyone that rises to challenge him in the most efficient way possible. Though he seems dark and violent, Feredir is a rather happy and joyous elf. He loves to fondle women when he's in taverns and, most of all, loves to lay around. Even though he is envious, he is very difficult to anger, even though he's stubborn. If you stick to his good side, you'll only see his true self. He loves to play music and sing, and is a very passionate young man.
To his brothers, he is rather calm and collected, but when he is met with Almeda, that is when his anger rises. For some reason, he can't stand the blond elf, even though they act somewhat the same and like the same things. This is where his deep envy comes again. Everything that Almeda does, he tries to surpass him. Whether it be the number of women he has laid with, or the number of successful assassinations they had, everything that Almeda is involved with is considered a challenge to Feredir. When he loses, he truly gets angry.
History: Not much is known about Feredir; all that is known is that he was bought off the streets by the Crows and he worked his way up.
Kin: None living.
Romantic Interest: None.
Ability: Precise archery.
Strengths: Marksmanship, loyalty to his cause.
Weaknesses: Stubborn, weak in close combat, and treating everything as if it were a competition, thus not good with teamwork.
Likes: Music and song, women, his bow, successful kills, winning, drink.
Other: "Do you seriously think you can beat me?"
Username: Pyro the Wolf
Name: Ana Callahan
Age: 27 years of age
Allegiance: Grey Wardens
Clothing: Rarely will she not wear her armor. When she does not, she wears a simple white tunic, brown trousers, and boots. Wears an amulet made from Zazikel's tooth.
Weapons: Veridian Bastard Sword, Twin Daggers
Personality: Like most Reavers, Ana is sadistic, and enjoys bringing pain to others, whether it be physical or mental. This usually dos not go past the battlefield, but she has been known to torture the odd individual for her own amusement. Other times, she is normally pleasant to be around, unless she goes into one of her little "spells", where she laughs and mutters incomprehensible words to herself, causing all but those who have worked with her before to be filled with an unnatural fear.
History: Ana was born to a family that served in a dragon cult, high in the Frostback Mountains. This dragon was claimed to be a reincarnation of one of the Tevinter old gods, Zazikel, by the cultists. Growing up, she was initiated into the cult at n early age, and was fed the dragon's blood. According to her, it was both the most painful and the most euphoric feeling she had ever experienced.
Despite this, however, Ana never completely bought into the whole living god thing like the others did, even with her experience with the blood. One of the elders, an old mage that held many of the services, noticed this, and decided to deal with her in his own way. At the age of twenty, she was taken by him and his most trusted guards, and was bound away for months. During this time, the mage prepared, and finally, began the ritual of possession, attempting to create a wrathful guardian for his god.
Unfortunately, it was not a demon of rage that possessed her, nor even a demon of desire. A demon of pride sensed the opening, and took it. Rather than be subjugated to the mage's will, he fried the old man's mind, and killed the guards before the true possession began. Rather than he taking control of her body, though, the two minds and souls melded together, forming a new being, with a mixture of his knowledge and power, and her personality and experiences.
This new, powerful being stood, and surveyed the wreckage. Her laugh began as a small chuckle, but soon erupted into a full laugh. She retrieved her armor and sword, and set about destroying the cult. After hours of searching and killing, she made her way to the sleeping dragon, where she killed it and destroyed the eggs. She drank much of the dragon's blood that day, and took much with her, to share the gift with those she saw worthy. She also took one of the dragon's teeth to wear as a trophy.
She became part of the Grey Warden's at the age of twenty-three, to repay a grievous debt. Unfortunately, the terms were not completely given to her, and after the initiation, she raged for a week, nearly killing several of the Wardens. It took her a long time to cool down, but she has decided to continue fighting for the Wardens for the moment. She dislikes many of the Wardens because of what she saw as a dirty trick to recruit her, and so gives them a hard time, and never allows herself to trust them.
She has also found that the combination of dragon, darkspawn, and demon blood in her react quite oddly, enhancing her Reaver abilities. She may also be able to for e demonic possession, though she has never attempted so before.
Kin: All deceased.
Romantic Interest: None.
Ability: Adept with bastard swords, allowing her to wield one and two-handed weapons with ease.
Strengths: Brutal strength, decent speed, demonic knowledge
Weaknesses: Lacks defense, lacks rational thought in battle, shares headspace with a demon
Likes: Pain, death, misery, swords, sweets
Dislikes: Hot drinks, benevolent spirits, tyrants, weaklings
Other: She and the demon are practically one creature now, though she occasionally goes into bouts of "possession" that cause her to go into a berserk rampage, making her far more deadly to enemies and herself. Unknown causes.
Catch Phrase: "Never put your trust in gods. You will always be disappointed."
Name: Xavier Dimitriaski
Allegiance: Gray Warden
Class: Warrior, Templar
Xavier's left eye is an emerald green, and his right is an icy grayish blue.
Armour: Standard Warden heavy armour
Magical blade: Blade has a flame enchantment on it. It's called Dragon's Kiss
Personality: Xavier is likable, he tends to speak to people and keep conversations going, he's a pretty laid back sort of guy. During a battle however he changes taking charge in the thick of a major battle, or hunting a mage down he was at the top.
History: Xavier Dimitriaski was born into an impoverished family, his mother was a seamstress, and his father a blacksmith. Xavier was born ill, the doctors had said he wouldn't live past his third year and told his parents it would be best to let him die now rather than deal with the emotional scarring later. His parents refused and made sure he was kept alive, well fed, and clean. The impossible happened though, Xavier started getting better and lived past his third year, even growing more and learning his father's trade. At the age of 10 he could forge impressive armour just like his father, at 12 he learned how to sew from his mother, they both believed that he should be prepared at all times. His parents frequented the local chantry in the village, there Xavier became something of a student to a Templar there. He taught Xavier the basics of swordplay and was astonished at how quickly the boy grasped it. Doing what would take most a lifetime Xavier mastered at the age of sixteen. Then he had met his lover and soon wife. They had twin sons and lived in a tiny house in the village near his parents. His father took ill not long afterwards, and Xavier took up his father's business, finishing the last of his orders and making sure his father was taken care of took most of his time away from helping with the children. But it didn't help, Liam Dimitriaski died six days after contracting the illness. During the burial a Blood Mage desecrated the graveyard, raising the dead and unleashing them on his Templar pursuers, Xavier quickly got his family back to their home and stood as a gatekeeper and began hacking and killing the undead. His mentor came and saved him when Xavier thought he would be overwhelmed, giving him the whip he now carries. He used it with devastating precision as they chased the Maleficar through the wilds, and into a forest, cutting down the last of the undead. The mage however had escaped into the forest, Xavier and his mentor started tracking down the mage, and this is where Xavier started feeling the pulse of his prey, the mages innate magical ability was giving him away, Xavier could almost feel the taint of the blood on his hands. This didn't stop the mage from surprising them as this ability was raw and uncontrolled, the Templar shielded both himself and Xavier from the blast of the mages fireball, and used his own ability to weaken the mages magical strength, giving Xavier the chance he needed to use the whip and embed the bladed end into the mages chest, he then wrapped the chain around the man's neck and with a quick tug snapped his neck. Just a year later, bandits attacked the settlement, over running it within hours, killing, pillaging and raping as they went along. Xavier ahd been out of town, and was coming back from making a shipment of weapons for the army, he came back to find the town on fire, and the bandits gone, he ran to his house immediately, his wife and mother were dead with their throats slit, his children however were gone, Xavier got his wife and mother out and buried them, his mentor had saved his kids, finding Xavier when he came back to look for survivors. He accepted Xavier into the Templar order quickly after that, Xavier's children going to a well to do family in Denerim. Shortly after finishing his training he was conscripted by the commander of the grey in Ferelden and became a Gray Warden. There he again trained with some of the best fighters, warriors, and some even with Templar training like himself. There he was able to control his mage sensing ability, which in turn helped him control his darkspawn sensing ability as well. He rose through the ranks quickly but was never made Commander due to his innate way of getting into trouble, he always found ways to get into trouble, either with drunks in a tavern, or hell even on the road on patrol, it just found him, his Commander literally stated, "If Xavier wasn't worth the trouble he brings in droves, he would have been sent into the deep roads almost immediately upon his arrival." This always got a chuckle out of the other Wardens, and Xavier couldn't help but feel embarrassed, because he knew it was the truth. Xavier was sent to Kirkwall because of his stellar performance in battle, as well as his old loyalty to the Templar order.
Kin: Father, Liam deceased: illness, Mother,m Olivia deceased: bandit attack, wife, Selena killed in same attack, and twin sons Damian and Xander whom he hasn't seen since he joined the Gray Wardens ten years ago.
Romantic Interest: Women
Ability: He can sense mages, it's akin to sensing Darkspawn to him.
Strengths: Adept at many weapons, much more resistant to magic than normal people, very knowledgeable
Weaknesses: finds trouble wherever he goes, cocky, and friendly (too friendly really)
Likes: Weapons, blacksmithing, training, reading, and talking to people.
Dislikes: Blood magic/mages, Abominations, Bandits, stubbed toes, and whoring
Other: "If I wasn't around none of you would have any fun."
Name: Ambra [Wardens drop their last name].
Birthplace: Redcliffe, Ferelden
Allegiance: Grey Warden
Clothing: I'm coming along, whether you like it or not!
Weapons: Dual short swords.
Personality: Ambra is quite the shy woman. She usually keeps to herself, shoving her head in a book and reading in depth about the Maker and Andraste. Sometimes she reads about the Fade and other sorts of abnormalities, but she often veers away from such spooky topics. The woman likes to paint and draw animals and other things of the sort. She often draws people, even in the nude. Ambra does not get bothered by such tendencies, as she sees the bodies of humans and elves and dwarves as art.
On the other side of the spectrum, Ambra is stubborn as an ox. Toward men who want to get something out of her, she is cold and angry. She is another person, one that keeps her face deadpanned and sour. Her arms cross, her legs spread a little and take a defensive stance, and her brows furrow deeply. She also doesn't like to be taken as a fool, and doesn't like to be put aside simply because she's an artist.
History: Ambra was born into nobility with six brothers. Small and wriggly, she was expected to die because she was too weak and she could hardly breathe. Her parents were saddened by the fact, but after a week, a month, and a year, Ambra became strong and sturdy. As she grew her warrior like abilities showed, but unlike her brothers, who faced their enemies directly, Ambra often waited in the shadows and struck out when the enemy is distracted.
Grey Wardens went into her home in order to recruit. Ambra and a brother of hers was taken, and soon they were put into the Joining.
Her brother passed at the Joining, but she survived. Heartbroken, she carried out her duties as a Warden, slaying the darkspawn and even witnessing the first appearance of the Archdemon.
Deciding that she wasn't needed there anymore, the Wardens sent her to Kirkwall to deal with the evil that was brewing there.
Kin: Rior [Father], Marie [Mother], Jake, Aedan, Teirian, Darrian, Tomas [Five living brothers], Darius [Deceased older brother].
Romantic Interest: None.
Ability: Sneaking up on enemies and taking them by surprise.
Strengths: Her silence, tracking skills, and strength.
Weaknesses: Stubborn, naive at times, and trusting of too many people.
Likes: Nature, animals, people, music, art, her griffon, and other Grey Wardens.
Dislikes: Men who try to use her, evil people.
Other: "Perhaps I can be of some assistance? No? I'll help anyway..." Her griffon, Moongazer.
Gender: He has a penis.
Birthplace: Ferelden (he's very nationalistic about Ferelden.)
Allegiance: Grey Warden
Clothing: Usually, he'd be in his armour, however the odd times he isn't, say at Grey Warden official bussiness, he'd be wearing a simple burgundy-red tunic, with blue linen pants (nothing too costly, he's a bit of a poor fellow) and simple leather shoes.
Weapons: A large, steel two handed sword. Not cause he likes it. Cause he lacks anything better.
Personality: A bit of a hard ass. He looks tough, and that's what he is, tough as nails. However nails can be bent. That'd be pretty descriptive of Derric, yeah. Or maybe.. heart of stone, but it still beats for special people he cares about. I don't really know, last time I met Derric he was nice, then sometimes he can be a real asshole. He just changed his mind a lot. Hell.. who can really tell if he'll stick with this Grey Warden deal. Other's have left the Wardens before, why couldn't he?
History: Derric was born in Ferelden, in a non-important village where non-important people lived. He felt very much like them - he didn't matter. He intended to change that. He became a ruthless bandit at first, but after a change of heart when assaulting a caravan protected by about 4 militiamen (whom he slaughtered like lambs) he came across a few women inside one of the carts. He couldn't kill them so let them live, not even taking any valuables. That's his first weak spot. Women. So he decided to be a baker. That didn't work out. He burned the bread too often. Well, being a guard wasn't much good either, he ended up killing the criminals that needed to be caught. So he just.. wandered around and did the odd task for whoever could afford him. You could call him a mercenary.
Kin: Family is for milk-drinkers!
Romantic Interest: None, so far.
Strengths: Murder, kill, destroy.
Weaknesses: Thinking, listening, following orders (from men)
Likes: MURDER! And good food.
Dislikes: Rats. He has a thing about mabari's barking at him, but that's not really a dislike.. more a fear. He likes the mabari's that are good.
Other: “Swooping? No, I think bakeries are much worse..”
Username: Shadow D
Name: Cipher (real name unknown)
Class: Mage, Force mage
Weapons: A bladed staff with a deep ocean blue gem at the top for focusing his magical powers. Kind of like the Staff of Parthalan
Personality: snotty, snide, condescending, unless he is talking to a fellow mage in which he is, nicer, approachable, likeable, and even somewhat charming.
History: Cipher was born in Kirkwall but was taken to Tevinter because the Magister Lord felt his raw talent. There he was the apprentice to a Magister Lord, however he quickly wanted to leave and used his already impressive powers to kill his would be pursuers and get to safety on a boat headed for the Free Marches. there he hid out with the other elves in the alienage, they thought the young boy was just another city elf who had escaped the ravages of whatever wartorn country he was from. The elves that took care of him realized he was no simple city elf, when he had killed muggers that were trying to steal from his family, they immediately got into contact with someone who could get a message to the circle and he was taken there. There he learned the proper ways to control his power, the enchanters were still worried, a child with his kind of power was rare, and he had gotten into a sanctioned duel with another student and almost killed them with the power of his maker's hammer spell. Breaking many of the young mages ribs and causing a drastic deal of damage to the other mage's internal organs. He was first to help however, using the heal spell to keep the other alive, and getting him to the infirmary with the same "terrible" power that had hurt the unfortunate loser. Cipher had abandoned his name before coming to the circle, and here was the place he got his new name, the First Enchanter called him Cipher, because he was a key that could unlock all knowledge it seemed, and could also lock it away, Cipher survived his Harrowing, and became a full mage, he didn't run until he had become an Enchanter, one of the youngest ever in Kirkwall at 26, but what changed was he was asked by the Knight Commander to help keep another mage at bay while they made that poor soul Tranquil, Cipher asked the First Enchanter what he thought and Cipher had been volunteered by him. Cipher begrudgingly accepted and used his power to hold down the other mage, until he saw who it was, it had been his closest friend, the mage he had hurt during their duel, due to Cipher's quick thinking and ironwill the girl had lived. They had gotten close and even shared a bed a few nights, now he let her go and helped her escape the Templars, however she had used blood magic, something he had found (even with the Imperium for those eight years) was deplorable, he used his powers to break the wall behind them and she used her magic to get them to safety, he told her farewell but she tried stopping him, and at this point they both entered into another duel, and this time Cipher meant to crush her, he loved her and apologized, but he had to survive, he knew she would understand and left her there for the Templars to clean up. He had been on the run ever since, but something always brought him back to Kirkwall, he believes it was his loves spirit, constantly calling him back and the last time it did he stayed. He took up work with a mercenary band for a little while, and realized too late that the contract they had was a trap for him, there the entire band was wiped out and Cipher was almost killed by the rest of the Templars, narrowly escaping and killing most of his pursuers, he lost them in Darktown, making the warrens and lawless streets down there his home for the next 4 years. There he made contact with another Enchanter, a friend of his, and used his friends new position as senior enchanter to smuggle him back into the Gallows, there he infiltrated the room with his Phylactery and shattered it. His escape from the Gallows wasn't as easy, he had to fight the First Enchanter and the Knight Commander, he couldn't kill them and they had viciously wounded him during the struggle, he barely escaped with his life when he used his force to bring the ceiling down. He had gotten stitched up and healed himself the rest of the way and has hidden out in Lowtown, knowing the lowlife denizens of the warrens would find a "blind" man as an easy mark. He returned to the alienage and has hidden out there for the other two years, the elves keeping to themselves and never giving up his whereabouts.
Kin: He hasn't divulged their names or whereabouts
Romantic Interest: None at the moment
Ability: Can search the minds of others, but probing leaves him weakened and his probing may be found out and the probee could infiltrate his mind.
Strengths: Near perfect control of his telekinetic abilities, has a much heartier constitution than most mages, pretends to be blind so people don't notice him.
Weaknesses: People believe he's blind and wish to aid him, is cocky about his intellectual and magical prowess, has not used blood magic but has seen it first hand.
Likes: magic, books, learning new things, the pursuit of knowledge, other mages, sympathetic Templars (yeah right there's none like....oh wait....Hi Alistair, Xavier, and Gregor, yes Gregor he listened to Irving rather than one of his own men and has always stood by Irving even though they like having a little mage/templar "war" inside the tower.)
Dislikes: Most other Templars, uneducated people, the class systems (lower, upper, and royalty), dwarves they can not be touched by magic and are inferior.
Other: "Your meager power is nothing compared to the strength of the mind."