Hidden 11 yrs ago Post by Dredigan
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Dredigan Da Chief

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SYNOPSIS
It has been 226 years since the events of Dragon Age: Origins and the end of the Fifth Blight. With little need of the Grey Wardens during this time the order has diminished and remained dormant for over two centuries. With a very heavy lack of resources and low access to Darkspawn Blood without hard journeys into the Deep Roads the Wardens have taken on a "Rule of the Two" style policy. The Warden Commander takes on a single apprentice who, when the Commander's Darkspawn Corruption sets in, takes over and finds a new apprentice. These Apprentices are generally trained from a childhood age (between 4-7) to take on the mantle of Warden Commander. Two years before the Roleplay begins the Sixth Blight begins in the Free Marches. Starkhaven, Markham, and Ansburg have been destroyed in the Marches alone. The early battles of the Blight resembled those of the Fifth Blight. The Wardens barely stood a chance. The Commander and his Apprentice were in Orlais at the time and when they heard the Blight had ensued it was very difficult to gather recruits and get on the move quickly.

We will play Fereldeners who, for one reason or another, are given an ultimatum similar to the ones you might receive in the Game and we end up either joining the Wardens or, with special permission, being a companion who is not a Warden.

I've got events planned that could take us an entire roleplay's worth of time to complete, however I don't want to use these unless we need them because I like for games to be sandbox and rest on strength of character rather than strength of plot. Though I will definitely throw in some plot twists. I'm fine if somebody wants to apply to be a CO-GM as well. I would also like for those interested in playing this roleplay to help decide what the state of the world is at this point. I've got plans for Orlais, Ferelden, and The Free Marches as well as the Dwarves and the Dalish tribes but other than that I don't have much planned for the actual world.

Permitted Races
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Human
Elf
Dwarf
(if you have another you would like to play then ask me via PM to get special permission)

You may be a Qunari however the Qunari are not part of the Wardens and thus you would have to play an untainted addition to the party.
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The Characters
Dredigan

MMGiru

WolfsRose

Pyro V

LetterE
Hidden 11 yrs ago Post by MMGiru
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MMGiru

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So, quick point: virtually the entire lyrium trade stems from trade with the dwarves. That's needed by Mages, Templars, and various others. I'd imagine there are a few different solutions to the problem that surface-dwellers come up with, like trying to mine it themselves and having a black market trade with smugglers from Dwarven cities. The Blight lends itself to anyone wishing to dungeon delve for the stuff, but surface-dwellers are still susceptible to lyrium poisoning.

Just a thing that occurred to me while thinking up a plausible dwarf character. Thoughts, great and powerful GM?
Hidden 11 yrs ago Post by Lucian
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Lucian Threadslayer

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Interested in playing a Dalish elf, and expanding on the events that led to their decline.
Hidden 11 yrs ago Post by GranoxFirewind
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I think I'm gonna play a Dalish too, also I saw the OOC, looks cool. Think I'll play an Arcane warrior, since I always love the concept of a spellsword.
Hidden 11 yrs ago Post by Dredigan
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Dredigan Da Chief

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Great and Powerful, I like the sound of that.

Just a quick note, it may not have been clear in my post but I intend on the group to work like it does in Origins. I'm the Warden Commander so I'll be leading us around but I want us to interact and decide things as a team, not just me making you guys do stuff.

As to your question, Giru. If you make a Dwarf Character I'll explain a few things about what's going on underground via PM to you and anybody else who plays a dwarf but I'd rather not let elves and men know about it all right away.

As for the Lyrium trade, it still exists. Orzammar is the only place in the deep roads that is being intentionally blocked, the Darkspawn block most other areas but so long as you can get in you can mine Lyrium. Trade in Ferelden would have been crippled though. It does sound cool to think of encountering a Lyrium black market however, maybe that could be how we earn the assistance of the Templars?

EDIT: I will do the same for the Dalish as I will the Dwarves. I'll release a bit of info but otherwise message the members of that race most of the details I came up with.
Hidden 11 yrs ago Post by MMGiru
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So, here be this thing.
Name: "Scout"
Race: Dwarf
Age: 26
Faction Loyalty: Legion of the Dead

Appearance: In his developing years, Scout was one of the better-looking dwarves, by dwarven standards. His time with the Legion, however, left him with more than a few scars from blades, arrows, and claws, as well as a burn from his left cheek down his torso, from a Hurlock mage. The auburn hair on his head is kept shaved, and his beard is kept at a finger's length, to prevent it being grabbed.

Class: Legion Scout
Class Description: Having served as picket and reconnoiter of the famed Legion of the Dead, he moves quietly, sees clearly, and knows his way around traps, and years of death have only somewhat dulled his Merchant-born skill with words. Fighting the Darkspawn regularly has given him both the Taint and a good deal more physical strength and endurance than similarly sneaky types enjoy.

Weapons: He typically carries twin knives and a crossbow, the former to weave through armor, the latter to pierce it.
Armor: With his own, sophisticated Legion Scout armor badly damaged, he had to wear a human smith's paltry attempt at repairs, and sacrificed protection for quiet. The mail still looks like the lighter Legion stuff -- white skull emblazoned on the middle of the chest -- but does not perform nearly so well as it used to. His old helmet remains inside an ogre's corpse, and he now settles for half-helms, to allow for his vision and hearing.

Special Skills: Bartering
Personality: While open to friendly banter, Scout does not need it to sustain himself. He derives a sense of purpose from hunting Darkspawn, and security from his mobility. Scout grows restless if he stays in one place for too long, but has earned a respect for the import of commanding officers, and will only complain when he sees it vital.

Biography: "Scout" was not born as such, instead being fathered by one of the Merchant Caste in Kal'Hirol. Trade with the Surface being officially cut for some time, the Merchant Caste became more riddled with crime and corruption than any time previously. Goods were smuggled in and out of Kal'Hirol especially, due to it being directly beneath the bustling trade hub of the Amaranthine. Kal'Hirol officials had largely remained part of this corruption, but pressure from Orzammar only ever increased, and the occasional punishment was demanded.

Scout, in his youth, ended up being one such sacrifice. While moving lyrium to the Surface at his father's behest, Scout was captured by dwarven soldiers. He was, of course, captured after the successful delivery, which had the benefit for the officials of not interrupting their pay, and Scout of not officially losing his caste by being spotted on the Surface. The punishment proved to be imprisonment, but anyone savvy enough to smuggle lyrium was of value to the Legion of the Dead. As the Legion had the same sort of autonomy as the diminishing Grey Wardens, Scout was allowed to join their number, which he eagerly accepted.

His years with the legion were some of the most purposeful of his life, and Scout took to his new identity vigorously. In the years of Blight, the Legion were nearly the only dwarva still fighting the Darkspawn, seeing it as an opportunity to press forward, rather than a holiday. While the relative peace of the Deep Roads lent itself to Scout living years longer than most of his discipline, he did sustain many injuries, but regarded them with pride. One day though, Scout sustained the wound that kills everyone as surely as time: the Taint.

They were near the Surface at the time, striking at a group of Darkspawn who'd had the wits to travel underground in day, to sneak beyond Human defenses. It was there that Scout stumbled on an ogre in battle armor. Such a creature would prove an unwelcome surprise to whatever Human settlement the Darkspawn were attacking, and Scout attempted to escape and warn the Legion. The ogre was pet to a hurlock mage, as it turned out, and Scout's exit was blocked. Having already had his funeral some years before, Scout settled himself on killing the ogre. The beast had other plans, and even as Scout slit its giant wrist, that hand forced his torso to the great maw, where his entire torso was taken as a matter of course. Armor rent and bones broken, it nearly killed Scout when the ogre fell to its death with him still in the mouth. The Wardens, it seemed, had noticed the same group the Legion had.

The Wardens were few at the time -- a Commander and Recruits -- but with the aid and distraction of the badly-damaged but still quite-violent Scout, forced the Darkspawn into retreat. When the battle was done, a young mage recruit was able to repair the wounded dwarf. The same could not be said for either his Legion Scout armor or the Taint the ogre's blood and slobber had given him. With no contact from the Legion, Scout was given a choice by the Wardens and Fate: search for a path back to his unit and die of the Taint while the Darkspawn ravaged the surface, or help restore the dwindling Blight-enders. It wasn't really a choice at all, he'd later decided.
Hidden 11 yrs ago Post by Dredigan
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Dredigan Da Chief

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Accepted. We'll say that although you already have the taint Levine is going to put you through the joining ceremony just to build a bond between you and the other recruits at Ostagar.
Hidden 11 yrs ago Post by K-97
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I'll post a character sheet up soon, I'm thinking of playing a Human Reaver.
Hidden 11 yrs ago Post by MMGiru
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Sweet. I realize Advanced isn't exactly lightning speed, but I was beginning to grow concerned after a couple days. Happy to see more of the surface's primary race, as well; was threatening to be disproportionate.
Hidden 11 yrs ago Post by Dredigan
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I was beginning to worry as well. I hope that he gets his CS up and at least one or two more people.
Hidden 11 yrs ago Post by Dredigan
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Dredigan Da Chief

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Well I hope this isn't dead yet.
Hidden 11 yrs ago Post by MMGiru
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Well, not a lot can be done with one party member, but I'm still here. Hopefully it works out. I'll bump the Interest Check for good measure.
Hidden 11 yrs ago Post by WolfsRose
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Hi hi. I just stumbled across this and thought it might be really cool to join in. Mind if I step up to play too?
Hidden 11 yrs ago Post by MMGiru
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I'm sure the GM will be pleased as I be, to have a new entrant. Any thoughts on a character?
Hidden 11 yrs ago Post by WolfsRose
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Several. Too many, really. =D Can't decide which one I want to be!
Hidden 11 yrs ago Post by MMGiru
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This position is distinctly superior to too few. And one great facet of play-by-post is being able to introduce NPCs, where appropriate. :D

I'm eager to see who you bring out, and hope we can get another enthusiastic person in on this, and get the ball rolling.
Hidden 11 yrs ago Post by Pyro V
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I am lurking here, sent OP a PM with a character. Hope this gets off.
Hidden 11 yrs ago Post by K-97
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I've sort of been busy but don't worry, I'm still here.
Hidden 11 yrs ago Post by WolfsRose
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Name: Maas
Race: Qunari
Age: 58
Faction Loyalty: Tal-Vashoth (renegade Qunari)

Appearance: Maas is 6'8" and keeps his body muscular and fit. His skin is pale like worn stone, and he keeps his grey hair long and straight. He has two proud horns, both bearing many scratches from being used in various battles. He has several scars across his body, and will tell how he obtained each of them if asked.
Class: Warrior, Berserker
Class Description: Maas was trained as a noble warrior from a very young age. Since becoming Tal-Vashoth, he has also learned of Berserkers and occasionally incorporates their technique into his own. Because they clash with his sense of honor, however, he only unleashes his rage in times of desperation.
Weapons: A steel Greatsword called Orn, which he maintains religiously between battles.
Armor: Heavy-plated reinforced steel armor from head to toe, with the exception of a helmet (his horns prevent it).

Special Skills: Tactics, Smithing (not an expert; can repair and maintain equipment if it's not in shambles)
Personality: Maas is much like other Qunari: quiet, straight to the point, and honorable. He values honor and strength above all other things, and it is very hard to earn his respect without them. Not that earning his respect with them is much easier. Maas says only what he feels is necessary and will usually not take part in a conversation unless pulled in or unless he has something of value to contribute.

Biography:
Maas does not talk about his past, but he was born in Par Vollen as most Qunari are. He was trained from birth to be a soldier, but eventually grew tired of the strict teachings of the Qun. He left to become Tal-Vashoth, those who have abandoned the ways of the Qun. Since then (about 37 years now), Maas has made his way as a mercenary, especially as a bodyguard or enforcer. He had heard stories of the Darkspawn and what they were capable of, but he had never encountered one in person. That changed at the beginning of this Blight.

Having a rare day without a job to do, Maas went to the mountains to do some physical training. He left Orn behind (the training was for his body, not his weapon) and went to scale one of the taller mountains by hand and in full armor. Six hours later, he was taking a short break on a small plateau about halfway up when he heard the ever-familiar sound of metal being pulled from a sheath. Had it not been for his armor and his decades of combat experience, he would probably have died right then and there. He spun away just in time for a Hurlock's blade to bounce off of his shoulder plate - exactly where his head had just been. Without Orn, Maas was forced to fight hand-to-hand against this nightmarish creature before him. Fortunately, there was only one, and Maas was able to dispatch him. Unfortunately, the sounds attracted more Darkspawn that were hiding within the mountain. A lot more. Maas took up the dead Darkspawn's weapon and attempted to fight them all off. However, they just kept coming, to the point that they would soon overwhelm him with sheer numbers. As another came charging toward him, Maas threw his weapon at the monstrosity and, as it pierced the creature's chestplate, kicked the monster back into its kin, causing them to momentarily stumble on top of each other. He then quickly dove off the plateau and began sliding down the mountain as far as he could. When he finally came to a stop, he waited for a full five minutes before finally deciding that he was not being followed. Yet. Climbing the rest of the way down, Maas quickly retreated to the small village where he was currently residing. The village was on fire.

Maas hesitated at the sight of the village burning before him. He raced to his hut and bashed open the door. There was Orn, thankfully, though it had been knocked to the floor. Maas took up his blade and raced out to look for survivors. However, it did not take long for him to discover that he was already far too late: the villagers were all gone, either dead on the ground or taken by the Darkspawn. And yes, it had definitely been the Darkspawn; Maas could see their foul black blood staining some areas, and - ah, there was even a severed head on the ground. One of the villagers must have gotten in a well-placed swing with a sword before being taken by those creatures. Leaving the doomed village behind him, Maas set out for a port city. If the Darkspawn were mobilizing, it must mean a dreaded Blight was beginning. That would mean an Archdemon had been awakened, and that would mean danger. Maas was no coward, but he knew his limitations, and he knew that no one man could ever take on an Archdemon alone. However, if Maas remembered correctly, the Grey Wardens were always known to rise in order to defeat such demons. He would seek out the Grey Wardens, and he would join them in their battle. The last Blight had been in Ferelden; that was where Maas would start.
Hidden 11 yrs ago Post by LetterE
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LetterE

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Just stopping by to say I'm in on this, and working on a CS. :D
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