๐๐๐๐๐๐ & ๐๐๐๐๐ | 6'0" with Bulky Musculature ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | A Fair Skintone with Natural Blond Hair that's Somewhat Coifed and Gray Eyes ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | He has a mutilating burn scar over his left cheekbone that has seared off half his ear. There are also thin scars over his right eyebrow and the bridge of his nose. ๐๐๐๐๐๐ ๐๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | Mal is adorned in heavy buckled leather armor with the bright red scapular of the Templars that drapes to his knees. On his shoulders are bulky pauldrons that lead to thick "sleeves" of armored plates. It ends at his bare fingers, nails well taken care of but blood underneath the edges. Around his waist is a thick belt with a few, empty stretched-out loops that lead to ones filled with bright blue lyrium potions. Also on his hip is a large, rain-proof satchel that seems to be stuffed to the brim with vellums, scrolls, and a tome. Around his legs are thick, laced leather pants that trail into calf-high boots with metal toes that have seen better days. On his back is a shortsword with intricate runes carved on them, and on his hip across from the satchel containing his paperwork, is an Orlesian shortsword. He also a quiver stuffed with red-feathered arrows and a bow strung over his shoulder. Despite the high collar of his undershirt, one can still make out the curvature of a necklace that he wears underneath his armor. On top of his head is an Orlesian hat made from thick leather with a wide brim and an old red feather pinned to it. ๐๐๐๐๐๐๐๐๐๐ | Mal isn't the sort to be guarded, his armor does that well enough. He usually has his hands on his hips or is thumbing through his notes--possibly penning more. If someone wishes to engage him in conversation, he'd be more than glad to. His smile is welcoming, but it's also very Orlesian. There's a way he tilts his chin up to look down at you that tells you the conversation is for his importance and not your own. Beyond that, he's quick to place a hand on his mace and pick at the leather straps in anticipation.
๐๐๐๐๐๐๐๐๐๐๐ | To talk to Mal, one would assume that his reasoning for being here would solely be duty. Yet, an Orlesian templar from a Free Marches Chantry might raise a few brows. Unlike the rest of his Circle- Bound brethren, there's something a bit different about the way that Mal takes to his templar nature. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Personable- No one will accuse the templar of being off-putting at first glance.
Goal-Oriented- Good luck getting Mal away from tending to his duties and assignment.
Faithful- Nothing will sway him from the Chantry or his commitment to the Templars.
๐ ๐๐๐๐ |
Haughty- Years in the Orlesian Court will do that to someone.
Self-Aggrandizing- If you want someone that will tell their story with bravado and poignancy, it's him. He'll even do an amazing job of downplaying anyone else's accomplishments.
Without Remorse- Maleficarum, or not, if someone is practicing magic outside the reach of the Chantry, it's Mal's duty to bring them in. No sob story will deter him. More determinantal being that he's fine doing this to allies as well.
๐๐๐๐๐ |
Gossip
Cigars
Ego
๐ ๐๐๐๐ ๐๐๐๐๐ | Mal would never fail at his duties and lead others into unnecessary harm. It wouldn't look good for his reputation. It's hard to say if what he does is altruistic or ignoble of others' struggles, but he will never stand by and let blood magic wreak havoc.
Mal does not use his abilities to tend to demons, but instead hunts down those who use the art of blood magic to commit heinous rituals. He's spent some time learning of them, reading about apostates and hedge mages that have used this dark art in the past. His lyrium-fueled abilities are about nullifying magic and not letting magic affect him. This doesn't mean he's an impenetrable shield because his powers only extend as long as the lyrium dosage. But in that short time, one has to face him on the physical battlefield.
๐๐๐๐๐๐๐ | Armor Training
Novice
Novice: You can wear heavy leather and mail armor without suffering a penalty.
Intrigue
Novice โบ Journeyman
Novice: You know how to play the Game. Chose the following Communication focus: Deception. Journeyman: You always gain more information than you give out. Youโre talented at performative espionage and gossip.
Oratory
Novice
Novice: You know how to work a crowd. In a public setting, you can find your voice amongst the people. They wonโt fall in line with you, but theyโll listen.
๐๐๐๐๐๐ & ๐๐๐๐๐ | Five foot ten inches, with a lean musculature. ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | Fair of skin, with chestnut brown hair kept short and deep cerulean eyes. ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | His eyes are a deeper, darker shade of blue than most, akin to looking into the sea rather then the sky. ๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | Aldwin typically bedecks himself in the styles of Ferelden; tunics and trousers of blacks and browns, with leather boots and gloves to keep his appendages safe. Atop it he wears an olive green surcoat, with the symbol of the Wardens having been recently stitched in. A strap of cracked brown leather is used to secure his staff to his back when it isn't in use, and a similar belt around his waist holds the hilt that marks him as a Knight-Enchanter, ready to be drawn and channeled at a moment's notice. Though his clothing flows and breathes like the robes so many mages wear, they are not robes, and he has a great disdain for the garb of his brethren. ๐๐๐๐๐๐๐๐๐๐ | Despite having spent more time a mage than a nobleman, Aldwin holds himself with a posture of pride and authority. He carries a certain unfitting severity on his otherwise gentle features, as if to command respect from those he interacts with. His eyes are expressive, and he tends to wear his emotions on his sleeve in spite of his best attempts to remain stoic and aloof. He has a bad habit of fiddling with his hands when nervous.
๐๐๐๐๐๐๐๐๐๐๐ | The Grey Wardens are a means to an end for Aldwinโhe is a scion of the Vigil, and his place was not to remain in a Circle for the rest of his days, rotting under the disdainful gaze of the Templars. He seeks glory and honor, something the Wardens in their prestige can provide him, and in return offers the boons of magic he has carefully cultivated over the years of his imprisonment. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Honorable: Aldwin conducts himself with honesty and integrityโhe is not the kind to lie or act underhandedly.
Courageous: It cannot be said Aldwin is a craven. He will risk life and limb to do what he must.
Diligent: When he sets his mind to accomplishing a task, Aldwin sees it done with all the thoroughness it requires.
๐ ๐๐๐๐ |
Impulsive: Aldwin is a man who is quick to act and this often bites him when patience would serve better.
Stubborn: Once he's dug his heels in on a position, you'll have an easier time coaxing a mule than you will convincing him otherwise.
Temperamental: Aldwin is quick to anger and prone to let is show.
๐๐๐๐๐ |
Pretty girls with pointy ears.
๐ ๐๐๐๐ ๐๐๐๐๐ | Righteousness. Aldwin wants to be remembered like the heroes in the story books, who dispensed justice and remained true to themselves and their creed even against the worst of adversities. He will always try to do what he thinks is right, no matter the consequences, to live up to this self-inflicted expectation.
For Aldwin, the way of the Knight-Enchanter is more than just a simple specialization of his skills as a mage. It was his salvation from the maddening doldrums of the Circle. It was an outlet for his energy, something he could dedicate his body to in favor of the bookish learning so many of his fellows engaged in. It was a way for him to remember where he came from, to fight in the front like his father's knights. It was the way he could turn his curse into a boon, a boon worth being wielded by the man he wanted to be. To be a Knight-Enchanter was to be more than a simple mage to be tolerated, but a warrior to be respected.
Aldwin's usage of his powers follow this trend; he summons forth his razor thin blade of magical energy and wades into battle with the others, conjuring walls of force and barriers to keep him safe where plate could not. With his magic he bolsters himself and his comrades, endowing them with vigor unnatural and imbuing their blades with fire and ice and lightning all. He is a protector as much as he is a killer, a healer as much as he is a bane, using his abilities for the good of his allies just as often as he uses them to cut down his foes.
You can treat wounds and illnesses. Novice: You have trained in the art of chirurgy and your aid is swift and sure. Journeyman: You have the hands of a healer. You can provide life-saving healing at the moment.
๐๐๐๐๐๐๐๐๐๐๐๐
Novice
You are a skilled rider and can handle horses and other beasts of burden with ease. Novice: You can jump into the saddle quickly. Mounting a steed requires no effort.
You react to threats speedily and instinctively. Novice: You can prepare yourself for action in an instant. You can ready your weapon/magic without anyone noticing.
๐๐๐๐๐๐ |
Arcane Lance: A bolt of arcane energy flung from the mage's hands or staff. All mages have this ability.
Arcane
Arcane Shield: The mage conjures a protective aura that deflects incoming attacks for as long as this mode is active.
Barrier: The mage or an ally is enveloped in a telekinetic field that repels significant damage.
Elemental Weapon: While this spell is active, the caster's staff channels its base elemental power across the entire party, enchanting the weapons of allies to give them additional elemental damage.
Creation
Heal: The mage imbues an ally with restorative energy, knitting flesh and mending bone.
Heroic Aura: The mage enhances the party's aptitude in battle for as long as this mode is active.
Haste: The mage imbues the party with speed for a short time.
Knight-Enchanter
Spirit Blade: The mage creates a blade of solid magic to make melee attacks against nearby enemies.
๐๐๐๐๐๐ & ๐๐๐๐๐ | 6'1 and above average build ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | Fair skin, Brown eyes and Black hair. ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | Has two tattoos, one on his nose and one on his chin. Along with a scar over his right eye and a scar along the left side of his face. ๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | Wearing the usual colors for a Grey Warden, white and sliver. Wearing leather boots and has leather armor that has the symbol of the Warden's embroidered on it. Also, comes with a hood and mask that he used to use to protect his face from dust storms. On his back is a quiver with thirty arrows and a place to store his bow when not in use. Along with a belt that has two daggers and an old family necklace he always wears. Plus a green half cloak that he wears on the right side of his body. ๐๐๐๐๐๐๐๐๐๐ | Anselm carries himself as a survivor, reserved, quiet, and hardened. Though not fully cold or pessimistic that you might think. He still has life in him and can be seen as a protector despite not using a sword or shield. The most likely to break up a fight and punch someone that deserves it. However at times when he lets his guard down. Someone could see a certain sadness in his eyes. Something that he tries to hide and sometimes he fails. Which Anselm will not answer if confronted about it. Only take a sip from his flask and most times you can smell the alcohol on his breath.
๐๐๐๐๐๐๐๐๐๐๐ | What drives Anselm is the desire after his people got slaughtered and thus, abandoned his initial dream. He works to both help rid the world of darkspawn and help prevent what happened to him and his village. Along with getting some much needed revenge and protect his now fellow wardens from harm with his bow. Maybe even deal with some justice now and again. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Loyal - loyal to a fault to whoever his considers a friend or ally
Brave - Never giving into fear, going into the fray without fear
Protecting - Always on the watch and making sure that his fellow or others remain safe
๐ ๐๐๐๐ |
Vengeful - Always one to kill a darkswarn without a second thought
Cold - He can be cold to people in general, more so to people he dislikes or when he drinks
Stubborn - Once he makes up his made about something, it can be rather hard to dissuade him
๐๐๐๐๐ |
Alcohol - Always has a supply on hand
๐ ๐๐๐๐ ๐๐๐๐๐ | Sometimes it is better that you die protecting someone than to live with the knowledge that you failed them.
Having already been trained by his father while he was a child in order to protect himself and the village from darkspawn. Making sure that every arrow he shot counted and a killing blow. For Darkspawn are a regular occurred in his homeland and they give Anselm good targets to train with. Something that Anselm proved to be good at as he grew and gave him a good eye for spotting weak points in their armor. Making him deadly at afar and able to take down targets before they even get close to him or anyone else.
๐๐๐๐๐๐ & ๐๐๐๐๐ | The Qunari stands at 5โ9 and is lean, yet muscular ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | Sporting traditional grey-blue skin, Venatra is soft to touch, with her complexion being smooth and blemish free. Her eyes are a mesmerising sunrise orange while her hair is pearl white. ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | The Huntress was born with a single set of horns. Following her hair, they curve back behind her head- with several sets of gold rings binding the lowest part- subtly flicking up at the end, a few inches behind her skull. Rose-colored Vitaar patterns her face and hair, serving as the only remnant of her distant peopleโs culture. Her hair is worn partly in a bun with the rest flowing down past chest level ๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | Leather wraps most of Venatra. Winding its way from her feet up to her thighs, the thick hide is a dark, almost black, brown. Broad strips criss-cross over each other, weaving their way down her shoulders to her palms. A large solid piece hugs her lower back tight as it leads up, crossing over each other to cover her breasts, meeting at her neck. A final section is bound around her waist with two large thick lappets that fall down between her thighs. Merlot red, a cloth skirt covers the rest of her lower half, slit up her left leg to allow for freedom of movement. Her stomach, completely exposed, is completely covered in Vitaar. Whereas the other parts of her skin, from arms to legs, is patterned with the paint. Begrudgingly, the Wardens crest is worn on her left shoulder. Pic ๐๐๐๐๐๐๐๐๐๐ | Thereโs several sides to a Qunari like Venatra. If you catch her in a casual setting, one thatโs familiar to her, sheโll carve her way through a crowd; loud, boisterous and clamoring for its attention. She wants to be entertained, impressed by the people around her. Something to liven up this dreary show we call life. The woman is open and honest but harshly so, unafraid to tell people how it is or admit to her constant misdeeds. If she catches a whiff of coin, then sheโll make a beeline towards opportunity; charming, lying or taking it by force.
From uneasy environments, to hunts, to battle, Venatra will stand at the ready. Her feet will be squared, shoulder length apart, while her body is side on, poised for action. Her trademark sarcasm and dry humour will fall to the wayside as she eyes her prey. Striking like a viper.
๐๐๐๐๐๐๐๐๐๐๐ | Venatra is driven by her desires. She wants the most out of life and money is the key to getting that. She had been doing very well for herself until recently, flying a little too close to the sun and getting burned. Conscripted into the Wardens, she originally sought a quick exit. A dramatic escape that would see her name return to the tip of people's tongues. But now, seeing that the Wardens have sway among the common folk, she seeks an opportunity to abuse the power given to her for her own gain. The peopleโs respect for the Order is a weakness that can be exploited, she just needs to figure out how. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Formidable: Venatra is a warrior through and through. She is unyielding in her ferocity and has the strength and stamina to overcome almost any enemy.
Charming: Akin to a venus flytrap, the Huntress is known for swaying others with her honeyed words. Helpful, if youโre on the right side of it.
Confident: Venatra walks into any situation with her head held high, incredibly comfortable in her own skin. Hardly anything can diminish this trait.
๐ ๐๐๐๐ |
Selfish: Venatra isnโt dying for anyone or anything, especially for some ridiculous foreign cause.
Greedy: Money makes the world go round and is about the only thing that makes this girl smile.
Apathetic: The lives of those around her are of little concern to Venatra, she couldnโt care less about the pointless goings on of commoners. She'd be a lot happier selling them off to the Imperium if the opportunity presented itself.
๐๐๐๐๐ |
Coin: You got it, she wants it. Why? She doesnโt know, nor care, just tell her what youโre after and sheโll provide.
Wine: Got to do something with all this change. Might as well be something fun.
๐ ๐๐๐๐ ๐๐๐๐๐ | Fun. The world is full of men looking to die for one stupid cause or another. Ugh. So boring. Why do that when you can make money? Then you can do whatever it is you desire! Isnโt that truely what life is about?
A natural talent of all Qunari, Venatra uses her Reaver abilities with glee. Able to twist the minds of her prey, she can alter her own appearance in the eyes of her foe, filling them with dread and fear. Or, alternatively, she is able to flood their spirit with waves of psychic pain, crippling her unlucky opposite. On the battlefield, the Huntress is driven by her own physical pain and suffering, using it as fuel to strike harder and faster. Then, vampirically, she feeds off the essence of those who have been slain. Drawing life from their flickering embers.
๐๐๐๐๐๐๐ | Shield Training
Novice
You can wield shields of Small and Medium Size
Observation
Novice
You notice things others do not.
Intrigue
Novice
You know how to play the Game.
Armour Training
Novice
You can wear leather and mail armor without suffering a penalty.
CHARACTER NAME| Maliphant DeGardet: โThe Human godsโ toy soldier, all wound up and ready to go. Honestly he could talk with a mouth full of marbles while underwater, blubbering about blood magic and all sorts of religious nonsense. The only time I can tolerate him is when heโs down to gossip about the others.โ
CHARACTER NAME| Aldwin Howe: โThe boy mage. A hoity toity child prone to bouts of immature rage. Heโs awfully fun to mess with, especially when you poke and prod at his fairy tale beliefs. Rumour has it,โ Cough โMal,โ Cough โthat he likes girls with pointed ears. Unsure if I fall into that box but heโll be disappointed to find that the men I like could step on a boy like that and not even notice.โ
CHARACTER NAME| Anselm Niemeyer: โThe sad and mopey sack of potatoes. I couldnโt even sell this Human for a profit in Tevinter if I tried. He thinks he hides it well, and maybe he does for the other idiots in this group, but I can see it. The man doesnโt even drink for fun, just that weird human style of drinking yourself into a depression. Ugh. Seriously. Where do they dredge these people up from?โ
CHARACTER NAME| Lisotta Cassava: โThe swamp girl. And I thought mages were weird already, you canโt get more strange than this human. Always standing in the background, hoping to be swallowed up by another's shadow. I will admit it is fun to mess with her; pointing out clouds that look like they mean something, crushing up leaves and leaving them at the bottom of used cups, making up stories about superstitions that my people believe. All fun and games. Itโs what she gets for thinking sheโs a better tracker than me. Not that sheโs said it of course, but I know sheโs thinking it.โ
CHARACTER NAME| Cadarn: โAh, the little man. I had heard his race was supposed to be great drinkers and enjoy a good banquet. This one barely says a word outside of crying about loyalty every four seconds. So dedicated to his little cause and so boring. Can swing that axe though.โ
CHARACTER NAME| Rannon Bryce: โThe big and grumpy one. Another stubborn human who drinks himself into a depression. All he talks about is serving this monotonous cause. If only he didnโt whinge so much and was grey with a nice set of horns. Then weโd get along a little too well.โ
CHARACTER NAME| Marianni Neris: โWell strike me down, they actually picked up someone fun. Mari reminds me of a hornless me. The drinking, the killing, the brutal honesty. All of it equates to a good time. Hell, Iโd almost think twice about selling her to the Tevinterโs. Almost.โ
๐๐๐๐๐๐ & ๐๐๐๐๐ | Lisotta barely crests five feet and two inches with incredibly light musculature. ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | Swarthy undertones hidden under an olive complexion, almost christened to bronze in shadows. Dull amber eyes and a thick, tumbling mass of ebony hair that curls over her brow and lays betwixt her shoulder blades in a tumultuous braid festooned with feathers. ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | A distinct tattoo rests upon the bridge of her nose: dual lines of separate lengths with the topmost edged and swept underneath her gaze and to her temples. Lissota also decorates her body in smudges of black, from the pout of her lip and upon her eyes, down the lengths of her arms in circling, jagged lines. She is further distinguished by the number of scars that decorate the plane of her torso and thighs and tell-tale burn patterns down the slope of her backside and up along her ribcage. ๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | Her armor is a curious assortment of Grey Warden regalia and typical trinkets of her Chasind origins: petite flashes of silver nestled against the black fur of a wolf pelt with a broken maw crested over her shoulder, its head fashioned as a pauldron. The bulk of the animal hide is thus bustled at the base of her spine, with beads made from bones sewn through its mass that nearly drags against her heels. The Gray Warden insignia is emblazoned in black ink that bleeds against the blue and silver lines of her fashioned robes. Black, cured leather sheaths both hand and foot up to her elbows and knees that are cinched tight with both silver buckles and blackened hide and twine. The same leather is angled over her hips and looped with a medicinal pouch and holstered over her thigh where an iron dagger is openly displayed. ๐๐๐๐๐๐๐๐๐๐ | Lisotta is a vision in both shadow, furs, and silver; often melded into the backdrop and lingering among the precipice of one's peripheral as something akin to a bestial specter. She's haunting in common graces and intimidating in close quarters, her glare affording little pleasantries with her blatant ignorance of social cues and etiquette. Banked within somber eyes, darkness lingers. These are hazed edges that pluck at her pupils and waver under the cape of her lashes with every sweep that grows ever darker to illustrate the insanity within. Madness slides against her skin in tangible waves, creating a near barrier that hums atop marred flesh and never seems to dissipate in its derangement. Her swagger is always too quick or too slow, she seems to allude to disharmony no matter the effort she gives as if eternally suspended in magical throes and out of place. Lisotta speaks in hushed tones and swift whispers even if it's just in constant inquires against her superiors. Her voice is soft and silken in comparison to her rather crude appearance.
๐๐๐๐๐๐๐๐๐๐๐ | A plethora of "why's" crowd her mind and burden her thoughts, only to clash against the short and chaotic path before her drenched in both blood and shadow. It's a short walk to the gallows that haunt her step at every turn and already Lisotta fears the reaper that haunts her dreams; bathed in dragon-flame. Her life was already shortened when the curse of mana began to pool through her veins at a young age, never fitting in, never finding her niche in life. With this added mantle of a Grey Warden, she fears and loathes an early death (she sees the end as a cage, a finality of damnation she is not ready for) and seeks to prolong her life if only to see the sunrise just one more time before she goes. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Adaptable -- Growing up within the wilds has given Lisotta many means to adapt to her surroundings.
Analytical -- Naturally she studies occurrences and those around her, and poses questions to simple nuances of the world, curious about the nature of others.
Clandestine -- Fading into the background affords one to be well versed in secretive nature and means.
๐ ๐๐๐๐ |
Superstious -- Lisotta will hinge her entire day and tasks upon the slightest symbol or omen, to her there is a hidden meaning behind everything.
Introverted -- Sometimes it's difficult to pry Lisotta away from her inner musings, lost within her thoughts, and often found alone.
Inhibited -- Lisotta is naturally repressed.
๐๐๐๐๐ |
Ritual Indulgence -- Smoke and hallucingetic herbs.
๐ ๐๐๐๐ ๐๐๐๐๐ | Life. Lisotta only wishes to live.
| ๐ ๐ ๐ ๐ |
โ ๐ฎ๐๐๐๐๐๐๐๐๐๐๐๐ | -2 x x x โ ๐ฎ๐๐๐๐๐๐๐๐๐๐๐ | -1 x x x โ ๐ฎ๐๐๐๐๐๐ | +1 Natural Lore. Poison Lore. โ ๐ฏ๐๐๐๐๐๐๐๐ | +1 Stealth. Initiative. โ ๐ธ๐๐๐๐ | +3 Entropy. โ ๐ป๐๐๐๐๐๐๐๐๐ | +3 Darkspawn Detection. Seeing. Tracking. โ ๐พ๐๐๐๐๐๐๐ | 0 Intimidation. โ ๐๐๐๐๐๐๐๐๐ | 0 x x x
She blends seamlessly from human to beast in whorls of black and smoke that pool around her stance before she shifts, the process sudden and manic and wholly mesmerizing as flesh gives way to onyx fur. Lisotta favours the form of a wolf: a vicious mass of black that plows through enemies mercilessly with fang and claw. Her battle cries are eerily reminiscent of a human wail before and after the battle has concluded and sometimes, only sometimes, it's difficult to discern the woman from the beast. In these moments the madness she harbors comes to violent fruition and derangement clouds the mind of a creature some would admire for its strength. Lisotta came to know the means of changing forms from a long line of shapeshifters that have dominated her tribe, their claims to the specialization garnered from hidden origins.
๐๐๐๐๐๐๐ | Linguistics.
Novice โบ Journeyman
You can learn new languages easily.
Poison-Making.
Novice
Youโve managed to survive the dangerous training required to make and use poisons and other useful but dangerous compounds. Deathroot Extract & Spider Venom.
Observation.
Novice
You have an eye for detail.
๐๐๐๐๐๐ |
Arcane Lance: A bolt of arcane energy flung from your hands or staff.
Maliphant DeGardet -- "We can speak the same tongue yet we stalk on opposite sides of an invisible line of both predator and prey; always watching and waiting for the other to strike, be it with barbed silver tongues or flickers of wild magic. The dialect he speaks is far too embellished for me to understand, the honeyed words and smooth intonations lost upon me, a savage. If I can help it, I'd rather avoid Mal entirely, far across the camp, for there is something there within that I'd rather not know.
Aldwin Howe -- "A mage like me and then not, raised within the confines of the Circle whilst I grew upon swamp and shadow. Spells so unlike the other, means entirely wrought from a different place of self and know-how. I look upon him with the wonder if my life would have been different had I been sired within a gilded cage, burdened and bound by my emotions of potential rage. Maybe if we weren't so different, two sides of the same coin I think it goes, I might be able to look upon him as something of a friend.
Anselm Niemeyer -- "I look to him as one who knows madness on the battlefield and home, and yet flings himself upon such tiring attempts to keep it contained under the guise of justice, such bound under drink. Such sadness lingers within his gaze that I can't help but observe upon the fringes like a skittish creature, never attempting to speak to him beyond mere camaraderie. I wouldn't even know where to begin."
Venatra, The Huntress -- "She once made note of strange swirls in the bottom of my cup one morning, worried for their design that reminded of her of this one time -- and another tale she spun about cloud patterns and horn spirals and bent blades of grass to create a sigil eerily reminiscent of an eye. She torments me, the only one that doesn't allow me to just be, and enjoys it too, I don't know whether to appreciate her candor or hate it. I'd think she had it out for me personally if I didn't know it was because we both know I am the better tracker."
Cadarn Valgarok -- "The only Dwarf I had ever known was a merchant that often frequented the swamps trading herbs and spices for the pelts my tribe possessed. He once gave me a curious gem of polished amber with a slit of black, an eye he said of a legendary beast that prowled ridges and cliffs and lurked among shadows. Cadarn gives me nothing but silence and unnerved glances, the chasm betwixt us vast and rife with unease. I know him to be capable, as both Warden and Templar, his silence a balm compared to those that fill the day with their noise as if attempting to compensate for the words we fail to speak. His avoidance doesn't pain me like I think it should, perhaps it is for the best."
Rannon Bryce -- "He reminds me of the hunters of my former tribe, those that served and provided for us in every season and loyal despite the breadth they give me, not quite distrusting but never venturing near. The confidence he carries is envious, to say the least, a leader in all spades. I think he, most of all, wouldn't flinch at my presence on the field donned in the form of a wolf."
Marianni Neris -- "She simply lives, and for this I admire her for whilst finding it cumbersome, if not entirely exhausting. The exuberance she propels and the pride she commands are qualities that remind me of a girl that once was only to be lost upon the darkness of could-have-beens. If only I thought her capable of sitting still long enough, I'd show her the tomes in my possession, the ones scrawled elegantly within the Dalish tongue and those of Orlesian prose, and, maybe, the ones inked harshly in the script of my own people."
๐๐๐๐๐๐ & ๐๐๐๐๐ | 4ft tall, stocky and muscular. ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | Pale and easily sunburnt, brown eyes and black hair color. ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | Dwarven runic tattoos along the sides of his head and neck, going down his shoulders onto his back. ๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | Standard blues and silvers of a Warden uniform. His Dwarven plate armor has the symbol of the wardens emblazoned on the chest piece, while his grey warden shield is usually attached to the side of his backpack, with his small personal tent on the other. His dwarven war axe and dagger both hang at his sides, ready for use in an instant. Next to them hangs his lyrium potions, and a satchel full to bursting with writings on magic and darkspawn. The necklace form his Joining is clearly seen, hanging beneath his shirt. ๐๐๐๐๐๐๐๐๐๐ | Cadarn is a reserved person. Not guarded, per se, but whereas some will have an easy smile and a welcoming look, Cadarn is much more subdued. He suffices with a small smile and chuckle where others would grin and laugh. He's not hostile to anyone who approaches, and is willing to engage in almost any conversation they desire, but he is not emotional nor energetic when speaking. He's not very animated, minimizing unnecessary movements and preferring to stand still. When not speaking, he tends to fade into the background of conversations. His eyes are almost constantly on the look out for trouble of any sort. Nonetheless, when engaged in conversation he gives his full attention to whomever he is talking too, unless the situation calls for him to be on guard. A hand is almost always on one of his weapons, ready to pull and strike in an instant.
๐๐๐๐๐๐๐๐๐๐๐ | Cadarn is driven by the need to serve. It is as natural to him as breathing and he is at his best when he is given an objective and a purpose, which the Grey Wardens have provided both of. He is but a tool for the prevention and eradication of the Blight and the evils of the world, and he will protect his allies and the innocent from those who would prey upon them. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Disciplined: Cadarn never lets his emotions get the better of him, and always acts with purpose.
Loyal: You can always count on Cadarn, no matter what.
Team-orientated: Cadarn always puts his allies before himself. He protects them in battle, checks on them during travel and camp, and ensures they are okay.
๐ ๐๐๐๐ |
Emotionless: Cadarn is a reserved person, to the point where he has trouble expressing himself. This was very useful when he was a simple bodyguard and supposed to be quiet and in the background. Now, it can lead to friction between himself and others as he simply reacts to everything with the same calm and neutrality. He has been called, both jokingly and insultingly, a Dwarven Tranquil.
Subservient: Cadarn is not a leader. He is a follower. He is very good at what he does, and does not need someone to tell him what to do at every decision before him, but it is in Cadarn's nature to follow. He'll obey whomever happens to be the highest ranking Warden or whomever makes themselves leader without a second thought, and never push his own opinions about decisions on what to do. He simply does what he's told.
Self-Sacrificing: Cadarn will put others above his own needs every time, often to his own detriment. He'll pretend that his own injuries are not as bad to give others more medical attention, he'll take extra watches so other can rest, etc etc. If someone in the group asks him for something, even if it would make his journey or night harder, Cadarn will give it without a second thought. He'll give his rations, take on extra packs so others can travel lighers, almost anything asked of him.
๐๐๐๐๐ |
Gambling: Cadarn, perhaps using it as a way to let go of his discipline, loves to gamble
Vengeance: The only time Cadarn's stoicism and discipline break is when he is enacting vengeance. Currently, this means that he'll sadistically murder any Darkspawn survivors and takes unnecessary pleasure in their murder.
๐ ๐๐๐๐ ๐๐๐๐๐ | Loyalty. Loyalty means everything to Cadarn. To have Cadarn as an ally or a subordinate is to know that without a doubt he will never betray you, and that he will do whatever is asked off him. It is the single trait that he values the most. Without it, nothing else matters.
Upon joining the Grey Wardens, Cadarn immediately signed up for training from other Templars in the order. His natural magic resistance and lifetime of martial training made him take to the training with a natural ease. The Chantry insisted upon him receiving the theological training of templars as well, which he paid only lip service too.
Cadarn's Templar skills reflect his focus on protecting and aiding his allies and his combating of enemy magic users, be they demons or humanoid. He can bless the weapons of his allies to strike harder against foes, purge the area around him of any magical effects, prevent enemy mages from casting, shield his allies from elemental damage, and can resist the mind bending powers of mages or demons. Except for the last part, all of his powers are dependent upon his lyrium dosages of course.
๐๐๐๐๐๐๐ | Armor Talent
Novice โบ Journeyman
You can wear plate armor without suffering a penalty.
Interesting rocks from the various areas he's been in Various writings on Darkspawn A tattered map of the Deep Roads Bedroll, water skin, flint, rations tent. A set of playing cards and dice Various writings on how to battle mages and the different schools of magic. Joining Necklace
Maliphant DeGardet: โHe talks too much, and too smoothly. Like a Deshyr trying to persuade the Assembly. Absolutely in lock step with the Chantry and their decrees on magic, it's actually surprising to see that kind of drive from someone like him. Knows his mages well though, and can handle himself in a fight. Can't ask for more than that. โ
Aldwin Howe: "Proud and tempermental. He's definitely a noble. Kid's got guts, I'll give him that. And he knows how to handle that magic blade of his. Stubborn as a dug in deep stalker though."
Anselm Niemeyer: โDamn good shot with his bow and knows the value of loyalty. Distant and likes his drink, sure, but he hates Darkspawn as much as I do and that's enough for me. We'll get along just fine.โ
Lisotta Cassava: โUnsettling. That's what she is. Everytime I look at her my skin crawls, and I can't exactly say why. She's quiet and keeps to herself, but something about her eyes makes me wary. I've no reason to distrust her, but I am glad that I got templar training before meeting her. I'm going to keep my distance, especially when she brings out those herbs of hers.โ
Venatra, The Huntress: โThe mercenary. A slave to coin and drink. Why the Wardens thought she would be a good choice, even with her excellent combat skills, is a mystery. We can't trust her. She'll turn on us in a second, honeyed words or no. She reminds me of the Tezpadam. All courage and flair when ambushing its prey, but the second things start going wrong they scatter. If we're lucky, she'll die on this trip or during the Joining. If not, well at least there's a grim satisfaction in knowing that she won't be able to escape her duty as a Grey Warden.โ
Rannon Bryce: โA survivor and a soldier, like me. He knows how to lead and how to fight. He'd have fit right in with the rest of my family. Likes his drink, but that's not unusual amongst this group. I'm glad we have him around.โ
Marianni Neris: โExhausting is what she is. Always ready, always sizing someone up, and always filled with energy. She has some magic but uses her blade more often than not, which I appreciate. Means she won't yell at me if I accidentally end a spell. Damn good at cards too. I'm gonna have to get better before she cleans me out.โ
๐๐๐๐๐๐ & ๐๐๐๐๐ | Mari has a small frame; she is short, even by elven standards. Despite her size she has a well-earned muscular build. ๐๐๐๐๐๐๐๐๐๐, ๐๐๐ & ๐๐๐๐ ๐๐๐๐๐ | Her complextion is a tanned, ruddy shade with rosy cheeks and some freckles. She has dark brown eyes with black, curly hair. ๐๐๐๐๐๐๐๐๐๐๐๐๐๐ ๐ ๐๐๐๐๐๐๐ | Mari is littered with scars here and there, with a particularly noticeable one on the left side of her face. ๐๐๐๐๐๐ ๐๐๐๐ ๐๐ | She favours armour that's easy to move in, usually thick leather, with a blue Gray Warden tunic. She prefers to be able to take off all warden heraldry if the situation calls for it. Her outfit choice is always practical, with tough leather boots, gloves, and bracers. Though rarely seen out of her armour, she does keep some casual clothing for nights off-duty, but she's more likely to be found lounging beside the fire in just the layers she wears under the armour: some light cotton clothes that - probably - were once white. Unlike most mages, Mari has little experience with staves, and instead arms herself with a standard issue longsword. ๐๐๐๐๐๐๐๐๐๐ | Mari carries herself like she's always ready for a fight. A relaxed posture and stance would look out of place on her warrior's body. She's the type of person who sizes you up when she meets you, friend or foe, always thinking of how she could overcome any potential opponent. However her face usually wears an open, boisterous expression. Her voice is always loud and she is a palpable presence in any room, speaking her mind without any hesitation. When she talks, in particular when telling stories, she uses her whole body, arms flying. She rarely sits still, and is always fiddling with something in her hands.
๐๐๐๐๐๐๐๐๐๐๐ | Mari would say "leave morals to the scholars." She's a simple woman who knows all she's good at is killing people, and she doesn't shy away from it. When she was being sent to the Circle, a life of killing darkspawn seemed far more her style. ๐๐๐๐๐๐๐๐๐๐๐๐ |
Loyal: Mari's a valuable friend to have.
Perceptive: There's little about her surroundings that escapes her.
Street-smart: What she lacks in book smarts and magical theory, she makes up for with creativity and adaptability.
๐ ๐๐๐๐ |
Reckless: She's likely to jump into danger headlong, even if she sees the odds are stacked against her.
Blunt: Mari speaks her mind, even when it's ill-timed or insulting.
Proud: She values her dignity, and her confidence in her abilities might border arrogance.
๐๐๐๐๐ |
Drinking: Mari never turns down anything with an alcohol content.
Gambling: She's always up for a wager, especially at cards.
๐ ๐๐๐๐ ๐๐๐๐๐ | Mari feels that any time she spends living is more than she ought to have, and therefore tries to live her life to the fullest; though that usually involves carousing and killing, her two favourite things, she also believes in using this time to advance herself/her skills and learn from the people she meets however possible.
Though she received some training later in life, Marianni started as a self-taught apostate, using her magic on instinct. As she trained with a sword, she learned how to turn her magic inward, imbuing her muscles with added power and speed. She prefers to train without the added buff, so that she conditions her body, but when facing many or particularly tough opponents she keeps her combat magic on standby.
๐๐๐๐๐๐๐ | Linguistics
Novice โบ
You can learn new languages easily. Some of the listed languages are spoken in lands far from Ferelden and are not commonly heard there. When you learn a new language, you learn to both speak and read it, with two exceptions. Ancient Tevene is rarely, if ever, spoken outside Tevinter. Elven is only spoken because the Keepers keep it alive. Novice: You learn an additional language from the following list: Ancient Tevene, Ander, Antivan, Arcanum, Dwarven, Elven, Orlesian, Qunlat, Rivaini, Trade Tongue. Journeyman: You learn an additional language from the previous list. You can also imitate a specific dialect.
Animal Training
Novice โบ
You know how to train animals. Fereldans commonly train dogs, while Avvar prefer falcons and other birds of prey. Novice: You know the basics of dealing with animals. With a week of training, you can teach an animal to follow a simple one-word command like โheel,โ โfollow,โ or โattack.โ You can teach a single animal a number of commands equal to your Communication. Journeyman: You can train animals to follow more complex commands, like โguard this placeโ or โreturn to me when strangers approach.โ Teaching a complex command takes two weeks of training and the total number of commands a single animal can learn is equal to your Communication +2.
๐๐๐๐๐๐ |
Arcane Lance: A bolt of arcane energy flung from your hands or staff. All mages have this ability.