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Dragon age Origins Roleplay.
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Offline 03-23-2015, 05:57 AM (This reply was last modified: 03-24-2015 12:22 AM by untimelyAugur.)(Edited by untimelyAugur.)
Reply: #1
Dragon age Origins Roleplay.
Thedas is a continent in the southern hemisphere, and the only known continent of the Dragon Age universe, upon which all of the Dragon Age games are set. It is presumed that there are other continents, as the Qunari do not originally come from Thedas but from an unknown land across the Northern Ocean. According to some sources, humans also came from the north.
The word "Thedas" originates from Tevene, once referring to all lands beyond the Imperium and eventually, it came to encompass the entire continent. A native of Thedas is referred to as a Thedosian. South of the continent's Korcari Wilds lies the mysterious Sunless Lands.
Map.

Ferelden is a relatively young kingdom located in southeastern Thedas. It was formed by King Calenhad nearly four hundred years before the start of the Fifth Blight by uniting Alamarri clans.
Map.

The Deep Roads are a grand network of enormous underground tunnels that once belonged to the dwarven empire, spanning the length and breadth of Thedas. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. Statues of the Paragons watched over passing travelers, and channels carried a flow of magma that kept the Deep Roads lit and warm.
During the First Blight, the dwarves were forced to close the entrances to the Deep Roads, abandoning them to the darkspawn. The entrances still exist, but are all sealed by octagonal steel doors decorated with geometric patterns that may form words or patterns.
Map.

There are a number of different factions, alignments and positions available to be rp'ed and most of them are as follows:
Grey wardens, Chantry, Ferelden army, Templars, Mage's circle, Apostates, Mercenary/Assassin, Dwarven kingdoms, Dalish Elves or other/independent.

A Blight refers to a period when darkspawn find and corrupt one of the Old Gods, which is transformed into an Archdemon and leads the horde to attack the surface world. The world has seen five Blights to date; as Dragon Age: Origins begins, the Fifth Blight has just begun. This is where out story starts, the characters will fight to unite the races and factions and put an end to the fifth blight.

Race is a sapient humanoid species in the Dragon Age universe. There are four main races.

The dwarves, or dwarva, as the dwarves refer to themselves, are one of the major humanoid races of the Dragon Age setting. Strong, stocky, and shorter than any other humanoid race, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn. They are a race in decline, once developed a huge, great empire which spread across vast underground networks of twelve great thaigs that spanned the breadth of Thedas. However their world was all but destroyed during the First Blight.

In addition to the loss of nearly all thaigs and the majority of the Deep Roads to darkspawn, dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint, a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.

Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream and lack magical ability. However, they are not completely barred and may enter it in exceptional circumstances. This is reflected in their resistance to magic, and accounts for their high tolerance to lyrium exposure. Dwarves who live on the surface for a long time (or who were born there) appear to gradually lose this resistance - however, there is still no recorded exception to their inability to learn spellcasting.

A unique dwarven ability is "Stone sense", a talent for subterranean navigation derived from the race's progenitor, the Stone. However in the games, this talent is not implemented neither as a game mechanic nor as a plot device. The stone sense of dwarves as well as their magic resistance is slowly lost the longer they are on the surface.

A humanoid race, elves are typically shorter than humans (though this has been mitigated slightly since Dragon Age: Origins) and have a slender, lithe build and pointed ears. Long ago, the elves were the dominant race on Thedas, and their advanced civilization was 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, but after four centuries they fell to the Chantry's Exalted Marches. Since then, their few numbers have been scattered all over Thedas in either forests as primitive nomads, the Dalish, 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. In Ancient Tevinter elves were called "rattus". Modern humans use the terms "knife ears" or, less cruelly, "rabbit" or "halla rider" (this may in fact be meant admiringly by some), as a racial slur. Though most of the elven language has been lost, they once referred to themselves as "elvhen" or "the people".

The Qunari (literally, "People of the Qun") is the name most commonly known for the white-haired, metallic-skinned, gigantic race and their society that governs the island nations of Par Vollen and Seheron, and the settlements of Kont-Aar and Qundalon in northern Rivain and Anderfels respectively. The Qunari homeland is located beyond the turbulent northern oceans of Thedas. However, contact has been intermittent at best and there is doubt as to whether a ship has made contact in many years.

Members of any other race who adheres to the teachings of the Qun (humans, elves and even dwarves) are called Viddathari. Humans of Rivain and elven slaves of Tevinter are especially susceptible to conversion, although it is not unknown for members of other groups to embrace the Qun.

Those not born of the Qun are not to be described as Qunari. They are Vashoth, "grey ones"; likewise those who abandon the Qun willinglly are known as Tal-Vashoth, "true grey ones". Most Tal-Vashoth are former soldiers and become mercenaries, and are considered by Qunari to be worse than bas.

Humans are the most numerous, yet also the most contentious of all the races of Thedas. Only four times have they ever united beneath a single banner, the last being centuries ago. The monotheistic faith of the Chant of Light plays a major role in human society. The majority of humanity in Thedas descended from numerous human tribes.


There are three base classes: mage, warrior and rogue. Note dwarves have a class restriction and cannot be mages.

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.

Warriors are the front-line fighters, the backbone of any party under assault. They only rely on melee weapons and strong armor while they are supplemented by powerful special abilities that draw from deep reserves of stamina. They can withstand and deliver a great deal of punishment, and have a strong understanding of tactics.

Mages are able to interact with the forces of magic. In order to qualify to be a mage, one must be an elf, a human, or a Qunari. Dwarves cannot be mages, as they are unable to connect with the Fade. This is due to their prolonged exposure to lyrium, becoming immune to its effects.
In combat, mages manipulate an energy called mana to bed the physical realm to their will, making them powerful ranged combatants and devastating front line fighters after the correct specializations

RULES:
RULE 1: Don't be op, a mod will tell you if a power is deemed over powered.
RULE 2: No killing without consent of the rp'er.
RULE 3: Please tag outside links.
RULE 4: NSFW gore and language is fine, sexy stuff can go in the Smut Room .
RULE 5: No forcing ships or ship bashing.
RULE 6: Don't spam and keep ooc down or move to the OOC Room .
RULE 7: No Godmodding / Metagaming / PowerPlaying etc outside of your powers.
RULE 8: Please don't advertise without permission from a mod.

Upon joining the chat, please fill out the reserve list and info doc before roleplaying.
Chat: http://unsupported.msparp.com/chat/DragonAgeStuck

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Offline 03-23-2015, 07:33 AM
Reply: #2
RE: Dragon age Origins Roleplay.
#bump
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Offline 03-23-2015, 09:25 PM
Reply: #3
RE: Dragon age Origins Roleplay.
I LOVE THE DRAGON AGE SERIES! I'd be happy to join if that's ok
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Offline 03-23-2015, 10:13 PM
Reply: #4
RE: Dragon age Origins Roleplay.
You are more than welcome to join :)
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Offline 03-23-2015, 10:45 PM
Reply: #5
RE: Dragon age Origins Roleplay.
Ohhh I might join this, sounds pretty cool! =)


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To Do List


Make more concepts for upcoming group + telescope to search for willing admins

Finish concept art for other sites

Actually do HW

What is love
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Offline 03-23-2015, 10:48 PM
Reply: #6
RE: Dragon age Origins Roleplay.
come check it out, the more the merrier
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Offline 03-24-2015, 04:38 AM
Reply: #7
RE: Dragon age Origins Roleplay.
#bumpin'
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Offline 03-24-2015, 11:48 AM
Reply: #8
RE: Dragon age Origins Roleplay.
Bumps

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"The Only way to win, is to give it your All!!"
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Offline 03-24-2015, 12:47 PM
Reply: #9
RE: Dragon age Origins Roleplay.
bumples
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Offline 03-24-2015, 07:51 PM
Reply: #10
RE: Dragon age Origins Roleplay.
Kinda-sorta-revives chat, parp down time pushed people away, we're back in full swing.
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