Thursday, July 26, 2012

RolePlayGateway?


This thread is a compilation of the races, factions, and locations important to Kirkwall, and to the RP, and will hopefully serve as somewhat of a beginner?s guide to Dragon Age lore for those not very familiar. I will add to it by request. Most of this information comes from the Dragon Age Wiki, and of course if you?re curious about anything, the wiki will have the information you need, as well as probably a whole lot more you won?t care about. These tidbits I?m providing are just to get a general sense of the important things to Kirkwall. I highly recommending reading the respective wiki entries of whatever group you are planning on creating a character of, if you aren?t already familiar with the lore.

Please do not post in this thread unless I?ve given you permission. Thanks!

Here is a map of Thedas, for those who are curious, though the RP will be taking place exclusively in and around Kirkwall. Still, it helps to know where everything is.





Humans

The most numerous of the races in Thedas, but also the most divided. Rarely have the humans united under a single banner, and the last it happened was centuries ago. Humans have created drastically different societies across the world, powerful nations such as Ferelden, Orlais, and the Tevinter Imperium. They are also responsible for the creation of the Chantry, the most common religion in human society. They are the most versatile of the races, and will typically adapt to any given situation if given enough time. The greatest threat to human dominance in Thedas is their lack of unity. Centuries old hatreds divide some nations, and it would take a truly massive threat to get them all to cooperate.

There is also great difference among the classes of humans. The nobility often live in great luxury, while the unfortunate poor are looked down upon and left to fight amongst themselves for survival. In Kirkwall, this problem is particularly acute, and has even led to violence in the past.




Elves

The elves of Thedas are typically slightly shorter than humans, and have more slender, lithe builds. Their life spans are no longer than that of humans, though it is speculated that this was not always the case. They believe they were once an immortal and immensely magically talented race that lived in harmony with the natural world, but that the arrival of humans ?quickened? them, causing them to begin aging and dying. Humans were also responsible for the eventual destruction of their empire, so it?s no surprise the two races don?t often get along well.

Most elves in the present live as second class citizens in human cities, and racism between humans and elves is a common occurrence, in both directions. They are typically confined to alienages in the poorer districts of a city, where they try to keep some small amount of their culture alive. Some elves, however, refuse to submit to any human rule, and wander the wild in clans known as the Dalish, who dedicate themselves to preserving their culture, and not allowing it to be destroyed by the humans. Though it may no longer be possible, the elves wish for a return to their former splendor, before all of their culture is lost to the ages.




Dwarves

The dwarves, like the elves, were once a far greater people than they are currently, though the cause of their downfall has been the darkspawn, not the humans. The large majority of these short, powerful, hardy folk dwell in underground cities carved from the stone. The darkspawn also originating from underground, it was no surprise that the Dwarven kingdoms were the first to suffer from their arrival. All but one of their cities have fallen, the last being Orzammar, underneath the Frostback Mountains in Ferelden.

Several major differences separate dwarves from the other races. They do not enter the Fade, the realm of spirits and demons, as elves and humans do, when they dream, and thus they lack magical talent utterly, although they gain a resistance to all magical forms, and lyrium exposure, in return. They place a large emphasis upon strength and martial prowess instead. Their religion, too, is different. They do not worship the Maker as the humans do, but rather the Stone from which they were born, as well as Paragons of their society, individuals who distinguish themselves in their lifetimes enough to become essentially living gods.




Qunari

The Qunari, for the most part, are a mystery to the races of the mainland. They hail from an unknown eastern land across the Northern Ocean, a land which they since lost contact with more than a century ago. Their territory in the known world consists of the islands Par Vollen and Seheron, in the north, although their armies once threatened to conquer the entirety of the known world, and were one of the few things that could unite humans together. They currently have a firm grip on Par Vollen, and battle with the Tevinter Imperium for control of Seheron, a war which has lasted over eighty years.

The word ?Qunari? does not actually refer to the horned species that one thinks of, but rather any being who adheres to the teachings of the Qun, the strict religion which the Qunari follow, meaning that elves, humans, and dwarves could become Qunari if they wished. The horned people are actually called kossith, though they are almost always referred to as Qunari. Few understand their duty-centric beliefs, and the vast majority of people simply fear them for their ways, which seem brutal and unforgiving by human standards.







The Chantry

The Chantry is the dominant religious organization across Thedas, the philosophy of which is based upon the life and teachings of the prophetess Andraste. The teachings were written in the form of the Chant of Light, and are supposedly the words of the Maker, the holy being which has since abandoned mankind for their transgression, specifically those of the first magisters in the old Tevinter Imperium, who sought to use blood magic to enter the Maker?s golden city, but instead ended up destroying it. The faithful believe if the Chant can be spread to the four corners of the world, that the Maker will hear it, and return to His children.

In practice, the Chantry holds a great deal of power in all human lands save for the Tevinter Imperium, where the Magisters still effectively rule. The entirely female priesthood of the Chantry is headed by the Divine, who leads from the Grand Cathedral in Val Royeaux, in Orlais. But the Chant has indeed spread far. In Kirkwall, the Chantry is prominent enough to have a Grand Cleric, and the opinions of her and her fellow sisters and mothers are highly respected throughout the city.




The Templar Order

The Templars are a military order of the Chantry with the primary duty of watching over the mages within the various Circles of Magi throughout Thedas, as well as hunting down mages living outside of the Circle, known as apostates, specifically those that resort to blood magic, known as maleficarum. Officially, they are a force for defense, established to protect the faithful from threats of magical origin. In truth however, they are an army; well-equipped, extremely disciplined through training, and highly devoted to the Maker. They are specifically trained to combat mages, and possess abilities to both shield themselves from magic, and nullify a mage?s ability to cast spells in the first place.

Those that believe the Viscount is the one ruling Kirkwall are fools; the real power rests with the Templar Order in the city, and their driven Knight-Commander. The Order has a very strong presence within the city, strong enough to the point where the Viscount is forced to listen to the Knight-Commander?s counsel, especially in matters relating to the local Circle of Magi. Very little happens in Kirkwall without the Templar Order?s knowledge.




The Circle of Magi

There are some things one must understand about magic in Thedas to understand why the mages are treated as they are. Magic originates from the Fade, the realm of spirits and demons, the place where people dream. Malevolent spirits, the demons, wish little more than to experience mortality, and incessantly try to possess mages. Use of magic can draw the attention of demons on the other side of the Veil, and increase the risk of demonic possession. A mage who becomes possessed by a demon becomes an abomination, an immensely powerful creature of nightmare. It is for this reason that the Templar Order watches over mages, confines them into easily defended areas. Mages are dangerous, whether they intend to be or not. It is often a mage with the best intentions that causes the most damage.

And of course, some mages do not have good intentions. Some willingly make dealings with demons, acquiring the knowledge they possess often in exchange for something the demon wants, which rarely is beneficial for others. Demons alone fully understand the intricacies of blood magic, the forbidden school which is feared above all others for its incredible potential for power through dark rituals. Put all this together, and it?s no wonder the mages are oppressed in the current age.

The Circle was established by the Chantry, and it is enforced by the Templars. Children that show magical potential are taken by the Circle usually between 6 and 12 years of age, regardless of their social status. They are trained under by older mages, and watched closely by the Templars, until they are young adults, at which point they undergo a trial called the Harrowing, meant to prove that they are capable of defending themselves against the lure of demons. Should they fail, the Templars kill them on the spot. Even after passing, mages are confined to their Circles unless given explicit permission by the Templars that they may leave for some purpose, in which case the Templars will still follow them, to ensure nothing goes wrong.

It is undoubtedly a harsh system, but the dangers mages have posed upon the world in the past seem to indicate that it is necessary. How far the Templars should be allowed to go, however, remains up for debate.




Dalish Elves

All the lands of Thedas are ruled by humans, and so the Dalish, a people who wish to live under no rule but their own, are generally not welcome in most places. They are an extremely proud people. Their clans date back to the time when elves once had an empire, and as such, they believe they have the purest blood of all elvenkind. They are also extremely distrusting of outsiders, particularly shemlen, the humans, although they are also known to not even really respect their city dwelling cousins, those who have given up the old ways to live under the heels of humans. They are peerless hunters, and each clan has a pair of mages, the Keeper, who leads the clan, and the Keeper?s First, an apprentice who will lead the clan when the current Keeper passes on.

Members of the nomadic Dalish clans are marked with vallaslin, or blood writing, in intricate facial tattoos upon reaching adulthood, with different designs representing the different gods in the Elven Pantheon. A Dalish elf within the city would not be mistaken for just another city dweller by the elves within, and would likely be treated with respect, if not reverence. They represent the greatness that was once the elven race.




Surface Dwarves

While they aren?t necessarily a faction, there are certain differences that surface dwarves typically have from those that remain in the underground city of Orzammar. Living upon the surface is a fate that many dwarves fear; the very sky seems a danger. And with their reverence of the Stone, dwarves who voluntarily leave the city to live upon the surface are largely looked down upon. Should they attempt to return to the city, they would likely be casteless, and not have a place in dwarven society any longer.

It is typically dwarves from the lower castes that end up on the surface, as leaving Orzammar can be an escape from the caste system that holds them down. On the surface, they can make their own fortunes, both for themselves, and for their children. The lower caste background also means they are more likely to be criminals, considering that often the only profession available for casteless dwarves involves crime.

Some of them don?t even have beards.



General descriptions of the locations in and around Kirkwall. These are the locations your characters can travel to during the RP.





Hightown

Everyone who is anyone in Kirkwall lives in Hightown. In their bird?s nest overlooking the rest of the city, the people of Hightown have little to complain about other than the occasional stench that wafts up from Lowtown. The people here feel safe, if only because an invader would have to scale the many steps upon the stairs up to Hightown. In several wars, Hightown has held out for months after Lowtown was more or less destroyed. It is the only wealthy district of the city, and those who live in Hightown are the envy of all in Kirkwall.

Notable Places in Hightown
The Viscount?s Keep: The center of power in Kirkwall, symbolically. It towers above the other manors in Hightown, and is only rivaled by the Chantry in terms of splendor. Home to the Viscount and his family, as well as the guard barracks.
The Chantry: The home of the Grand Cleric, a towering structure that dwarfs the other mansions. It is as much a symbol of the Chantry?s powerful hold over Kirkwall as it is a place of worship.
The Blooming Rose: A luxurious brothel in Hightown?s Red Lantern District. They provide "the royal treatment" for 2 sovereigns, "standard services" for 1 sovereign and for 50 silver "someone may briefly touch you for an hour."




Lowtown

Lowtown is literally a pit where slaves once lived, back in the days when Kirkwall was a frontier city for the Tevinter Imperium. Here the city?s common folk carved a living out of the rock face, while their overlords rested in luxury at the top of the city?s narrow stairs. In the present, it is the most colorful and lively part of Kirkwall, though certainly not the safest. It?s a melting pot of human, dwarven, and elven residents, none of which have much coin to speak of. A newcomer would find Lowtown a vast maze, filled with shantytowns and unorganized corridors, clustered around markets and stalls.

Notable Places in Lowtown
The Elven Alienage: The elves of Kirkwall live in a rather secluded corner of Lowtown, around the vhenadahl, the massive tree that all alienages have. It?s possibly the only greenery in the district. Though the elves are poor, there are worse places to be in Kirkwall.
The Hanged Man: One of the more popular destinations in Kirkwall, despite its seedy reputation. It?s a tavern where the ale tastes like piss and the stew has meat of unknown origin, but many people, both travelers and locals, will pass through it, and share their stories among questionably good company.




Darktown

Those in Lowtown can take comfort in the knowledge that as bad as they have it, others have it worse. Darktown is a den of inequity, a place where only the most pitiful of people dwell. It?s built in the underground and sewers of the city, and is typically polluted, the streets covered in a kind of toxic fog, making it no surprise that disease has become widespread throughout the district. It is a hive of crime, and numerous criminal bases, such as the dwarven Carta, make their home here. Even the Templars tend to keep their distance from Darktown, viewing the place as simply a lost cause. If someone needed a place to hide, Darktown would be their best bet. The arrival of the Blight refugees from Ferelden only made the problems of the district worse, as many of them were forced into Darktown, having no other place to go.




The Docks

Kirkwall?s docks are located across a small channel from the towering Gallows, at the base of Lowtown, just outside of the city?s massive walls. Like Lowtown, it was carved out of the quarry rock by slaves from the time when Kirkwall belonged to the Imperium. Currently, this is where the majority of the trade performed within the city is done, and anyone with a ship will be visiting this area frequently. Supposedly one must have a permit in order to dock in Kirkwall, but the city guard rarely enforces this.

Notable Place in the Docks
Qunari Compound: After the Arishok and his fleet were shipwrecked off the Wounded Coast, the Viscount ?gifted? them with a section of the docks for them to temporarily stay in, until a ship comes to take them home. The Qunari have since heavily fortified this compound, and it now appears more like a fort than a temporary home. The thick wooden gate they built opens only for those whom the Arishok has business with.




The Gallows

Anyone seeking entry to Kirkwall by sea must first pass through the Gallows, a towering castle on an island across a narrow channel from the Docks. This place was designed by the magisters of the Tevinter Imperium, meant to break the spirits of the slaves who once passed through on their way to the quarries. Statues of tortured slaves fill the courtyard, mementos of the city?s history. Its current use is to be the home of the Circle of Magi in Kirkwall, as well as the army of Templars that keep watch over them. The city guard also has a presence in the castle, operating and maintaining the city?s dungeons, underneath the surface.

Notable Locations in the Gallows
Templar Hall: The home of the Templars in Kirkwall. It is here that they are trained, housed, and supplied, and is the home of the Knight-Commander and her highest officers.
The Circle of Magi: On the opposite end of the castle, in considerably smaller quarters, are the mages of the Circle, and their First Enchanter. The Gallows could easily be seen as more of a prison than a home for them.




Sundermount

Kirkwall is guarded by the Vimmark Mountains to the north, the largest of which is also the nearest to the city. Sundermount has a dark reputation, with legends stating that it was the site of a vicious battle between the Tevinter Imperium and the elves of Arlathan. Great horrors were supposedly unleashed during the battle, and to this day unholy beings prowl the mountain?s heights.

Notable Places at Sundermount
Dalish Encampment: The Sabrae Clan of Dalish elves were forced to settle at the mountain?s foot after losing their herd of halla, the noble creatures that pull the elven landships which carry their kind. Their Keeper supposedly has business in the area as well.




The Wounded Coast

One of the roads that travel into Kirkwall, the Wounded Coast is typically avoided if possible, due to its reputation for housing bandits that hide among the rocky cliffs, as well as the predators that make their home in the area. There is little vegetation here apart from the occasional palm tree, and storms frequently lash the area. One such storm caused the Qunari fleet in the area to crash upon the rocks, killing many of their warriors, and leaving the rest stranded in the city.




The Bone Pit

Due to Kirkwall?s dark history, there are few places surrounding it that have good reputations. If you couldn?t tell from the name, the Bone Pit is not one of these places. It was once known as the Maharian Quarry, and was once of the mines controlled by the Tevinter Imperium. As always, the magisters used slave labor to work the mines, and the Bone Pit got its name from the high number of workers that died within the mines. Stories are told of one overseer who supposedly fed the occasional slave to his dragonling pets, presumably as punishment. Some believe the number of deaths actually weakened the Veil in the area, effectively cursing the mine. It is currently owned by an Orlesian Hightown merchant, who is employing mostly Ferelden refugees, the cheapest available labor.

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