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Dragon Age: The Undoing

DA:TU Codex

a part of “Dragon Age: The Undoing”, a fictional universe by The Valkyrie.

The year is 1:95 Divine, and the second Blight has been raging for nearly a century. Pushed to desperation, the Grey Wardens assemble a team for a suicidal mission. None were prepared for what they would discover.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Dragon Age: The Undoing”.
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DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Wed Jul 04, 2012 6:49 pm

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1. Tab 5. Historical Info Thread
2. OOC 6. NPC Dossier
3. Chat Pad 7. Codex
4.Fun & Games 8. Mission Briefings


This is the codex, a place to find miscellaneous information about the world around you. As the journey continues, look here for records of what you discover. Please do not post here.
The Canticle of Fate: Silver Lion Stanza
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"Though I am flesh, Your Light is ever present,
And those I have called, they remember,
And they shall endure."

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Thu Jul 05, 2012 8:52 pm

The Seekers of Truth


The Seekers of Truth remain rather enigmatic, said only to appear when the Templars have failed in their duties. Answering only to the Lord High Seeker and the Divine herself, the Seekers are rumored to be of a particularly mixed set of skills. Noted for their abilities as apostate hunters, they apparently share some abilities with Templars, but no Templar could move so well though the shadows of public awareness as they do.

Seeker training is impossible to come by if one has not been received into their ranks, but if one has, they find themselves with new abilities honed for stealth and combating the forces of magic and the Fade. Though, I dare say a seeker can be overcome like any other Templar; they're just better at hiding. Do watch your back, Corvinius.

From a letter to Magister Gaius Corvinis from his cousin, Severus Tullius.

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sat Jul 07, 2012 7:06 pm

The Wounded Coast


The Wounded Coast is known for being a haven for bandits preying on the fear of civilians trying to flee the Free Marches on foot. Several caves in the area are known smugglers' dens, but military and paramilitary forces in Kirkwall are far too busy defending against the Blight and repeated Darkspawn incursions to do much about them. Rumor has it that the bandits' uninterrupted activities have yielded them a fair lot of coin and some nice equipment and trinkets for their trouble. Caution is advised when traversing the region.
-From The Warden's Guide to the Free Marches, by Preventus Mortimer

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Mon Aug 06, 2012 5:49 pm

The Scarlet Tide


Chapter Seven: A Fleet Asunder

In 1:90 Divine, twenty years after the design was first proposed by the Royal Engineers, the Empire's fleet finally had a flagship. Christened the Will of Andraste, the caraque was of a four-sail design, square rigged in the front and lateen-rigged on the mizzenmast. The cargo hold was ideal for long journeys, with lodgings for livestock, and the crew's quarters relatively spacious, with room for more men than were strictly needed to run the ship. Make no mistake, however: The Andraste was equipped for war. More cannons than any of the fleet's other ships, and catapults designed to hold both Tevinter Fire and other, more mundane projectiles... there was nothing quite like it in the world.

Imagine the shock and outrage of the navy, then, when it was commandeered by pirates before its maiden voyage. A Fereldan pirate, no less! It was renamed and the bane of many a seafaring existence in the years to come.

-From "Triumph and Trial: A History of the Royal Orlesian Navy" by Brother Henri Dupont

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Wed Aug 22, 2012 12:40 am

Val Royeaux


The grand Orlesian capital is perhaps the most opulent city in the world, surpassing even Antiva City, though its grandeur is of a markedly-diffent kind. Though the single grandest building is currently the Emperor's palace, there are rumors in the wind of a future cathedral in the center of the city that will surpass even this. Given that Kordillius Drakon's son isn't half the man he was, it is perhaps to be expected that the church his father conquered for will swell to be greater in its glory than he could ever hope to be.

As for the city itself, the wealthiest areas are obviously towards the center, including the estates for nobility and the present Chantry. All of the buildings here are sweeping in architecture, made from a dark grey stone as imposing as it is oppressive. Looming parapets, striking battlements, sky-piercing turrets... the Anders may well be the toughest people in Thedas, but the Orlesians know how to look like it.

As one travels farther outwards, the blatant disparity between rich and poor becomes the entire settlement's most defining feature.

-From The Warden's Guide to Thedas, 2nd Ed., by Preventus Mortimer

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Fri Oct 12, 2012 9:13 pm

Master Class: Breaker


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There's an old Orzammar story, about the Legion of the Dead. They say that sometimes, those warriors can sink so far into their own minds that they lose contact with the environment entirely. Apparently, the first of them to do this learned his art by mixing his rage and sadness with some kind of strange mental discipline he learned from a human on the surface- a Templar, of all things. The result... well, not many people can do that, but they're called 'Breakers.' Either because all that strain breaks something inside them (presumably whatever keeps the rest of us from seeking pain), or because they break everything that stands in their way, it's hard to tell.

Chilling stuff, isn't it? Just be glad that the Legion stays in the Deep Roads. They can vent all that on the Darkspawn, and not trouble any of us about it.

-A note written by Shaperate apprentice Owend to his betrothed, Nesra



Breaker abilities:*
Broken (Sustained Mode)- The war drums sound off in Kerin's head and the berserker instinct takes over. She only exists for a singular purpose. Destroy all who would stand against her, no matter the price. In this state she becomes quiet, her eyes take on a vacant stare, and she becomes a demon in a dwarf's body. Her swings are leaden by remorseless fury, her steps are unfettered, and pain seemingly doesn't register.

Relentless (Activated Ability)- The beat of the drums is restless, the tempo relentless. Kerin's attacks are just a manifestation of the rhythm in her head and each axe fall is punctuated by a heavy thump of the beat. Her attacks are relentless and quick in succession, looking to overwhelm the defenses of her opponent with brutal and merciless hammering blows.

Determination (Passive Ability)- The skin of the war drums tightens, and Kerin refuses to let pain slow her down. Agony is just an afterthought, an increase of tempo in the beat, and it matters not to her singular purpose. Pain does not affect her, the steps she takes to end those who oppose her never slow as she marches ever forward. This is her fate, and hers alone to make. Pity those who dare to stand in her way.

Warpath (Activated Ability)- The war drums thunder a restless pace and demand that Kerin march to it. As she walks forward, she swings her axe with reckless abandon and hateful ferocity. Her steps are slow, but her swings are heavy and devastating. For a distance, all those who stand within her warpath will meet her axe as she wades through the bodies. If the target proves more resilient, she will stand her ground and chop away as a lumberjack would a tree until either the target falls, or she does. Nothing will stand in her way.

*Created by Talisman
Last edited by The Valkyrie on Sun Oct 14, 2012 6:22 pm, edited 1 time in total.

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 6:07 pm

Master Class: Harbinger


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I remember it to this day. The battle was hopeless; we were falling faster than we could stand again. The Tevinters had us out-armed with that despicable blood magic of theirs. Demons littered the battlefields, those Rage embodiments rolling over the ground and leaving everything scorched ashes in their wake. I remember thinking 'This is it. There's no hope left for us. I'm going to die, Maker save me.'

Then all of a sudden, a light pierced the darkness, and from behind us, arching over our heads, hundreds of holy arrows rained down on our enemies. We could do nothing but watch in awestruck rapture as those demons fell, their magister summoners after them. We were saved that day, by the Harbingers of the Maker. More than just Templar archers, those men were the light of Andraste herself, I swear it.

-The last testament of Roderick Hafstadtr, date unknown



Harbinger Abilities:*
Will of the Maker (Sustained Mode):Emil invokes an iron will granted by his fervent belief in the maker. He digs his heels into the ground, arches his back, prepares for an onslaught. He shall be like a solid boulder parting the river. In this mode Emil's takes a massive reduction in damage, but he can not move once he is engaged. If he does move, the mode is instantly shut down and damage sustained returns to normal.

Judgement (Activated Ability): Emilio has learned to control the lyrium in the blood to a greater degree and thus is able to fire arrows instilled with the Templar's power. The arrows shoot across the field encased in an intense blue light before striking the enemy, disrupting magic and causing increased damage.

Andraste's Pyre (Activated Ability): Emil's enemies will know the pain that Andraste suffered upon her funeral Pyre. Emil nocks a lyrium inscribed arrow and draws, invoking the lyrium in his blood as he releases to activate the arrow. Once the arrow pierces his foe, the target erupts into an intense blue flame, burning it.

Faith (Passive Ability): Even when everything seems hopeless and they are on the cusp of defeat, a light will shine through and guide them out of the darkness. Thanks to the spirit of Faith residing within Emil, the faith is never lost and failure is not an option. They will survive, they will endure, and they will win, by the Maker's will. The spirit grants him an increase in health and stamina in relation to how dire the fight seems.

*Created by Talisman

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 6:18 pm

Master Class: Alchemical Dervish


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She's a whisper on the wind
But her voice cuts loud and clear
Chills run the spine
When she whispers in your ear

A demon of desire
Made of flesh, bone, and blood
Rapture and ecstasy
Rise up like a flood

But now you're frozen in place
And you begin to wish
You hadn't kissed the blade
Of the Alchemical Dervish.


-Author unknown, found scribbled on a crumpled up note, somewhere in Orlais


Alchemical Dervish Abilities:*
Sandstorm (Sustained Mode): "Usually, careful planning and meticulous plotting just leads to a lot of stabbing, slashing, ducking, bleeding, and dying, with the last two only applying to the other guys." While this mode is active, Mira gains increased attack speed and critical chance, but constantly drains stamina. The attack speed and critical chance bonuses increase the longer the mode is active.

Fang of the Mistress (Activated Ability): "Get on her good side, and she'd teach you how to build a life for yourself, how to look out for yourself, and how to have a good time while doing it. Get on her bad side, and you end up in twenty pieces after a long, painful death." Mira coats Selena with a powerful poison. Her next few strikes inflict crippling pain on their targets, temporarily immobilizing them, and drastically lowering their defense for a few seconds. Has no effect against massive creatures, or any enemy without blood.

Lover's Embrace (Activated Ability): "This one started out as purely a bedroom concoction, but with a few tweaks, the battlefield can be a bedroom, too." Mira develops a new vial type, one which restores stamina to an ally, as well as temporarily increasing their strength and attack speed.

Secret Ingredient (Passive Ability): "What can I say? I was taught well, and I learned well. Oh, the things I could show you..." Mira improves upon all her recipes, increasing the duration of effects of all vials, poisons, and potions.

*Created by AugustArria

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 6:35 pm

Master Class: Pathfinder


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Day 54:

Still no sign of the others. Nearly ran afoul of some Chasind today—bloody uncivilized bastards. I HATE this backwater country. Snuck into a cave to take shelter from an incoming storm. Luckily, there were no bears or anything, just a bunch of really strange cave paintings. Savage images, of men and naked women turning into beasts the like of which I've never seen. One image captures me- a barehanded warrior strangling a dragon of some kind, only to become one himself in the next picture! There's something almost beautiful about it, but of course that's probably just the fatigue speaking. Henri had better find me soon! I'm a long, long way from home...

-Taken from the corpse of a well-dressed woman in southern Ferelden



Pathfinder Abilities:*
Swarm Form (Sustained Mode): Suicide's body explodes into a raging swarm of venomous wasps, becoming basically impervious to physical weapons, the stings crippling foes with deadly toxins, slipping through tiny holes in armor, moving at high speeds. Extremely useful against large or heavily armored combatants, but consumes stamina quickly, and is highly vulnerable to magical attacks.

Wolf Pack (Passive Ability): The path cannot be walked alone. When fighting closely alongside one or more party members, Suicide regenerates stamina and mana at an increased rate.

Drake Form (Sustained Mode): Suicide assumes the mantle of the dragon, turning into a moderately sized drake. In this form, Suicide can fly short distance, breathe fire in spurts, and rend opponents with razor sharp claws and teeth. Highest potential for damage, but draws large amounts of attention, and isn't as durable as bear form.

One Day as a Dragon (Passive Ability): His life will be fully led, regardless of its length. As Suicide takes injuries, his magical and physical damage dealt increases. The effect doubles when fighting enemies much larger than himself. In addition, he can now shift between forms without first returning to human form.

*Created by AugustArria

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 6:51 pm

Master Class: Bloodletter


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Of all the blood mages in Thedas (Tevinter especially, of course), none have ever attained quite the same mastery that we believe the ancient denizens of Elvhen'an to have possessed. The legends, already rapidly-deteriorating with time, lead us to believe that they were capable of raising the freshly-dead, of such an exquisite level of mastery over the blood that they could stop or start the hearts of lesser beings on a mere whim. Though the combative capabilities are obviously worth exploring, blood is just as conducive to life as it is to death. Even older stories suggest that some sages were able to become so connected to their surroundings, to the blood of other creatures, that it was hard to distinguish personal identity. We propose to explore the connection between this phenomena and Uthanera, the Endless Sleep.

-Rejected. We don't need old elven stories to tell our children at night; we need real results. Redirect the researchers towards the necromancy and the Minrathous Circle may reconsider.

-From a failed research proposal, authored by Horus Aurelius, Tevinter Magister



Bloodletter Abilities:*
Sword Mastery (Passive Ability): Andaer has learned to use his enchanted blade as both a magical tool and an instrument of death in its own right. His style is smooth, deceptively quick, and precise. His own blood isn’t the only sort he’ll be using for his magic anymore.

Puppeteer (Activated Ability): Andaer has studied the darker arts extensively, and can now resurrect freshly-dead corpses with their blood still mostly intact to do his bidding for a time. These reanimated dead are incapable of using special abilities, but can take simple attack and defense commands without slowing the Blood Mage’s own activity.

Pulse (Activated Ability): Andaer is irrevocably connected to every living thing in his proximity. Using that connection, he can send a burst of magic into all the enemies around him, causing their hearts to beat irregularly and their bodily systems to temporarily falter, stunning them for a short time.

Cessation (Activated Ability): Andaer’s mastery of blood magic is nearly complete. Using it, he can now forcibly stop bloodflow in a single target’s body- permanently. Outright kills weaker opponents, and stuns stronger ones for an extended period.

*Created by Kurokiku

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 8:17 pm

Master Class: Sentinel


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Before the Chantry was ever brought to Anderfels, it’s said that they worshipped a pantheon now lost to history. Its only remnant is supposed to be an old statue, standing in front of the Royal Keep in Hossberg. It depicts a winged woman, loose hair blown freely by some unseen breeze, holding a mighty halberd. She is stooping to clasp the hand of a dying swordsman, who gazes upon her reverentially. Many theories have been proposed for the nature of this evocative image; the most prominent suggest that she represents either a ferry-figure for the souls of the valiant, or else a guardian for those facing impossible odds. Whatever the case, it is a well-known historical note that Anderfels accepted female soldiers long before the other nations in Thedas. That land is so ravaged by Blight and hard living that anyone stalwart enough to survive and fight is welcome to aid in the defense. Perhaps some trace of that figure’s influence still lingers in the popular psyche, who can say?

-From “Myths and Mysticism: Pre-Andrastean cults of Thedas,” by Mother Catherine Hughes



Sentinel Abilities:*
Warden (Passive Ability): Solvej expresses her devotion to her cause and her companions on the field of battle. When there are more enemies than allies in the area, her strength, stamina, and health increase by a small amount for each enemy above the number of her companions. (If there are six allies on the field, her abilities increase for every enemy greater than six. One boost for seven enemies, two for eight, and so on). The quality of the boost goes up if the extra opponents are Darkspawn.

Shockwave (Activated Ability): The Black Templar is still a Templar, and a damn good one. Solvej channels her spirit energy through her weapon, and sends it outward in a radiating wave by swinging the polearm. All enemies in its path suffer heavy damage in addition to being knocked back.

Dangerous (Passive Ability): Having been caught without her spear one too many times, Solvej has weaponized what she can never lose, picking up barehanded fighting skills to vary her routine and give her close-range options. Her empty hands and feet are not as devastatingly-powerful as her bladed armament, but they’re still deadly, and the two mixed together are unpredictable.

Impervious (Sustained Mode): When this mode is active, Solvej is nearly indestructible, having learned to turn her body to minimize damage and preempt hits with risky blocks that others would not dare. Entering a meditative state, she is able to withstand the psychological pressure of pain by focusing only on what matters most. She can take hits for as long as anyone else can dish them- but even she is not invincible.


*Created by Kurokiku

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 8:28 pm

Master Class: Swashbuckler


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There once was a man of the ocean
Who loved to cause a commotion
By the swipe of a blade,
Or rakish word to a maid,
He veiled an uncommon devotion

-From “The Ballad of the Mariner Part I: Shanties and Limericks,” author unknown



Swashbuckler Abilities:*
Raider (Passive Ability): “If you can't climb the rigging, you can't work the ship.” Rudhale’s agility is more than just fancy footwork; it allows him to control the battlefield in a way that others can’t. His extreme dexterity allows for nearly unnatural contortions, showy distractions, and an uncommon resistance to injury- he can bend quite far indeed without breaking. Against opponents he’s Dueling or Juggling, he becomes nearly impossible to hit at all.

Rake (Sustained Mode): “Oh, I’m plenty of fun one-on-one, but what rake doesn’t know the joys of more… varied encounters?” The Pirate King is a cavorting dancer, of a sort, and what kind of hero would he be if he couldn’t handle multiple complex routines? The counterpoint to the usual Duelist, Rudhale has grown just as adept at taking on multiple opponents at once, and so long as their focus remains on him, his dueling bonuses now extend to groups of two to ten opponents, though to lesser degrees as more are added to the mix.

Captain (Activated Ability): “If the crew’s in danger, a good Captain is the first one into the fray, and the last one out.” And who else is quite so good at saving the day? Rudhale is very attentive to the conditions of his companions, and can cross great distances at a moment’s notice to appear at the side of a wounded ally, ready and willing to take a blow or deal an opponent an automatic critical hit.

Scarlet Tide (Activated Ability): “Never underestimate the value of a pack of sea dogs.” A pirate’s best assets are his ship and his crew, and Rudhale will never forget all that he learned from his. This ability pays homage to the name of his vessel; a series of incredibly quick, impossible-to-dodge slashes and kicks that end with a finisher- enough to kill weak or middling opponents outright, and an automatic vital-strike on anything stronger. He glad he’s not squeamish about blood, because he’ll likely be bathing in it.

*Created by The Valkyrie

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 8:35 pm

Master Class: Fadewalker


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The Fade is a mysterious place. Try as we might, we have scarcely scratched the surface of its ambiguities. I am almost certain that the elves knew how to passively channel spirits without risk of permanent binding, but… how this could ever be done eludes me. Every last subject has been ruined by the trial, and many more spirits corrupted, their forms altered into something twisted and dangerous. Perhaps it is a problem with the vessels. Perhaps some greater connection with the Fade is needed. I’ll try mages next. There has to be a way.

-From the notes of Tullius the Mad, a Tevinter Magister executed for illegal experiments on live beings



Fadewalker Abilities:*
Vessel (Passive Ability): The somniari alone is able to allow a spirit to possess her body without risk of permanent side effect. The nature of the spirit she channels determines her orientations in battle, as by their very constitution, some are different from others. This mode allows her to receive any spirit she chooses into her body, while augmenting all of her magical capabilities by a small amount.

Amity (Sustained Mode): Ethne channels a spirit of loyalty, which surrounds her in a blue-green light, granting a large boost to her HP and constitution and enabling her to take much more damage than usual in place of her allies if need be. Additionally, all of her ally-aiding abilities (healing and buffs) are augmented considerably, and to be within ten feet of her grants a bonus to the health and stamina regeneration of any ally.

Vigilance (Sustained Mode): Ethne has come to understand that sometimes, the greatest expression of love is watchful protectiveness. When she channels Vigilance, her offensive magical capabilities increase considerably, and her mana regeneration spikes. Surrounded by a red aura, she strides across the battlefield with a mastery not her own, flaying her enemies with destructive magic and apt staff-swings. Allies within ten feet gain a smaller, but considerable boost to strength, dexterity, or magic.

Compassion (Passive Ability): Among the spirits she has met, Ethne identifies most closely with Compassion. Their bond is great enough to reach across the Fade, and ensures that any enemy she fells is cleansed of the Taint with a burst of silver-violet magic. She herself has gained immunity to it, and can move about freely even in the deep roads without fear of contamination. (Grants resistance to poison, stun, and paralysis).

*Created by The Valkyrie

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sun Oct 14, 2012 8:39 pm

Master Class: Jack of All Trades


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Love is a sickness – a wretched thing digging through your bones, rotting your marrow, pulling your teeth until you've got nothing left. It's killed more people than any disease. It's something that bleeds through you, in you, out of you. There's no promises. There's nothing it can do to heal you, to fix you. Certain individuals – the stupid, the hopeless, the useless fops – believe it's the vestige of humanity, but I know better, we certainly know better, and have always known. Disillusioned, emotionally stunted cripples. They've emptied their boats of everything that made them sui generis, unique. Pride, dreams, goals, ambitions. Slopped up in rusted buckets, tossed overboard for bigger fish to eat. It's wasteful, I've always said that. They've got weak-kneed hearts, wavering under the slightest breeze. Flighty ignorance. It could bury you with it's regrets, drown you under all of that heaviness. It won't protect you. It won't be there to see you home, boy. If you don't love, then you've got nothing to lose... after all, look at me. I'm successful. I'm unhampered. Powerful, limitless.

Do you see what I'm saying? Are you listening, boy? Love, love is a sickness. If you don't love anyone, then no one will love you. So, you see, that's why they were taken away – your nannies. You don't need anyone when you've got yourself. That's all you need. Do you know what people do when they've been infected? They kill for it. They destroy each other. They do unspeakable things. Heartless? How dare you. I've provided for you. You're an obligation. There is no friendship, no love, nothing. Haven't you been listening?

No one could ever love you. Not even I.

-A page ripped out of Captain Fenlin's journal, regarding a particular conversation he had with his son



Jack of All Trades Abilities:*
Captain's Jig (Sustained Ability): There's something to be said about Rudhale's ability to weave around his opponents, as if his blades were extensions of his person, and his footsteps mere cats-paws gliding across creaky gangplanks. Rhapscallion's learned how utilize his twin-shamshirs to the best of his capabilities, pinpointing weaknesses, while actively parrying and avoiding attacks. An exponential amount training and meditation has increased his sense of control, of discipline, and focus, which in turn, increases his chances to land a critical hit and land a fatal hit when this ability has been activated.

Garden of Eden (Passive Ability): An overwhelming sense of tranquillity, of calm, of utmost certainty, guides his movements and thoughts, creating a nearly unstoppable force of benevolence. He may not be perfect, but his heart is always in the right place, moving him forward even if he knows his chances are slim. He has dreams. He has hopes. He wants to be more than he is at this instant, and that's enough to keep him fighting. He fights for himself, but more than that, he fights for his companions, his friends, his acquaintances – all of the people who've become important to him. With each companion in the party, or in his range, Rhapscallion's lent a great amount of resilience and agility. The higher the number, the greater his endurance. If his companions are in trouble, or are in a great deal of pain, then he's able to transfer the damage onto himself.

Killing Field (Sustained Ability): It wasn't long ago when Rhapscallion asked Kerin about strength, about overcoming weakness and doing what he must to protect the one's he loved. Reluctant at first, Kerin relinquished small portions of her secrets – enough, enough to man up the little crybaby and keep him from nearly getting himself killed all the time. It involved the drums bellowing in her ears in battle, ricocheting through her skull, drumming loud enough to provide her with the appropriate soundtrack. For Rhapscallion, it was difficult to understand. He'd been so used to disappearing that it seemed an alien concept: a particularly heavy-hitting, reckless concept. The ability relies on raw instinct, anger and physical strength. Wounds inflicted on his person are promptly ignored, rendered as mere annoyances. He gains greater portions of health, endurance, and strength in short bursts, depending on how much damage is being dealt to him. The longer the ability is activated, the less control he has, and the harder it becomes to finally stop when it's over. He is not Dwarven – and he certainly isn't Kerin – so his control on these drums, on that rage, is quivering at it's best.

The Calling (Activated Ability): How long will it be until his duties as a Grey Warden are over, when he's finally called back to the depths of Orzammar? Those days are heavy weights on his shoulders, but as his mentor, Solvej, has reminded him, there isn't anything that he cannot do now, so he shouldn't limit himself to what will happen then. He's able to move his blades in unison, held together by their pommels, as if it were a double-edged spear. He swings them in an ankle-ripping arc, eventually rending destruction from their heads, to their toes, at maddening speeds.


*Created by Yonbibuns

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Wed Oct 24, 2012 6:49 pm

The Deep Roads, 1:95 Divine


It's not clear exactly how the remnants of the first Horde came to reside in the Deep Roads, except that perhaps they served as the easiest avenue of retreat after the defeat of the first Archdemon. Indeed, little is known of the Darkspawn's habits, or even how exactly it is that they create more of themselves. There are tales, of course, horrible ones, of women forced to consume Darkspawn flesh until they themselves are Tainted and twisted beyond repair. The other mechanics involved do not bear thinking about, unless one wants to lose one's last meal.

What is known is that they have left the Roads relatively empty since the start of the second Blight, making them a perilous, but still preferable to the overland, route of travel for dwarves, merchants, and of course, dwarven merchants.

-From The Warden's Guide to Thedas, 2nd Ed.

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Wed Oct 24, 2012 6:54 pm

Maferath's Journal


Little is known at this time about the book found when Morpheus died, except that it's in an ancient version of the Avvar language, the dialect purportedly spoken by the majority of the men and women of Andraste's Army. Luckily for you, the multitalented Captain Rudhale knows his dead tongues almost as well as he knows the one in his head. Translation will take some time, though.



The captain has finished his work, and what he’s discovered is nothing short of history-making. The book is written by Maferath, traitorous husband of Andraste, and describes her not only as a powerful mage, but also obsessed with the call of a god only she can hear, compelling her to march upon Tevinter and destroy the city of Minrathous. Maferath isn’t sure why, but from time to time, he hears her muttering about the “library” and the “treacherous ones.”

At the time, Minrathous was home to a great library that housed much of the world’s knowledge of magic, including the secrets of the first magisters, the ones who entered the Golden City and blackened it with their sin.

“She is distant now, and I must admit that it no longer seems to me as though I look upon my wife at all. She is something else now, and the spirit is gone from her, replaced by some proud fire that I cannot hope to contend with. She speaks seldom to me now, or anyone, and I know that she goes often to that place, the one she calls the ‘Fade.’ I am ill at ease, and so are the men.”

“Whatever force she speaks to is mighty indeed; it is as if the sun itself beats down upon our enemies, withering their crops and drying their mouths while leaving us untouched. It is… unnatural, like that light that burns in my Andraste’s eyes now. Where has her gentleness gone? I do not know this woman, made of steel and forged in the sun-fire. She laughs at me when I tell her so, and says she will take that as her device—the sun for every man’s shield, and the flames for her sword.”

“She runs us ragged, but her strength never flags. What has He made of her? Wherefore does her compassionate heart hide? She cares no more for the men, nor for Shartan and his people, and least of all for me or our children. It is only Him now; His voice is the only one she hears. We tire, we starve, and still we fight. The magisters will break us, and she is willing to let us be broken, as long as Minrathous falls. I cannot abide this any longer. I will not see us win only after everything we fought for is lost. I have lost my wife, lost everything she was to me. I will not lose my people, too.”

“It is done. Hessarian has assured me he will lead the ambush personally. My children will despise me for what I have done. My people, also. I will probably die for it, and that is as it should be. In the end, she will be exalted, and I will be condemned. I accept this, and leave my thoughts here, in vain hopes that someday, someone will understand why I have done what I did. It was terrible, and necessary. Now nobody will remember the Andraste who wore her army ragged and cared nothing for them. They will remember her not as a frantic woman who spent too much time in dream and lost herself, but as a hero, who led her people in a valiant fight and died for them. It is all I can give her, now, and all she deserves.”

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Wed Apr 10, 2013 5:37 pm

Antiva City



Situated directly on the coast of the Rialto Bay, which leads out into the Amaranthine Ocean, the capital of Antiva is a marvel of decadence and culture. Bursts of color are everywhere, bright hues and dazzling metals to be found worn on nearly every citizen. Domed, lightly-colored buildings of stone, marble, or woods imported from Ferelden are the prominent architectural distinctions, and indeed the city itself seems to be laid out in whimsical, nonsensical patterns. The first-time visitor is likely to become at once lost and overwhelmed, but this is seldom an unpleasant experience.

Still, the wise will watch their purse-strings carefully, for though the atmosphere is deceptively carefree, there is no shortage of crime in Antiva, and worse: most of it is institutionalized. The formidable House of Crows rules here, regardless of what the crown and council do in the grand Royal Palace. The streets belong to assassins and pickpockets, and the most dangerous part of all is that they are nearly impossible to tell apart from the average street vendor.

-From The Warden's Guide to Thedas, 2nd Ed., by Preventus Mortimer

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Mon Nov 03, 2014 10:22 pm

Image

The Arbiter



The runes etched along this blade are in a language long dead, largely unknown even to scholars of ages well past. The sword itself is predominantly black, large and clearly made to be wielded in both hands. There is a faint hint of preternatural coolness to the metal it is constructed of, the only hint as to its unusual properties.

Erebus’s sword, dropped by the Darkspawn general upon his death… but only after being sheathed in Emil’s chest.
Last edited by The Valkyrie on Sun Nov 09, 2014 11:23 pm, edited 3 times in total.

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Mon Nov 03, 2014 10:28 pm

The Marble Spire



A monolith in what might otherwise qualify as the middle of nowhere, it is quite apparent to the student of architecture that the Marble Spire—so named for the flawless material of which it was constructed—was meant to contain in both directions. Assuredly, its high place on a steppe and its fortifications ensure that getting in is very difficult, but the size of the windows, single entrance and exit, and doors that lock from the outside, but not the inside, make it evident that it is as much prison as fortress.

-From the Warden’s Guide to Thedas, 2nd Ed., by Preventus Mortimer
Last edited by The Valkyrie on Sat Nov 08, 2014 12:44 am, edited 1 time in total.

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Re: DA:TU Codex

Tips: 0.00 INK Postby The Valkyrie on Sat Nov 08, 2014 12:43 am

Image

Memento



This staff seems to be ancient, but surprisingly intact. Dark metal in construction, it retains a curious warmth even when apart from any independent source of heat. There seems to be a place at the top of it where the metal once gripped something, but that something, whatever it was, is no longer present.

A staff left behind by Momus, when she dispersed into Tainted ash.

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