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Dragon Age: The Circle's End

Dragon Age: The Circle's End

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In the noble country of Orlais, the seat of chantry power within Thedas, tensions are slowly beginning to rise, as the world rushes to the precipice of change. The Mages of the Circle of Montsimmard simply try to make it through in one piece.

2,000 readers have visited Dragon Age: The Circle's End since TheReclaimer created it.

Ersatz Creed are listed as curators, giving them final say over any conflict & the ability to clean up mistakes.

Copyright: The creator of this roleplay has attributed some or all of its content to the following sources:

http://www.dragonage.com/

Introduction

In 9:30 Dragon Age, the Fifth Blight began, and once again, the world was threatened by the evil of the Darkspawn. Yet, only a year later, in 9:31 Dragon, it ended, with the Archdemon defeated at the hands of the Hero of Fereldan. Now, The Land, ruled by a new king, begins to rebuild, but the rest of the world seems to have barely noticed the plight of the southern kingdom. With the Threat ended, Fereldan’s neighbor and longtime rival, Orlais, returns to its daily life of Intrigue, subtle social maneuvering and plots for power collectively known as The Grand Game, even as tension slowly builds throughout the world. Something is stirring, and no one will be ready for it.

In the Orlesian City of Montsimmard, life has returned mostly to normal. Merchants continue to sell their wares, Nobles continue to forge alliances and break promises and life goes on. Of course, life in Montsimmard is hardly ordinary, even by Orlesian standards. The Grey Wardens maintain their Orlesian headquarters in the city, but most importantly, only a few miles to the west, on the shores of Lake Celestine, lies Fort Du Rouge, home to one of two circles of Magi within Orlesian Borders. Our story starts here, within its high walls…


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In the land of Thedas, magic is outlawed by the Andrastian Chantry, the dominant religion of the humans. This is because of the damage inflicted by the Magisters of the Tevinter Imperium, an empire that once spanned the whole of the continent. Soon after the Chantry was established, another organization rose up, called the Inquisition, which existed to hunt and destroy illegal mages.

However, due to important services rendered by magekind, it was recognized that magic itself was not evil, and in return, rather than brutally destroy illegal magic wherever they found, the Inquisition banded together with the Chantry and signed the Nevarran Accord. It was through this accord that the Circle of Magi was born. Whenever a mage is found, he or she, whether they are human or elf, are brought to one of the many circles found throughout Thedas, where they are taught to protect against the dangers of their gifts, and how to use them properly by others of their kind. Mages who are not part of the circle are considered apostates, with some exceptions existing.

Mages are typically brought to a Circle of magi as soon as they are discovered, usually from a young age of about 6, to anywhere to their early teens. Apprentices are trained in how to control their gifts, in preparation for their Harrowing. The Harrowing is a Ritual all apprentices must undergo so that they can become full mages. During this ritual, they face the threat of death from demonic possession, though apprentices are not told what awaits them, as they are often dragged off in the middle of the night so that they might be tested at their weakest. Demons are malevolent beings that seek to use mages to enter the physical world, and often entice mages through offering even grander power than they already possess. An alternative exists for those who are not confident in their abilities, known as the rite of tranquility. The Rite severs a Mages connection to The Fade, the source of Dreams, magic and Demons and Spirits. By severing this connection, they lose the ability to perform magic, dream or even feel emotion, as well making them immune to demonic possession.

A result of the Nevarran Accord was the Inquisition instead becoming the Templar Knights, an order of warriors who could resist and disrupt magic who now existed to defend the Magi, both from the distrusting populace of Thedas, and from the mages themselves, for mages are never out of danger. The Templars swear an oath to prevent Mages from being possessed by demons at all costs, and in the event of a Mage being possessed, they are tasked with destroying the resulting abomination.

Additional Reading can be found:
Here: templars-what-they-and-how-t89804.html

The Fade is the Realm of dreams, where the minds of humans and elves go in their sleep. Dwarves never enter the fade unless they are brought forcibly into. The Qunari claim the same, though this is a dubious claim at best due to the existence of mages amongst their races. The Fade is the source of magic for mages, as well as the realm of Spirits, beings that embody the positive aspects of humanity, such as Valor, Justice and Faith. There are also the Demons, entities that embody the negative aspects, like Rage, Sloth and Pride.

Lyrium is magic in physical form. Existing as an ore that can only be mined by dwarves living below the surface, it is used by both Mages and Templars. However, if any but an experienced miner comes into direct contact with the Raw Ore, it causes excessive damage to the body, including Nausea, blisters and dementia, and if a mage touches it, it will kill them instantly from the shock of absorbing such a huge amount of mana. Regardless, when refined, Lyrium can be used much more safely, though there are dangers. Mages used the refined substance to cast more powerful spells that would normally be beyond their ability, whereas Templars ingest the refined substance to gain their immunity to magic and abilities to disrupt magic.

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The RP itself takes place at the Orlesian circle of Montsimmard, and will center on its day to day operation, which can often take the form of experimenting, conducting research and perfecting your abilities or even teaching younger apprentices. However, Requests are often made for the Circle of Magi, as magic is a potent solution to many problems. If the Knight Commander, leader of the Templar knights at any one circle, and the First Enchanter, head mage of the circle, approve of the request, full Mages can be selected to leave the circle from time to time to deal with these requests.

Even more interested, the city of Montsimmard is home to the headquarters of the Orlesian chapter of the Grey Wardens, an order of elite Warriors, Rogues and Mages from all races and walks of life in order to fight a race utterly twisted and corrupted by something that could only be described as evil incarnate. They can make requests, should the situation find them in need of assistance, from the circle of Magi. The best of the Magi can also be recruited by the Wardens, through this only happens very rarely.

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Basic Character Sheet
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Name:
Age:
Nationality: (Contact me via PM if you need information regarding the Countries of Thedas)
Race: (Available for Play: Human, Elf, Dwarf-Limited)
Organization: (Circle of Magi, Templar Order, Grey Warden (1 Slot-Currently Filled.), Apostate,)
Class: (Mage (Must be part of the Circle of Magi or Apostate) Warrior, Rogue (Either class can be a Templar. Warriors are Templar Knights, Rogues are Templar Hunters. Other professions exist within the city of Montsimmard, but for now it is recommended that you play either a Templar or Mage.)
Rank:
Magi: Apprentice, Mage, Enchanter, or Senior Enchanter. First Enchanter rank is reserved.
Templar: Recruit, Knight, Lieutenant, or Captain. Knight Commander Rank is reserved.
Appearance: Images or Descriptions may be used.
Equipment/Description:
Specializations: This includes the types of magic or methods of fighting used Mages and Templars, Such as Entropy Magic for mages, or Berserker-style fighting for Templar Knights.

History: Just a Basic, skin and bones background is needed. Have fun with it if you want, though!


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Toggle Rules

1. Standard Rules Apply, No god-modding/meta-gaming/similar forms of BS.

2. The rules of Roleplay Gateway apply, as always.

3. Be Respectful of other players.

4. Know that I am very lenient on posting pace. Don’t feel pressured to constantly post, but do try to at least post every so often.

5. This is a LONG TERM roleplay, covering approximately a decade worth of time in game. Dedication is appreciated.

6. Feel free to ask questions regarding lore and other similar subjects within the DA Universe.

7. Current character limit is a Flexible 2, Meaning that you can create up to two characters without being questioned as long as they meet the standards. Anything beyond that can be brought to either myself or Ersatz_Creed, who can decide whether or not a third character can be permitted.

The Story So Far... Write a Post » as written by 10 authors

Setting

Characters Present

Character Portrait: Vladamir Rostovii Character Portrait: Miyako Character Portrait: Marquis Dampierre
Tag Characters » Add to Arc »

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"Well, I'll see you later." Vladamir spoke to the two people as they walked off, raising his hand a little as a way of casting his farewells. Although, his words were mostly directed to the girl, the strange guy seemed suspicious. He was not trusted, and never will be.

And with that, he walked off. Raising the part eaten bread to his face again, eating. Yet again, he had to leave the area. These damned people are too sketchy to be around, Vladamir never had the chance to sit down and eat his damn bread in peace. There would always be annoying pricks like that masked guy or that little girl interrupting his peace. Ah, how the sound of the surroundings are too loud for Vladamir's sensitive ears.

At least it is time for him to wonder the streets once more, gather some supplies and then leave the city for some more travelling.

Setting

Characters Present

Character Portrait: Ciera Character Portrait: Rusty Reed Character Portrait: Ariel
Tag Characters » Add to Arc »

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Ariala turned at the voice of another woman. Hmm, being singled out to watch already? Problematic, but nothing she hadn't foreseen. Ariala noted that this templar was speaking to her with less venom than many of the templars Ariala had met in this country, and did not seem to fear her.
"I don't see any problem." Ariala responded. "Might I ask why?" If Ariala knew what had prompted the suspicion, perhaps she could make an effort to hide it, and eventually she would be accepted as a fact of life by the denizens of the Circle. She looked at the templar before her, and thought about her goals. Elf's secrets, Great Game... Hmm, she knew she couldn't easily leave the Circle now that she was in. Perhaps this watching would prove a blessing. Easy access to gossip and people from outside the Circle's walls, if she played her cards right.

---

Rusty shifted, restlessly. She wondered if the Enchanter would notice her moving from her spot. She was surprised when a quick glance revealed that the Enchanter had moved, and now had her back to Rusty. Her mouth broke out into a smile, and she started looking for an expedient escape route. She looked a short ways to her right and saw a wheeled ladder up to the top of the bookcases. Her movement alerted some of the apprentices off to the side, but she put a finger to her smiling lips and mimed a stop signal at them. She went over to the ladder and scuttled up to the top of the bookcase. She reached up and grabbed the far edge of the bookcase to help her swing her leg up the final precipice.

A moment later, she was comfortably sat on top of the bookcase. However, by now she had made enough of a spectacle that mages that weren't involved in the class were starting to murmur and giggle, as well as the other apprentices. This prompted the Enchanter to turn and check where Rusty had been. The older woman turned a brilliant shade of puce when she realised where Rusty had gone.
"RUSTY REED YOU COME DOWN FROM THERE RIGHT NOW!" She bellowed, as she stood and started storming over. This prompted the apprentices to release their bitten in laughter, as Rusty, thinking quickly, kicked the wheeled ladder so that it rolled to the far side of the bookcase. She got her feet under her and stood up, her arms outstretched to help herself balance until she was completely upright. She grinned down at the Enchanter as the older woman continued to shout, halving her lecture between Rusty and the cacophony of laughter that the lesson had devolved to.

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View All » Add Character » 13 Characters to follow in this universe

Character Portrait: First Enchanter Dirth
Character Portrait: Ciera
Character Portrait: Rusty Reed
Character Portrait: Miyako
Character Portrait: Ariel
Character Portrait: Arran Cairbre
Character Portrait: Aywen Adh-Dhi'ban
Character Portrait: Gideon Cornell
Character Portrait: Abel Da'Kar

Newest

Character Portrait: Abel Da'Kar
Abel Da'Kar

"Such uncivilized occurrences, in an uncivilized time. A pity I was not born during an earlier, more refined, era."

Character Portrait: Gideon Cornell
Gideon Cornell

"One Maleficar is one too many."

Character Portrait: Aywen Adh-Dhi'ban
Aywen Adh-Dhi'ban

"Keep your nose clean, be smart, don’t take too many risks. This is how you survive."

Character Portrait: Arran Cairbre
Arran Cairbre

"Kneeling is better than dying. Anyone who says otherwise is a fool."

Character Portrait: Ariel
Ariel

"Well, I suppose every woman has her... Secrets."

Character Portrait: Miyako
Miyako

Each day I live takes me a step closer

Character Portrait: Rusty Reed
Rusty Reed

"Now, what else do you think my life is for if not to make you smile?"

Character Portrait: Ciera
Ciera

"The Key to remaining unseen is to never be seen."

Character Portrait: First Enchanter Dirth
First Enchanter Dirth

"A Keepers Job is to remember, But the future is as important as the past. Perhaps we would do well to learn that."

Trending

Character Portrait: Gideon Cornell
Gideon Cornell

"One Maleficar is one too many."

Character Portrait: First Enchanter Dirth
First Enchanter Dirth

"A Keepers Job is to remember, But the future is as important as the past. Perhaps we would do well to learn that."

Character Portrait: Arran Cairbre
Arran Cairbre

"Kneeling is better than dying. Anyone who says otherwise is a fool."

Character Portrait: Rusty Reed
Rusty Reed

"Now, what else do you think my life is for if not to make you smile?"

Character Portrait: Ariel
Ariel

"Well, I suppose every woman has her... Secrets."

Character Portrait: Aywen Adh-Dhi'ban
Aywen Adh-Dhi'ban

"Keep your nose clean, be smart, don’t take too many risks. This is how you survive."

Character Portrait: Miyako
Miyako

Each day I live takes me a step closer

Character Portrait: Abel Da'Kar
Abel Da'Kar

"Such uncivilized occurrences, in an uncivilized time. A pity I was not born during an earlier, more refined, era."

Character Portrait: Ciera
Ciera

"The Key to remaining unseen is to never be seen."

Most Followed

Character Portrait: Ciera
Ciera

"The Key to remaining unseen is to never be seen."

Character Portrait: Aywen Adh-Dhi'ban
Aywen Adh-Dhi'ban

"Keep your nose clean, be smart, don’t take too many risks. This is how you survive."

Character Portrait: Ariel
Ariel

"Well, I suppose every woman has her... Secrets."

Character Portrait: First Enchanter Dirth
First Enchanter Dirth

"A Keepers Job is to remember, But the future is as important as the past. Perhaps we would do well to learn that."

Character Portrait: Rusty Reed
Rusty Reed

"Now, what else do you think my life is for if not to make you smile?"

Character Portrait: Abel Da'Kar
Abel Da'Kar

"Such uncivilized occurrences, in an uncivilized time. A pity I was not born during an earlier, more refined, era."

Character Portrait: Gideon Cornell
Gideon Cornell

"One Maleficar is one too many."

Character Portrait: Miyako
Miyako

Each day I live takes me a step closer

Character Portrait: Arran Cairbre
Arran Cairbre

"Kneeling is better than dying. Anyone who says otherwise is a fool."


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