Post by JaccusRed on Dec 22, 2014 15:38:36 GMT 1
This game takes place in the world of Thedas 200 years after the events of Dragon age Inquisition starting in Fereldan. For those who don't know the universe here is some basic info.
Races: Human, Elves, Dwarves, Qunari.
Humans are the largest and dominant race in Thedas, they span various nations including Fereldan, Orlais, Nevarra, Tevinter, The Anderfels, Antiva and Rivain. Their dominant religion is the Chantry which worships the Maker, it based heavily on Christianity.
Elves can be generalised into two groups. The first are those who live in human society, these elves are second class citizens and live almost exclusively in severe poverty, living in specifically sectioned off areas of cities known as alienages. The second group is the Dalish, these are elves who refuse to live in human society, both because of the treatment their race receives, and several past offences, including the destruction of the elven homeland in ancient times. The Dalish live in nomadic clans, following traditions past down by their ancestors since before the fall of their homeland. Dalish clan attitudes to humans vary from distrust, to attacking on sight, and they rarely stay in one place long to avoid conflict with locals. Elves often refer to humans as Shem which is a insulting slang term, short for Shemlen. In appearance elves are thinner and shorter than humans and have pointy ears.
Dwarves generally live exclusively underground in their few remaining cities, Orzammar, Kal'Hirol and Kal'Sharok. In ancient times the dwarven kingdom stretched across the entire underlayer of Thedas and deep beneath it through networks of tunnels known as the deep roads, however an army of monsters known as darkspawn emerged from deep below the ground and invaded the dwarven cities and the surface almost wiping out the dwarven people and cutting them off from most of their cities. Kal'Sharok was, until recently thought lost, until Orzammar received word from them announcing their continued survival after over 900 years of no contact. Kal'Hirol was in fact lost and was reclaimed approximately 200 years ago. Presently both cities are fully functional and answer to the King of Orzammar, it being the Dwarven capitol. Dwarves that live on the surface are shunned by their cave dwelling people only dealt with out of necessity for trading. Surface dwarves are almost exclusively mercenaries or traders.
Qunari are a race of huge horned people that follow the Qun a restrictive religion that dictates a specific place for all it's followers with no choice for the individual. Those who follow the Qun have no names, only there job titles whih serve as identification. Officially the Qunari seek to invade all of Thedas so all follow the Qun however they've been stuck in a war with Tevinter since... well forever and have little to show for it. Despite this they are an impressive force only limited by the sheer size of the Tevinter Imperium. Qunari outside the Qun are either Tal'Vashoth who are those who have left the Qun who are killed on sight or Vashoth who are born outside the Qun who are allowed to join the Qun or die. Other races may join the Qun and many have, elves in particular join as it is one of the few societies in which they receive equal treatment to humans.
Magic: Magic comes from the fade the realm which people go to when we dream. The fade contains spirits and demons the latter of which often try to possess mages and enter the real world, it also alledgedly contains heaven and the seat of the maker according to the Chantry although this is in theory a part of the fade that is almost impossible to reach. Mages draw power from the fade and this allows them to do magic. Because of their power and vulnerability to possession Mages are in almost all human society, with the exception of Tevinter, forced into the circle of Magi and it's circle towers, here they live and train under careful observation rarely being allowed to leave usually for their entire lives. Among the Dalish mages are given great respect and are trained to be Keepers who lead their clans, however due to the risk of magic, when a clan has more than one mage other than the keeper they are passed to another clan or failing that abandoned to live alone. Dwarves cannot use magic or dream, this is due to being exposed to Lyrium, a magical substance beneath the ground that they mine and sell to mages, there constant exposure makes them resistant to magic. Mages within the Qun are bound in chains and a very uncomfortable metal suit that makes moving and speaking without permission impossible, they are prisoners from the moment of their birth to their death.
Darkspawn: According to the Chantry the darkspawn were created when Mages tried to enter heaven, allegedly they succeeded and were cursed and returned to Thedas, Corrupted and monstrous, the first Darkspawn. Whether or not this is true, a horde of darkspawn emerged from deep below the ground and ravaged all of Thedas, every race was almost annihilated. Then an order of Warriors emerged, men and women from all walks of life from all races known as the Grey Wardens, They defeated the darkspawn and drove them back into the deep roads. The darkspawn primarily stay beneath the ground and remain a problem for the Dwarves. Every few hundred years they invade the surface again with the same huge numbers and animalistic ferocity, this is called a Blight. There have been 5 blights throughout history and each time the Grey Wardens have defeated it.
Grey Wardens: The Grey Wardens accept any and all applicants and have the right of conscription that allows them to forcibly recruit anyone from nobles to condemned criminals. The Grey Wardens are on better terms with all races then most as they contain members of all races and fight for the survival of all indescriminately. They are allegedly the only people who can end a blight although it is not commonly known why this is. They are a very secretive order.
More information can be found on Dragon Age Wiki if people want it, this should be enough to start with though and more info will be given through knowledge Rolls.
I will be using a Savage Worlds Conversion found here: www.savageheroes.com/conversions/Savage%20Worlds%20-%20Exalted%20Age%20v1.07.pdf (I do not own this and will remove if asked by the copyright owner.)
I will only be using the item and spell lists and the arcane backgrounds from here and no edges or rule changes should be taken into account, if an edge is a requirement for a spell or Item it can be ignored. Any items not found I'm happy to stat up on request.
New Skills include Herbalism (Potions and Poisons) and Rune Crafting. Stealing comes under stealth skill and trap making comes under repair skill. You will recieve a few points of knowledge skills based on your background for free at the GM's discretion.
Currency: Currency for thedas breaks down into copper, silver and gold, 1 Silver is the equivalent of 1 Gold by the Savage Worlds hand book currency, 100 coppers to a silver, 100 silvers to a gold.
Races: Human, Elves, Dwarves, Qunari.
Humans are the largest and dominant race in Thedas, they span various nations including Fereldan, Orlais, Nevarra, Tevinter, The Anderfels, Antiva and Rivain. Their dominant religion is the Chantry which worships the Maker, it based heavily on Christianity.
Elves can be generalised into two groups. The first are those who live in human society, these elves are second class citizens and live almost exclusively in severe poverty, living in specifically sectioned off areas of cities known as alienages. The second group is the Dalish, these are elves who refuse to live in human society, both because of the treatment their race receives, and several past offences, including the destruction of the elven homeland in ancient times. The Dalish live in nomadic clans, following traditions past down by their ancestors since before the fall of their homeland. Dalish clan attitudes to humans vary from distrust, to attacking on sight, and they rarely stay in one place long to avoid conflict with locals. Elves often refer to humans as Shem which is a insulting slang term, short for Shemlen. In appearance elves are thinner and shorter than humans and have pointy ears.
Dwarves generally live exclusively underground in their few remaining cities, Orzammar, Kal'Hirol and Kal'Sharok. In ancient times the dwarven kingdom stretched across the entire underlayer of Thedas and deep beneath it through networks of tunnels known as the deep roads, however an army of monsters known as darkspawn emerged from deep below the ground and invaded the dwarven cities and the surface almost wiping out the dwarven people and cutting them off from most of their cities. Kal'Sharok was, until recently thought lost, until Orzammar received word from them announcing their continued survival after over 900 years of no contact. Kal'Hirol was in fact lost and was reclaimed approximately 200 years ago. Presently both cities are fully functional and answer to the King of Orzammar, it being the Dwarven capitol. Dwarves that live on the surface are shunned by their cave dwelling people only dealt with out of necessity for trading. Surface dwarves are almost exclusively mercenaries or traders.
Qunari are a race of huge horned people that follow the Qun a restrictive religion that dictates a specific place for all it's followers with no choice for the individual. Those who follow the Qun have no names, only there job titles whih serve as identification. Officially the Qunari seek to invade all of Thedas so all follow the Qun however they've been stuck in a war with Tevinter since... well forever and have little to show for it. Despite this they are an impressive force only limited by the sheer size of the Tevinter Imperium. Qunari outside the Qun are either Tal'Vashoth who are those who have left the Qun who are killed on sight or Vashoth who are born outside the Qun who are allowed to join the Qun or die. Other races may join the Qun and many have, elves in particular join as it is one of the few societies in which they receive equal treatment to humans.
Magic: Magic comes from the fade the realm which people go to when we dream. The fade contains spirits and demons the latter of which often try to possess mages and enter the real world, it also alledgedly contains heaven and the seat of the maker according to the Chantry although this is in theory a part of the fade that is almost impossible to reach. Mages draw power from the fade and this allows them to do magic. Because of their power and vulnerability to possession Mages are in almost all human society, with the exception of Tevinter, forced into the circle of Magi and it's circle towers, here they live and train under careful observation rarely being allowed to leave usually for their entire lives. Among the Dalish mages are given great respect and are trained to be Keepers who lead their clans, however due to the risk of magic, when a clan has more than one mage other than the keeper they are passed to another clan or failing that abandoned to live alone. Dwarves cannot use magic or dream, this is due to being exposed to Lyrium, a magical substance beneath the ground that they mine and sell to mages, there constant exposure makes them resistant to magic. Mages within the Qun are bound in chains and a very uncomfortable metal suit that makes moving and speaking without permission impossible, they are prisoners from the moment of their birth to their death.
Darkspawn: According to the Chantry the darkspawn were created when Mages tried to enter heaven, allegedly they succeeded and were cursed and returned to Thedas, Corrupted and monstrous, the first Darkspawn. Whether or not this is true, a horde of darkspawn emerged from deep below the ground and ravaged all of Thedas, every race was almost annihilated. Then an order of Warriors emerged, men and women from all walks of life from all races known as the Grey Wardens, They defeated the darkspawn and drove them back into the deep roads. The darkspawn primarily stay beneath the ground and remain a problem for the Dwarves. Every few hundred years they invade the surface again with the same huge numbers and animalistic ferocity, this is called a Blight. There have been 5 blights throughout history and each time the Grey Wardens have defeated it.
Grey Wardens: The Grey Wardens accept any and all applicants and have the right of conscription that allows them to forcibly recruit anyone from nobles to condemned criminals. The Grey Wardens are on better terms with all races then most as they contain members of all races and fight for the survival of all indescriminately. They are allegedly the only people who can end a blight although it is not commonly known why this is. They are a very secretive order.
More information can be found on Dragon Age Wiki if people want it, this should be enough to start with though and more info will be given through knowledge Rolls.
I will be using a Savage Worlds Conversion found here: www.savageheroes.com/conversions/Savage%20Worlds%20-%20Exalted%20Age%20v1.07.pdf (I do not own this and will remove if asked by the copyright owner.)
I will only be using the item and spell lists and the arcane backgrounds from here and no edges or rule changes should be taken into account, if an edge is a requirement for a spell or Item it can be ignored. Any items not found I'm happy to stat up on request.
New Skills include Herbalism (Potions and Poisons) and Rune Crafting. Stealing comes under stealth skill and trap making comes under repair skill. You will recieve a few points of knowledge skills based on your background for free at the GM's discretion.
Currency: Currency for thedas breaks down into copper, silver and gold, 1 Silver is the equivalent of 1 Gold by the Savage Worlds hand book currency, 100 coppers to a silver, 100 silvers to a gold.