Dragon Age the Veilguard: Fan Bios

As always with all my blog stories, I do not intend to make any kind of profit from them, they are solely for the enjoyment of myself as a writer and to any who read them. 

Any images I have used in the story are from google images, I do not wish to violate any kind of copyright ownership and if so desired I shall happily remove them if requested by the rightful owners.

As of writing this story, I have yet to play the game Dragon Age the Veilguard, however from what I understand during the character creation, the player chooses which race they want to play as.

Choosing between Elf, Human, Dwarf and Qunari, then they must choose their class, Warrior, where they would be limited to sword/shield or two handed weapons, mages who are restricted to magic and then Rogue, who use either the bow or short swords. Each class has unique skills and abilities restricted to their class.

But during the character creation, the player must choose the Characters backstory, meaning which of the friendly factions they have a history with, which means that conversations and options during conversations are based on their history and race. Meaning when working with one faction if the players character has a history with them then they have an additional option to choose during a conversation.

The basics from what I know are this. Regardless of race or class the backstory is specific to the Faction, which I think is good but still can be worked on a little bit better, so I made some fictional versions.

What is written below is from the games fan based Wikipedia linked:

https://dragonage.fandom.com/wiki/Dragon_Age_Wiki

The Grey Wardens:

An ancient military order sworn to battle darkspawn and other monsters, the Wardens undergo secret, unbreakable rites that grant them supernatural powers against the dark. 

The Veil Jumpers:

A group explores ancient elven ruins in Arlathan Forest. Although founded by elves, they welcome anyone brave enough to face Arlathan's reality-warping magic.

The Lords of Fortune:

An informal collection of explorers, hunters, and treasure-seekers from Rivain, the rowdy Lords are famed for both daring exploits and narrow escapes.

The Shadow Dragons:

This underground resistance opposes corrupt rulers and slavery in Tevinter. Coming from all walks of life, they are determined to bring justice to the people.

The Mourn Watch:

This elite necromantic order explores the mysteries of life and death, and tends to the undead in Nevarra's sprawling Grand Necropolis.

The Antivian Crows:

Swift knives in the dark, the Crows are ruthless assassins, both respected and feared as Antiva's shadowy protectors.

Thought apparently the game gives a set backstory, I thought why not make my own versions, dependent on the race, class.

Please note that there are so many ways things can go in Bioware Games, so I cannot make a backstory for every possibility, these are those that came to mind in anticipation of the Game itself as well as How I feel personally. I have also included in certain parts things that I feel would effect the games plotline based on my decisions from the previous game Dragon Age Inquisition.

There sadly won't be a backstory for every possibility unfortunately so I do apologise before hand.

Either Way please do enjoy......

__________________________________________________________________________

Grey Wardens:

"In War Victory, In Peace Vigilance, In Death Sacrifice"

The Grey Wardens are an ancient Military Order that have existed for countless generations, they exist solely to resist and destroy the Blight and the dreaded Darkspawn wherever they might exist.

Founded during the Chaos the First Blight, the Grey Wardens are enhanced with abilities that allow them to not only fight Darkspawn far better, but also have a means of sensing the Presence of the Darkspawn when they are close. Such abilities are gifted through a secret rites that are kept hidden by the Grey Wardens themselves.

The Grey Wardens are a force that answers to no nations but possess unique treaties that grant them powers over all, in times of crisis such as a Blight, the Grey Wardens possess the authority to Conscript anyone into their ranks whether they be Peasant or Lord. They are allowed to requisition supplies from any nation and even possess the right to call on the armies of every nation in Thedas to support them in battling the Archdemons.

The Order also holds control of several castles and fortresses across Thedas all of which were either gifted to them by the Kingdoms themselves or were built by the Wardens specifically. Most of these fortresses have long since abandoned however, though some are still held by the Order.

First and for most is the Headquarters of the Grey Wardens, the massive Fortress of Weisshaupt in the North, where the Order was founded. It is by far the largest and most impressive Fortress the Grey Wardens possess and has served as the bastion of the Order in combatting the Darkspawn for thousands of years.

Normally the Grey Wardens possess at least one fortress or castle within a kingdom or nation where a Warden Commander serves as the leader of the Order within that nation. Such fortresses serve as the strongholds of the Wardens within said Kingdom, where they recruit and train, as well as conduct expeditions against the Darkness.

Though there are some slow ripples beginning to show within the Order, during the crisis in the south where a powerful magic user known as Corypheus attempted to seize power and become a god. The Grey Wardens of Ferelden and Orlais broke away from their leaders in Weisshaupt and began working more independently. Though the Southern Wardens have continued to protect the lands around them from Darkspawn they are no longer as closed off as they once were, they even went as far as to stand with the Inquisition against Corypheus and his followers.

Sadly for all their sacrifices, no Grey Warden gets to live to a ripe old age. For within the annals of their history, their sits a tradition that all Grey Wardens undertake at one point or another. Apparently the Rituals and Rites that grant them their abilities also limit their lives as their connection to the Darkspawn mean that eventually they begin to lose themselves. So before the end they undertake "The Calling" where the Grey Warden goes into the Deep Roads to slaughter as many Darkspawn as possible before they themselves are killed.

As their Orders motto remembers "In Death Sacrifice".


Arad:  The Fire Wielder

Race: Qunari

Class: Mage

Place of Birth: Nevarra

Born to parents that had left the Qun due to him being of magical abilituy, Arad was still raised under the Philosophy of the Qun and its clear system of order and structure, that every person has a place in society and it is their duty to perform the task set to them for the sake of society.

Since the family was almost always on the move, due to the discrimination against Qunari in parts of Theda, they eventually ended up near the border of the Anderfells. Where they encountered a band of Darkspawn, though Arads magic kept them safe long enough for a party of Grey Wardens was arrive and help slay the creatures. Over the course of a night in which the two parties shared a camp and a hearty meal, Arad learned of the dangers the Darkspawn and the Blight and the threat they pose to all of Thedas.

The Wardens explained that the Order was a shield against the Blight and that it was their duty to battle the Darkspawn and the Blight wherever it might be found, they even gave him the official motto of the Grey Wardens.

"In War Victory, in Peace Vigilance, In Death Sacrifice" They explained that they give all that they are for the sake of the world. Something that Arad felt was right, when he could he went to Weisshaupt Fortress, the Headquarters of the Order and readily volunteered to join the Order.

Upon completing the Rituals that give a Warden their abilities, he underwent further training with other Mages within the Order to prepare him for battle as well as support. This was particularly important as Arad had not properly learned magic and had throughout his life up until that point used improvised spells rather than actual ones. He is also exceedingly appriecative of the Grey Wardens order and structure which he looks on as an example of the Quns teachings, with all within the Order working for the sake of society regardless of their personal feelings.

After completing his training, he was stationed to a Warden Outpost within the Anderfells, where he aided in seeking out access points to the Deep Roads so that they might be properly sealed, to prevent the Darkspawn from using them to rise to the surface.  He has spent many years serving the Wardens in a variety of roles, though he does see combat from time to time, he is mostly kept back within their camps and outposts. Where his magic is used to help those who have been wounded fighting the Darkspawn.

Arad went against Orders, when whilst aiding in the defence of a village within the Anderfells, he used powerful magical bombardments to push back a large force of Darkspawn when the Wardens defensive line was starting to break, the effort left him utterly drained and had to be carried away after he passed out from exhaustion. But his efforts were not in vain as the bombardment allowed the other Wardens defending the village to regroup and get back into formation which in turn allowed them to repel the attack.

The Officers in charge were enraged at his actions calling it unnecessarily dangerous as when he passed out from exhaustion, they had no other mages in reserve which threatened their defence. They said he was lucky that other Wardens had spoken up for him, they told him to rest up and then make his way to Minrathous to help in recruitment. 

Before he left though, he was approached by a pair of dwarves, one of whom called himself Varric and the other was Harding, he explained that he was grateful for the effort he had put into defending the village. Especially since he was one of those people he had saved in the village, Varric explained over a drink that he and Harding had been sent by the Inquisitor to find an old friend of theirs. 

Someone called Solas who was in danger of unleashing absolute calamity upon the world, Varric asked if Arad would be willing to help out. Arad accepted, as he again saw that by performing this task he was serving the greater good.


Volker: The Chosen Heir

Race: Human

Class: Warrior

Place of Birth: The Anderfells

Coming from the Anderfells where the Blight remains strong in certain regions, Volker grew up under the constant danger of the Darkspawn. So from a young age he had to learn to fight in order to live, his family were minor nobles within the Anderfells with their lands resting upon the tip of the Hunterthorn mountains, near the Grey Warden Fortress of Weisshaupt.

The family was long standing supporters of the order, providing supplies and weapons when they could in order for the Grey Wardens to stay well prepared when the times comes for them to fight. Among the families traditions was having at least one of each generation joining the Grey Wardens to strengthen their numbers. Such has been the tradition of the Volker family for centuries since the days of the 1st Blight, when the family stood side by side with the first Wardens against the Archdemon.

Even as time has passed, the Volkers have continued the traditions of their ancestors, and he was the next in line. As is custom, when all children of the family whether they be the sons and daughters of the Lord, or his brothers and sisters, are of age, they come together for "the Passage", where a series of stones are placed into a small pouch. All but one are black, whomever picks out the black stone shall go to Weisshaupt and join the Grey Wardens.

Volker was the one chosen by this custom, some would see it as a punishment or an act of divinity, not Volker like all those who have come before him. He regards it as his duty and an honour to continue fighting for the preservation of the future, knowing that when he dies or goes on his Calling, his name shall be engraved in the great hall of his families castle, alongside all those that came before.

Ever since undergoing the Rituals that grant the Grey Wardens their abilities, Volker has more than proven himself worthy of being a Grey Warden, having lead numerous patrols and excursions against the Darkspawn and even captaining an expedition into the Deep Roads to hunt and kill Darkspawn Brood mothers.

However this time of honour and duty, came to an abrupt end.

When word came of a sizeable force of Darkspawn threatening an undefended village, Volker was leading a small group of Wardens in the area. He was ordered to wait for reinforcements so that their combined arms could annihilate the monsters, however he knew that waiting would certainly lead to the slaughter of everyone in the village. 

So against orders, he lead his men into battle fending off the Darkspawn and even pushing them back to the cave which they had used to ascend from the Deep Roads. With the use of magic and flammable elements, he ordered the passage to be sealed so that the Darkspawn could not use the route in the future. The Villagers were thankful to the Wardens for having saved them, but the commanders found it undisciplined, they questioned Volker in his choice to not obey his superiors and betters.

With those of higher rank upset with him, Volker decided to step back and allow for time to pass before returning to Weisshaupt, whilst travelling, he encountered a Dwarf named Varric who also praised and thanked him for what he had done. Varric explained that he had been in that village when the attack began and it was unlikely that without Volker coming to help, he would have survived. 

Varric explained that he was searching for an old friend, an elf named Solas who was a very great threat to the world and that he needed help to stop him. Volker needing something to do whilst waiting for word from the Grey Wardens decided to join Varrics team in finding Solas. 



Isesa: The Vengeful Huntress

Race: Elf

Class: Rogue

Place of Birth: the Free Marches

Born to the Dalish clans from the Free Marches, Isesa learned to survive from a very young age, since they were constantly on the move. It was common for young Elves of her clan to learn how to gather edible plants and hunt for wild game in her case rabbits, birds and deer. 

By the time she was entering her 15th year of life, she was already a hardened scout and a precise shot with her bow and always kept her knives sharp for the tasks she used them for. Which was either the carving of game, trimming of plants or when there was a danger to the Clan, the cutting of bandit flesh.

Though sadly when she was a true hunter for her clan, their caravan settled down for a period of time as was common on their travels, though unfortunately it was near a location where there was a cavern that could reach the Deep Roads.  One night, her clan came under attack by a group of Darkspawn and very few managed to survive the massacre, Isesa lost her family to the Darkspawn, the Clan elders decided to move on, but Isesa refused. She went in search of the Grey Wardens and volunteered to join their order.

After passing the Rites to join the Order, she was accepted into the Grey Wardens and underwent more rigorous training to hone her for battle. Though for the most part she was never actually brought in to fight the Darkspawn directly, she was more of an ambushers, skirmisher and scout, going ahead of the main party to find their enemy as well as perform ambushes on them when required.

For a while, this was her duty, roaming the wilds of the Free Marches, hunting down Darkspawn whenever they came up to the surface and ensuring that they were killed swiftly before presented a danger to others. Her skill with the bow proved worthwhile to the Wardens as her efforts as a scout and skirmisher ensured a number of victories against their ancient enemy.

Eventually the needs of other Grey Warden Chapters came more evident, Isesa was despatched to Weisshaupt to assist in a series of expeditions the First Warden was planning against the Darkspawn. So she was sent alongside a group of other Grey Wardens from the Free Marches, she was posted to a Grey Warden encampment in the Hunterthorn Mountains where she was to help in scouting the region for any Darkspawn activity.

During one patrol, she found a Cavern that was deep enough to connect to the Deep Roads and the Darkspawn had found it, she immediately returned to the camp to warn the other Wardens. Recognising a nearby village to be in danger, the Warden in charge decided to take the contingent to the village and defend it. Isesa disagreed saying that they should ambush the Darkspawn as they move through a valley before they reached the village. 

This plan was put aside for conventional battle, but Isesa decided to follow through with her plan against orders, alongside a group of Archers and other "Rogues", they took up positions in the valley and ambushed the Dark Spawn as they moved through. They managed to hold back the enemy until the rest of the Wardens arrived upon learning of battle beginning, together they managed to not just kill all the Darkspawn but actually pushed them back to the cave they had come out of, which was then destroyed ensuring the passage was sealed.

Though many of the younger generation accepted what she had done to protect the villagers, those in charge were against her brash actions, calling her undisciplined, more concerned with vengeance for the attack on her clan than actually being a Grey Warden. During the night she was approached by a Dwarf named Varric who asked for her help in finding and stopping a friend of his called Solas, who wished to tear down the Veil and unleash calamity.


Vorgrand: The Stone Heart

Race: Dwarf

Class: Warrior

Place of Birth: Kal-Sharok

A tough Dwarf from the presumed lost city of Kal-Sharok, Vorgrand is very much the survivor as any Dwarf from the city. 

In ages past, Kal-Sharok was believed lost or more specifically abandoned by the Dwarven Kingdom in Orzammar when the Darkspawn were overrunning the Deep Roads that connected their different cities and thaigs. For hundreds of years Kal-Sharok was believed lost, having been wiped out by the Darkspawn millennia before, this changed around 20 years ago when the Dwarves of the city reappeared and made their position clear. Though they would not accept the rule of Orzammar as it was Orzammar that had left them to die.

Vorgrand, is a hardened warrior of Kal-Sharok having spent nearly his entire life fighting the Darkspawn and preventing the fall of the true Dwarven Capital. For generations the Grey Wardens and the Dwarves have had a long standing friendship regardless of where they are, Vorgrand has honoured this alliance, although he is adamant in his true loyalties being Kal-Shirok. 

He believes that by serving in the Grey Wardens, he can ensure that Kal-Shirok is kept safe from Darkspawn via the surface, though they have held the Deep Roads for millennia. Vorgrand is experienced enough to know that no matter how determined they are Kal-Shirok cannot fight the Darkspawn on two fronts.

So he left the city via the surface entrance and went straight to Weisshaupt Fortress, after completing the Rites to join the Order, he made very clear that whilst he would serve and fight among the Grey Wardens as a Grey Warden. If there was any danger to his people in Kal-Shirok, he would put them before his duty to the Order, though some of the other Wardens didn't like this idea, many respected him for knowing where his loyalties lie.

Though for a good long while, Vorgrand stood side by side with the Grey Wardens and honoured the oath he had made to the Order. He took part in several expeditions and patrols to hunt and destroy the Darkspawn wherever and whenever they could be found, he showed his ability and experience in fighting the monsters, which earned the respect of other members.

However this dual loyalties would be threatened when word came to the camp where he was situated to the south west of Weisshaupt. Scouts discovered a group of Darkspawn near a village in an old Dwarven ruin, this worried him because such Ruins were likely connected to the Deep Roads and by extension to Kal-Shirok. So he begged for the Grey Wardens to go to the ruins and clear the Darkspawn out and then seal the passage within the Ruins, but those in charge of the camp were concerned as they didn't know how many Darkspawn there were and wanted to wait for reinforcements.

But they did allow Vorgrand to take a squad of Wardens to the Village and set up a forward camp in order to protect it, for days he waited for word from his superiors but nothing came. When a scout told him that the monsters were getting ready for a raid, he decided to take matters into his own hands, he asked his fellow Wardens and they agreed to his plan. Together they launched a pre-emptive attack on the ruins to kill the Darkspawn, the attack went perfectly and the Darkspawn were pushed back underground.

Sadly he was not praised for his actions and instead was condemned by his superiors for his recklessness as well as his failure to obey orders and wait. Though a follow on mission into the Ruins found a crossroads in the Deep Roads far below the earth, which was later collapsed to prevent the Darkspawn using it. 

Feeling that he needed time away from the higher ups, Vorgrand intended to return to his home in Kal-Shirok, but before he even left, he was approached by a fellow Dwarf from the south called Varric, who asked for his help in finding an old friend called Solas who was an immediate danger to the whole world.


The Veil Jumpers:

A band of explorers and adventurers, the Veil Jumpers were founded by a group of Dalish Elves within the Arlathan Forest, a place that is an ancestral home for the Elves, according to histories the Forest was once the Capitol of a Great Elven Empire. 

They dedicate themselves to exploring the various ruins of the Forest, their focus is mixed between the lost histories of the Elves as well as the strange magical anomalies that are occuring within the Forest. Their ultimate goal is to restore Order within the Forest and protect the people that live within it, though they were originally founded by Elves, they now allow any within their ranks that are willing to help and are brave enough to face the anomalies of Arlathan Forest.

Due to their experience within Arlathan, the Veil Jumpers have become the Foremost experts in ancient Elven artifacts and magics, though there are time when they are forced to become warriors in the defence of the forest. Primarily against Tevinter Slavers, bandits and monsters.


Atharel: The Compassionate Scout

Race: Human

Class: Rogue

Place of Birth: Nessum - Tevinter Imperium

Nessum is considered a beautiful city within Tevinter, the heart of the Imperial Chantry, where life in plentiful, the streets are clean, the average citizen enjoys a peaceful life where there is little to fear or concern.

But for some, it was easy to recognise why the city enjoyed such prosperity and peace, it was all because of the enslavement of countless people and the Elves being at the heart of this enslavement. One such a person was Atharel, who was born to a rich family, though the family had a number of slaves, most of whom were elven, he personally actually was fascinated with the ancient Elves, their culture, history, magical prowess and society. 

He often spent time within his families library or within the city library or even the library of the Nessum Chantry reading up on anything and everything to do with the Ancient Elven Empire. He learned all he could from the books as well as Elven language from some trusted Servants within his household, but eventually things shifted and he had no choice but to leave home as some Tevinter Radicals began to see him as a traitor to Tevinter.

He fled Nessum and went east towards the Arlathan Forest where he had heard of Dalish living in relative peace there. Though he was met with suspicion, after helping defend a Dalish family from some monsters within the Forest, he was welcomed as a friend and introduced to the Veil Jumpers. After long talks with the group, he was accepted into their core of scout fighters, his skill with the bow proved helpful in defending a number of their camps from attacking slavers, bandits and roaming monsters.

Being Human also helped when trading for supplies and materials from human dominated villages and towns outside of Arlathan Forest, since Elves were often looked down on or treated as second class citizens. Atharel often took lead in going to other towns, villages and cities to procure materials and supplies that the Veil Jumpers needed that they couldn't get themselves in the Forest.

After serving a number of years among the Veil Jumpers helping them try and restore order to the Forest, he met a metaphorical fork in the road, after discovering a unique artifact of Ancient Elven heritage he began making his way back the Veil Jumpers stronghold in Arlathan. Alongside a group of travellers and other Veil Jumpers, he escorted the artifact, but came under attack by treasure hunters who wanted the artifact to sell to the highest bidder. During the fight, Atharel had to face an impossible choice, when he saw two options, he could either try and help the people travelling along with them or save the artifact.

He chose to save the people over the Artifact which was destroyed when the wagon carrying it caught fire and burned to ashes. Though the people were saved, the leadership of the Veil Jumpers felt that he could have done more to save the artifact as well, Atharel decided to take some time away from the Jumpers to allow them to cool off and think on his choices.

Before he left however, he was approached by one of the Travellers, a Dwarf named Varric who asked if he would be willing to help him in finding his friend, an Elf called Solas. Someone who threatened to make the troubles within Arlathan seem meaningless since it would effect the whole world. Recognising that what Varric was telling him was true, Atharel agreed and set off with Varric to find Solas.


Fiolwynn: The Mistrustful

Race: Elf

Class: Mage

Place of Birth: Arlathan Forest

Born to a Dalish clan within the Arlathan Forest, Fiolwynn was born to the Elvish way of life as it had been for centuries, honouring the old ways of the Elves over choosing to live in the human dominated cities as second class citizens. 

Fiolwynn was born with magical promise and was carefully instructed by her elders in how to properly use her magic as well as to maintain control of herself. Because from a very young age she showed absorbance and hatred to humans, she looked at them as the ultimate enemy of the Elves, so to spite them she sought out anything and everything to do with the Ancient Elves to find what she thought would ensure the restoration of the Elven culture and people.

So when the Veil Jumpers were established, she more than willingly joined them in an effort to find the real histories of the Elves, which she hopes can help her people rebuild once again. Her magics came of use in various efforts for the Jumpers, not just as a healer helping those who end up getting hurt during their efforts but also as a battle mage when the Veil Jumpers have to fight off bandits, raiders and slavers and the common strange anomaly within the forest.

But her passion for understanding the Forest has helped a great deal during her time in the Veil Jumpers, her knowledge on magic and certain spells proved worthwhile in unlocking a number of mysteries within Arlathan, which in turn enabled the Veil Jumpers to calm ruins enough for them to properly study them.

Sadly Fiolwynns mistrust of Humans came back to bite her, when it was discovered that a group of treasure hunters were pillaging a particular ruin, She decided to go against the wishes of the Veil Jumpers in driving off the Treasure seekers but without damaging the ruins. When Fiolwynn saw that the humans were taking various artifacts claiming aloud how much they would be worth to the right buyers, she let her anger get the best of her, she unleashed a number of magical attacks that caused a lot of damage to the ruins and lead to a number of artifacts being destroyed.

Though she hated herself for losing the history of her people, she argued that it was better they be lost to time than looted and sold off for the enjoyment of gawking humans. The Veil Jumpers however didn't agree, so she left for some time alone, away from everyone else. 

Around this time she was approached by a Dwarf named Varric, who explained that he needed her help in finding an old friend of his and stopping him from causing chaos. When she asked why she should care, Varric explained that the friend he needed help with, was called Solas or in the time of the Ancient Elves, "The Dread Wolf", the Elven God of Lies and Trickery.


Lug: The Stubborn

Race: Dwarf

Class:  Rogue

Place of Birth: Orzammar

Orzammar was for countless millennia believed to be the last great City of the once mighty Dwarven Empire, but that does not mean that all Dwarves are bound to live beneath the earth within Orzammar, the recently revealed Kal-Shirok or the few surviving/reclaimed minor Thaigs. Many Dwarves have left their ancient home to find a life up on the surface and many have thrived.

Lug is a partial example of this, he himself was from the Artisan Caste within Orzammar, but was avid learner of the Ancient Dwarves, he worked with various archivists in his youth despite his family being of a completely different area of work. But his keen eye for detail gained some recognition and was selected to assist in the archiving of the Cities histories, ensuring that the records were in their proper order.

Eventually he grew curious of the world above and the abandoned Dwarven Ruins that lay to the North within the Tevinter Imperium, who in ancient times were close trading partners with the Dwarves. Lug left Orzammar and became a surface dwarf, he took on work in cities through the Free Marches, into Nevarra and then finally Tevinter, all so that he could be able to fund his own research into the Dwarven ancestors. 

When he learned of the peculiarities within the Arlathan Forest, he grew curious, not because he was interested in the Ancient Elves, but because he presumed that if the Elves established themselves as a proper Empire in the world. Then Surely they traded with the Dwarves, so then there was likely to be some evidence of this in the different Ruins across Arlathan.

During one foray into the Forest he came into contact with the Veil Jumpers and since they had more knowledge of the region than he did, he offered to join them. His experience in researching artifacts and ancient texts were of great help over the years he spent with them, as was his use of the short sword.

However his eagerness would bring some trouble down the way, during an expedition to find and study an particular Elven Ruin, Lug noticed that some inscriptions upon a set of stone tablets were similar in respect to Ancient Dwarvish. So he wanted to press on, but this only brought trouble, because when the party entered the ruins again they come under attack by a group of bandits. 

Lug lost the tablets that held the Ancient Dwarvish script, but more importantly was that three of the party were badly hurt, Lug felt responsible for what had happened. He believed his obsession had very nearly gotten them killed, though other Veil Jumpers understood why he did it, they all felt that maybe he needed a break away from Arlathan.

The next day, Lug made his way westward into Tevinter, where he stopped in the city of Nessum to try and drown his sorrows. Where he came to meet a pair of dwarves from the south, Varric and Harding were their names and the trio got talking, Varric explained that they were in Tevinter trying to find a friend of theirs who was putting the whole world in danger and Varric asked if he would be interested in helping. Lug was curious and asked why it was they wanted him specifically to help them, Varric explained as did Harding that they had been told that in order to stop their Friend.

They needed to find people that he didn't know and above all people he wouldn't expect, an Dwarf rogue with knowledge of the Ancient Dwarves and their connection to the Elven Empire would be just such a person. Lug accepted if only it meant to take his mind on his failings in Arlathan.


Yona: The Calm

Race: Qunari

Class: Warrior

Place of Birth: Qarinus - Tevinter Imperium

Born a Vashoth, a Qunari who was born outside of the boundaries of the Qun and was raised with no knowledge of the Qunari way of life, Yona was an orphan but was adopted into a prestigious family in Qarinus of the Tevinter Imperium. She was and always has been exceedingly grateful and appreciative to her parents for taking her in when no one else wanted her.

Unlike most within Tevinter, Yona's family were careful supporters of study and research into other cultures and ancient texts, within their library were copies of different tomes, books and scrolls and Yona loved to read them when she could. She learned the Elven language both written but also lingual, she would practice with the help of the families servants who were keen in helping her with her studies.

It was from them that she learned of Arlathan Forest, of how it was once the seat of the Ancient Elven Empire that once spanned across Thedas. Yona was fascinated with the idea of strange, decayed, ancient ruins that have stood the tests of time and remained standing despite all the changes of the world. She dreamed of one day going there and seeing the ruins for herself, knowing the road could be dangerous, she continued her academic lessons with vigorous physical training with a long sword.

Yona got her chance when her parents came to her and warned her that a radical cultist group called the Venatori were poking around, wanting to keep her safe they informed her that they had made arrangements for her to travel to Arlathan Forest and work with the Veil Jumpers. Though she didn't want to leave her family and her home, Yona accepted that she couldn't stay with them for much longer since the Venatori were likely to target them.

Upon her arrival to Arlathan, Yona completely forgot her troubles and the long journey to the Veil Jumper camp, since the camp was established with a set of existing ruins, she absolutely loved the world she had found herself within. And she immediately got to work.

Since joining the Veil Jumpers Yona has been of help to them, helping in the translation of ancient texts, murals and other written or artistic creations of the Ancient Elves. She helped in the studying of the magical constructs that are found within the ruins, though she couldn't help magically, she could interpret the designs of the constructs to help those who could. 

For years this was her place, though she kept in touch with her family back in Qarinus, but the letters she wrote had to be done discreetly since she was afraid of attracting attention from people that might hurt her family. Such times came to an end however when whilst on a expedition into a set of ruins, she found a parchment that showed she believed to have been a map of Arlathan back from the time of the Ancient Elves. It showed the placement of the city within the forest, where buildings of importance were, what they were and how to get there. 

Sadly she took the map in order to try and help a group of Veil Jumpers and adventurers who had gotten trapped within a set of ruins. The map had a detailed route that enabled her to get to them without facing any danger, but during the effort to escape, the Map was lost, Yona took the blame for its loss, as one of the Veil Jumper Leaders made clear that they could have made a copy before she ran off with the original.

Yona was told to remain in the camp and help from there until further notice which annoyed her greatly, one day she had, had enough and went to a small village within the forest for a break. There she met a Dwarf named Varric who asked for her help in a life and death matter that involved an old friend of his called Solas, an ancient elf who had plans to bring chaos to the world.


The Shadow Dragons:

Founded following the dissolution of a reformist group of Magisters and Politically influential families within the Tevinter Imperium, the Shadow Dragons are as the name implies a shadowy resistance group within the Tevinter Imperium. Though they are strongest within the Capital city of Minrathous, they have operations across the Imperium, where they operate against the corruption of the Imperium as well as resist the Blood mages and the Extremist Venatori.

They are known to perform actions like, incite and support Slave revolts, smuggle people such as escaped slaves, politically targeted civilians and anyone that has been targeted by groups like the Venatori to safety. Ensure that dangerous artifacts are kept out of the hands of the corrupt and dangerous of the Imperium, conduct intelligence missions to gather information on the goings on of the Tevinter Elite as well as the Underground.

The Shadow Dragons are reclusive and are cautious on who they allow to join, though if they are willing to challenge the corruption, the Blood Mages, the Venatori, you'll be welcomed into their ranks. Though they are always careful in how and when they make their moves, because they do not have the strength to fight openly so they instead conduct guerrilla warfare operations which has lead to them being dubbed as Criminals, Anarchists and Terrorists, not just by the Magisters of Tevinter by many nations, kingdoms and factions across Thedas.


Arminus: The Rebel

Race: Human

Class: Warrior

Place of Birth: Nessum - Tevinter Imperium

Born to a family of minor nobility, though Arminus was born in Nessum a very prosperous and beautiful city, this was only by happenstance, as the family lived much further to the south west near the borders of the hunterthorn mountains and the Blasted Hills. Well away from the power house of the Imperium, the families lands were always gripped with difficulty.

His father was an advocate for peace in the Imperium notably with the Qunari of Par Vollen, since the lands they owned were being constantly taxed and forced to give up much to fund the conflict against them. To the point that at times, Arminus and his siblings despite being nobility had only the simplest meals to eat when other nobles in Minrathous feasted.

As stated his father was very much against the continuing conflict with the Qunari as both sides were caught in a stalemate, he advocated that in the past his fore fathers were wealthy and prosperous but the constant demands of the Archon and the Magisters in Minrathous had brought his family to the brink of ruin. When more was demanded, his father travelled to Minrathous itself to plead his case against the demands, however whilst there he was murdered by the Venatori.

Arminus and his brothers all felt that the murder had been committed by the Venatori on the orders of the Magisters, so in response they decided to incite a rebellion within their lands. With a sizeable following, the brothers were able to seize control of their families lands and declared their intention to secede from the Imperium deeming that the actions of the Tevinter leaders and their Venatori had driven them to this act.

The Rebellion was quickly put down conventionally as the Tevinter sent forces to defeat the rebel army, during the battle, Arminus lost of his brothers and was only able to escape thanks to the help of a group of soldiers that got him to safety. The family were stripped of everything they owned, their lands were given to a supporter of the Venatori and his mother and sisters were imprisoned.

Arminus however didn't give up fighting, with his small surviving followers, he began a guerrilla war against the Venatori in the region. Ambushing their caravans as they went along the few roads in the region, attacked their secret camps and did what ever they could to weaken the cult. Eventually he was approached by the Shadow Dragons who were hoping to bring him and his rebels into their ranks. Arminus agreed as his rebellion was limited in what it could do as they lacked the manpower and supply, whilst at the same time, the Shadow Dragons were more secrative and lacked a strong force of warriors.

As an arm of the Shadow Dragons, Arminus worked primarily within his families old lands where they had support, but at times he would lead his rebels Northwards to help the Shadow Dragons in dealing damage to the Venatori. But eventually an event occurred which caused some problems, Arminus and his rebels learned of a slave ring operating near Minrathous and the Shadow Dragons wanted to help, but before they could put a plan together, Arminus and his rebels launched an attack and managed to free the slaves within.

But the attention it caught brought more trouble from the Venatori and their backers, Arminus and his rebels gained infamy for liberating of the enslaved as many joined them, but it caused trouble for the Shadow Dragons. So it was decided that Arminus and his rebels needed to go into hiding for a while, Arminus recognising the situation agreed and sent the rebel bands back to the south and regroup whilst he helped in dealing the damage he caused.

However the Shadow Dragons insisted Arminus himself also go into hiding for a while as the Venatori were looking for him. So whilst in hiding, he was approached by a Dwarf named Varric who asked for his help in finding and stopping his old friend, an elf called Solas who as explained was putting the world in danger. Varric wanted Arminus to help because he was someone that Solas would not expect.


Atan: The Veteran

Race: Qunari:

Class: Warrior

Place of Birth: Kont-Arr

A grizzled old warrior of the Qun, Atan was born and raised according to the systems of the Qun and the Philosophy of Order and Structure. From an early age he was recognised and selected to serve in the Antaam, the military arm of the Qunari. 

Since the signing of the Llomerryn Accords, the peace treaty that effectively ended the Qunari Wars generations ago. The Tevinter Imperium has remained steadfast in their refusal to sign it and as such the Qunari and Tevinter have been locked in constant squabbling ever since. It was this that Atan was caught in, serving as a soldier for the Qun for years he dedicated his life fighting for what he was raised to do, born to do.

This changed however when during a particular attack on a Tevinter stronghold on the Continent, the Dreadnought he was aboard was struck by a fierce bombardment of Magic and he was thrown over the side and into the rough seas below. When he awoke he found himself on a beach among the bodies of several other Qunari, he was captured by Tevinter Forces and lead away in chains, he expected to be put into a prison or tortured. 

Instead he was passed off to some rich Magister who wanted him as a slave and trophy, he spent a few years performing hard labour for his slave master, pulling heavy loads, like carts loaded with cash crops or ploughs like he was a pack animal like an Ox. The overseers even called him Ox to spite him and when he showed any signs of resistance, he was lashed severely and harshly with powerful whips and even at one point to prove their power over their slaves, the Magister had him struck by bolts of Lighting by a magic caster.

Atan suffered gruellingly as a slave, until he finally met his breaking point, he rose up against the Overseers and overpowered them with sheer muscle. He alongside other slaves at the estate grabbed what they could and started to run, Atan intended to head east towards Kont-Arr that he might rejoin the Qunari. Whilst hiding out, he was discovered by the Shadow Dragons, who gave him the sad news that the Qunari military had broken away from the Qun and were now in his mind Tal-Vasoth, those who oppose the Qun.

Though he was disheartened, he recognised as a strategist, Par Vollen couldn't keep fighting Tevinter not in the state they were in, they would need a peace treaty, but he knew full well that the Imperium would want harsh terms. When he was offered a place in the Shadow Dragons, he accepted.  In his mind, being a member of the Shadow Dragons meant one of two things, on the one hand he could help keep Tevinter Weak so that the Qunari would be safe or in more optimistic terms, they could bring about reform in Tevinter which could bring a mutually beneficial peace treaty for Par Vollen and the Qunari.

He got into trouble with the Shadow Dragons on more than one occasion, as he was caught sending information to Par Vollen about the Shadow Dragons, but he argued that he believed that with the state the Qun was in, they would likely support the Shadow Dragons against the Venatori in the hope of a peace treaty. 

And again when he witnessed several Qunari prisoners being forced into the same labour as he was years prior, against the wishes of the Shadow Dragons, Atan went out in secret and met with the Prisoners who were themselves captured Antaam. He aided them in preparing for an escape, smuggling supplies to them and equipment they would need to revolt, when it did however he learned that the Venatori were supporting the effort and although the prisoners managed to escape and get to safety, Atan was identified as the ring leader.

The Venatori began putting pressure on the Shadow Dragons in retaliation, so it was decided that for the time being, Atan would take a step back and get out of Minrathous at least until things calmed down. Whilst in hiding, he was approached by a Dwarf named Varric from the south, who asked for his assistance in finding an old friend of his, someone who was a danger to everyone. When Atan asked why he should help, Varric explained that his friend called Solas had attempted to intensify the conflict between Tevinter and the Qun and would likely do far worse.


Folkwin: The Vengeful

Race: Elf

Class: Rogue

Place of Birth: Minrathous - Tevinter Imperium

Born into slavery, Folkwin was one of countless unfortunates who were forced to live the indignity of enslavement from birth, his parents, he never knew. Folkwin was taken from them at a very young age so he could be sold off for profit, he only has vague memories of where he comes from, but what has remained is the rage he holds within his heart for the Imperium.

Through his whole life, he has in secret harboured complete hatred of the Tevinter Imperium and dreams that one day he could see it burn down. This became more fierce when he was sold off again when he was a young adult, this time instead of as a servant he was forced to work within a brutal mine working so a rich Tevinter Magister, he ended up using this to his advantage, taking his time to steal items that would help in his escape, small pieces of metal to pick the locks on his chains for instance. 

When the time was right, he made his break and managed to escape into the Sewers of Minrathous, where he was found by the Shadow Dragons. They offered him sanctuary and safe passage out of Tevinter if he wanted it, but Folkwin was adamant in his ultimate goal of freeing his kin and avenging the brutality inflicted on him, so he instead decided to join the Dragons in their fight against the more corrupt elements of the Imperium.

For a number of years, Folkwin worked as a rogue operator for the Dragons, working in a variety of forms, he could work as a spy, inflitrating locations to gather information or keep watch on someone, he could work as a saboteur, sabotaging the efforts of the Venatori when they became known. But his biggest targets were those missions he revelled in. When he was despatched to assassinate Venatori or unlawful slavers, these he would often actually either request or readily volunteer, others saw him as a extreme individual who sought Martyrdom, but he has made clear that he only seeks to avenge the suffering of his people.

This did bring some trouble however, when during a particular mission, he was told to only follow and keep an eye on a Venatori supporter who was thought to be transporting something important for the Cult. When Folkwin learned that the "Precious Cargo" was young Elven girls, he couldn't just sit back, against the wishes of the Shadow Dragons. He gathered a group of other Dragons and ambushed the convoy and liberated the young Elves, however during the attack the Supporter was killed and was later discovered to be related to an important Magister within Tevinter. 

This caused a lot of trouble for the Shadow Dragons as more attention came their way, so it was decided that for the sake of the Rest of the Resistance, Folkwin needed to go into hiding for a little while. During this time in partial seclusion away from Minrathous, Folkwin came to meet a Dwarf from the south called Varric who asked for his help in finding an old friend.



Scar: The Survivor

Race: Human

Class: Mage

Place of Birth: Minrathous - Tevinter Imperium

Born in Minrathous to a family with a long lineage of magical usage and influence, Scar has renounced his old life, this came to effect after he was kidnapped by an occultic group, the Venatori. 

His family were known reformists and his father who was a Magister, the ruling elite of the Tevinter Imperium. As a whole the Family were supporters of the Lucerni a political movement that sought to restore the Tevinter Imperium through reformation. This lead to them becoming targets of the more conservative elements within society such as the Venatori.

When the Lucerni were dissolved,  the family were without political allies and very quickly became targeted by the Venatori. Scar watched as his home was burned and he was kidnapped, though he later learned that his family were able to escape and go into hiding. But sadly for him, he was to be used as a show for the Venatori, "A Traitors Death" they called it, they intended to use him for a Blood Magic Ritual in which pieces of his flesh were cut from his body and burned.

But using his own magics in a fit of fear and rage, he was able to ignite a magical explosion which enabled him to escape into the Sewers beneath Minrathous, there he encountered the Shadow Dragons who aided him by getting him to safety and healing his wounds. After recovering, he learned that the Shadow Dragons were the reformed Lucerni, who now operated as an underground movement, since his family and he were fervent supporters of reform in the Imperium he readily joined.

He became a form of magical support for their operations against the Venatori and corrupt elements in Minrathous, his spells came to the aid during a number of actions in the city, protecting them from watchful eyes as well as causing distractions. Rather than using a staff though, Scar decided to forgo such things since it easily made him out to be a Mage, so he uses instead two blades that are enchanted to enable him to use his spells without a staff, though it takes more effort, it allows him to hide more easily.

His time with the Shadow Dragons was halted however when during one particular mission to investigate rumours of the Venatori smuggling in ancient artifacts that had magical purposes. When he uncovered a ship being used by the cult to house them, he decided to act rather than report what he had found. He used his magics to ignite a fire on the ship to cause chaos whilst he got down into the hold where the artifacts were stored, there he again used magic to cause damage to the hull of the ship so that it would sink.

During his escape though, he was spotted and the Venatori knew full well who he was, this meant that despite his success, Scar had brought a lot of attention to the Shadow Dragons which placed a great number in danger. For his own sake and that of others, Scar was told to go into hiding until things calmed, the Shadow Dragons would spread rumours that the person responsible had fled the city.

Whilst in hiding, he met a Dwarf named Varric who asked for his help, he detailed that he and others were working to find and stop and old friend of theirs from putting the world in danger. When asked why he was telling him all this, Varric explained that an artifact on the ship he had sunk was linked to his friend, a large elven mirror.

Scar being curious as well as recognising that Varric was telling the truth, Scar decided to agree in helping Varric, his knowledge on the Inner Workings of Tevinter would prove useful their mission.



The Mourn Watch:

Within Nevarra there is a place called the Grand Necropolis, an immense structure the size of an entire city built not just outwards but upwards and Downwards, it is in effect an entire city of its own making. 

Within its walls, halls, chambers and tombs are endless scores of spirits and sprites that call it home and it is the duty of the Mourn Watch to watch over the Necropolis, explore its depths, calm and appease the spirits within and guard it from those that seek to pillage and desecrate it.

The Mount Watch have stood for centuries as among the most talented Necomances in all of Thedas with some of its own members going beyond the boundaries of mortality by becoming Liches, in effect becoming Undead. They have used their magics to watch over the Necropolis as well as get the aid of skeletons to not only protect the walls and halls of the Necropolis but also to aid them in their studies and excavations of the uncharted paths and tombs.


Amros: The Green Eyed

Race: Human

Class: Mage

Place of Birth: Nevarra

Born to the Necropolis, Amros was born to an unfortunate circumstances, having been left to die within the Necropolis by someone as an infant, he was found by the Mourn Watch and raised by the Order. Unlike others that join to the Order to learn and study the fade and mortality, he was raised into it, learning over his life to harness the magics of the Fade as well as the rituals and practices of the Watch within the Necropolis.

He grew to be a talented mage for the Watch over his life, since he was surrounded by spirits he was able to learn at a very fast rate and come to using advanced spells before he was of proper age.  But his constant place among the spirits and sprites did bring some issues, he began to take more to the dead than the living which was a problem when the Mourn Watch had visitors, Amros never showed any kind of proper etiquette that would be expecting of the living.

And even among the dead there was some trouble since the Grand Necropolis was divided among various undead and even some demonic entities. Amros tried his best to try and maintain some semblance of peace within the parts of the Necropolis that the Mourn Watch worked, he would try and appease the spirits of the dead when he could and even pushed out demons that had snuck inside. 

It was his wish for peace that brought trouble for the Mourn Watch, as at some point a "Civil War" began between two Undead Nobles that threatened the relative peace within the Necropolis. Amros was so adamant in getting the peace regained that he led a surprise attack and managed to eliminate the two undead lords and thus end the conflict between them before it got worse. This brought an period of peace in that region of the Necropolis, but it caused some issues with the Mourn Watches Aristocratic patrons, which meant trouble for the Watch itself.

So despite his years among the Watch, he was "Advised" to take a trip away for a while until things calmed down. So he packed his things and went off wandering, with little idea as to where he was going or what he would do, that was until he was approached by a Dwarf named Varric.


Vislen: The Curious

Race: Elf

Class: Warrior

Place of Birth: Nevarra

Born among the Dalish Clans Vislen was always different than his brethren, unlike those that sought to preserve what was known of the true Elven culture, he felt growing up that there was the immediate danger that a single mistake had led to them losing so much.

When he learned of the Necropolis he ventured to the undead city and offered his help to the Mourn Watch, though he lacked magical ability, his skills as a warrior gave them a different view on problems as well as help when dealing with intruders. Which served as his primary duties for the Mourn Watch, standing guard at the Grand Necropolis gates or patrolling the halls of the undead city, but when he had a chance he would go through the records and knowledge of the Mourn Watch.

His goal was to uncover and speak with Spirits that were present during the time of the Ancient Elves, he wished to learn the knowledge that had long since been lost to the ravages of time. Sadly such spirits were few and far between, which meant that he had to work hard to earn their trust and get help from other Mourn Watchers to learn what they did know. 

It was whilst he was on one of his escapades to find and learn that he came across a group of five intruders that were attempting to loot one of the Necropolis tombs.  Being a guardian of the Necropolis he reacted and sounded the alarm and then went charging in, he managed to killed four and captured the fifth, when help arrived, he learned just who it was that he had captured.

The fifth was one of two sons of a respected Aristocratic family that were patrons of the Mourn Watch, sadly the second son was one of the four he had killed. Vislen pleaded his case to the Mourn Watch that he witnessed them sneaking in and then plundering a protected tomb, so in respects he performed his duties in stopping them, he even noted that they had drawn weapons first.

But the survivor denied this saying that he had attacked them unprovoked, the Mourn Watch decided that for the time being, Vislen would need to take a step back. He however was upset that his word was not accepted, he genuinely believed that the Watch was going to let the boy go because of his family even though he had desecrated a place of sanctuary for the dead.

Vislen didn't wait for a decision, as soon as he learned that the young man had been escorted out of the Grand Necropolis by his family, Vislen felt the Watch had made their decision and left. Whilst wondering what he was going to do next, he was approached by a Dwarf named Varric.


The Lords of Fortune:

Centred in Rivain, the Lords of Fortune are a loose band of Explorers, treasure seekers, hunters of both beasts and glory and "reformed" pirates. They are known for exploring places that most would be afraid of and gathering what treasures they can find, for instance whilst some would fear a dragons lair, the Lords aren't afraid to sneak in and get find what bounties it possesses. 

They do however have an unofficial code, that dictates that should they find cultural artifacts of a race or place then they are returned to the rightful owners, for a finders fee of course, though its never expensive.


Bell: The Seeker

Race: Elf

Class: Mage

Place of Birth: Afsaana - Rivain 

A treasure seeker in her own way, Bell was born with a passion for seeking the lost histories of the Elves, so much so that she practically yearned for it. So it came as no surprise when she ended up with the Lords of Fortune.

She made a deal with the unofficial leaders of the Lords, where if anyone ever came across any ancient Elven Artifacts, she would get a chance to look them over before they were returned to the rightful owners. Bell did this in an effort to learn what she could, as well as this she was one of the primary voices for the Lords in returning artifacts to the cultures they belonged too.  She often got into fights with other Lords over where the spoils should go, some merely were in it for the gold and glory, rather than doing what was right.

Such came to a head when during an attempt to explore some ancient ruins belonging to the Grey Wardens, Bell came across a series of documents as well as some vials containing some kind of blood. After examining the documents, she figured out that the vials contained the blood of fallen Archdemons that the Grey Wardens had killed over the centuries. Recognising the danger they possessed, she wanted to hand everything over to the Grey Wardens due to the risk involved.

Another Lord of Fortune however was less reasonable, they advocated that the Blood and the documents would be worth a fortune to the right buyers, that he knew someone in Tevinter who would be willing to pay a kings ransom for just one vial. Bell got into a major fight with this other Lord of Fortune and it only ended when blood was shed, Bell had used her magic to cut the others face, the fight was broken up by a leading member of the Lords who made the final call.

The Vials and documents would be returned to the Grey Wardens, thinking this would calm everyone down, it didn't the same Lord of Fortune attempted to steal the vials when no one was looking. Bell again stopped  them but only by killing them, since the Lords of Fortune are not allowed to kill one another, there was a point that Bell could have been kicked out.

But since she was not the one who was going to betray the Lords, she was "Pardoned" but she still got a number of looks from other Lords, so she was advised to take a little trip until things calmed down.  Whilst visiting a friend in Tevinter, she was approached by an individual called Varric.


Helwin: The Renegade

Race: Human

Class: Warrior

Place of Birth: Dairsmuid - Rivain

In the Lords of Fortune, glory is second to gold itself and some like a bit of both, they dive into the arenas that the Lords have built for spectating and gambling.

Helwin is one such a person, having been born next to nothing, all he had was a deep distrust of the rich and powerful, he lost he did have when rogue elements of the Qunari military swept through Rivain, leaving fire, destruction and death in their wake. Helwin fell in with a bad lot and became little more than a brigand harassing merchants and travellers along the roads and eventually he graduated to the high seas serving as a pirate for hire. 

It was through this path that he came to meet the Lords of Fortune and their arena, throughout his life Helwin only wanted to be noticed, so he volunteered to fight in their arenas against all kinds of creatures and beasts, all for the adoration and love of the Crowds. In their no so impressive arena set up upon the Rivaini Coastline, Helwin fought all kinds of opponents and started to get a reputation as a capable fighter.

It was for this reason he was approached to help in the Lords of Fortunes efforts in exploring dangerous ruins in search of relics, artifacts and obviously precious items like gold and gems. From his experience in fighting beasts and monsters he was able to help the Lords in dealing with bandits and creatures inside, from this success he was given allowed to join properly more than just a fighter for spectators to glorify.

For a while, he became one of the best fighters in the Lords of Fortune showing his skill as a warrior as well as his determination when it to doing what he thought was right. He apparently punched another Lord for merely "Suggesting" that they sell off some artifacts they had uncovered rather than returning them for a smaller finders fee. 

It was this determination that got him into trouble though, during an expedition into some ruins, Helwin discovered that the Rivaini noble they were working with was helping the occultic Venatori get their hands on an "Ancient Evil". He attempted to stop this from happening especially when he learned that the Noble was planning on leaving the expedition in the ruins to die, in the fight he killed the noble and prevent the Venatori from getting what they wanted.

Though the Expedition members survived and he was in the right by doing what he did, The Lords of Fortune were in trouble, since a number of other Rivaini nobles were resentful over the death of one of their own. Which meant a great deal of problems for the Lords, since they relied on Rivaini authorities looking the other way.

So as a group, the Lords of Fortune agreed that Helwin needed to step away for a while to let things in Rivain calm down. Knowing that Rivaini nobles wouldn't be interested in Tevinter, Helwin made his way there, hopping from tavern to tavern all so he could drown his mistakes away. It was during such a Tavern escape that he came to meet a Dwarf named Varric.


Yara: The Spy

Race: Qunari

Class: Rogue

Place of Birth: Kont-Arr

Within the strict society of the Qunari people, there is the Ben-Hasserath, meaning "Heart of the Many", their duty is to maintain the faith, by teaching the Qun to new Converts, re-educating those that are in violation of the law. But there are those within the Ben-Hasserath that serve as agents for the Qun beyond its borders, serving as spies and agents passing along information to the leadership in Par Vollen as well as when required acting on it.

Yara was born to the Qun and was raised from a young age to serve in the Ben-Hasserath, with her Qunari name being Hissrad "One who creates Illusions", at first she spent most of her life serving within the only city the Qunari control on the Continent itself, Kont-Arr, seeking out those that sought to bring instability and seed discord within the city.

But when the elements of the Qunari military, the Antaam broke away and conducted their own invasions of the continent, sweeping through Rivain with brutality. Seeing that the Antaam could threaten the peace the Qun has with the other nations of Thedas, so they dispatched a number of Ben-Hasserath Agents across Thedas to get information on what was happening.

Given the cover name of Yara, she was sent to Rivain and link up with the Lords of Fortune, as the Explorers had been having trouble with the Antaam since they invaded. This could mean an opportunity for the Qun, Yara was told to report back on what the Lords of Fortune were up too, so then the Leadership could decide on whether or not they needed to get involved.

For a lengthy period, Yara ingratiated herself with the Lords and gained a reputation among them, the skills she was tutored in by the Ben-Hasserath came in handy during their exploration of various ruins. When she learned that the Lords of Fortune had a rule which dictated that any artifacts of a certain culture or peoples were to be returned to them for a small finders fee, she was surprised.

This information was confirmed when the Lords discovered a Qunari artifact from the time of the first invasion centuries prior. But this artifact brought some trouble for her, since some others wanted to just sell it off for a better price, those she looked at as either Tal-Vashoth, she argued and got into a fight using the excuse that it was not what the Lords did, when in truth she wanted to make sure that which belonged to the Qun was returned to it.

A fight ensued and the other Qunari left, a few nights later a group of Antaam fighters attacked their expedition camp, whilst Yara was not present. Though no one was killed, many Lords began to suspect her of wrong doing, despite the fact that others spoke up for her, the mere fact that she was a Qunari and Qunari warriors had attacked her party. Believing that trouble was coming and that there was the danger of her cover being exposed, Yara informed the Lords that she was taking a step back until heads had cooled.

When in truth she was sent west into Tevinter to help investigate a being known as the Dread Wolf, it was whilst investigating this name that she came upon a Dwarf named Varric.


The Antivian Crows:

It is said that Antiva despite having a King is not ruled by them, it is ruled by the families, the Merchants, the Guilds, The Bankers and the Crows. 

A skilled guild of Assassins that are as much feared as they are respected, since their formation, the Crows have never once reneged or gone back on a Contract given to them by a patron or client. Never have they gone back on their word, even if the chosen Crow is killed in the attempt they won't just give up.

But times have been hard, since the Antaam broke away from the Qun, Antiva is a place that is divided, parts remain free whilst others including once prosperous cities now lay in the grip of a fierce occupation.

And the Crows have become a nuisance as they attempt to resist the occupation and rebuild.


Arvel: The Watchful One

Race: Elf

Class: Rogue

Place of Birth: Rialto - Antiva

Born in the slums of the world, Arvel learned very quick how to survive, when he could he left the City and became a wandering hunter, seeking out and taking down game with a keen eye and a swift arrow from his bow. What he caught be it rabbit, deer or even the odd boar, all the meat and hides were sold for what coin he could make from the Markets and as an Elf he didn't get much.

But he did start getting a reputation, because he often encountered bandits and criminals within the forests and mountains which he picked off one by one with arrows from his bow. At some point he was approached by the Crows who offered him a place among them, they promised him something that he had not had for years, a family.

Upon his entrance into the Crows, he underwent extensive training and disciplinary tutelage all to hone him to an even more capable Assassin for service. Although he was capable with the blade, his true eye was for the Bow, he proved himself on more than one occasion, both in training as well as an active assassin for the Crows, few could best his skill.

But there were times when he found himself chaffing at the constant desires for Caution among the leadership of the Crows, the renowned Talons. After the Qunari military or Antaam broke away from the Qun and began to begin occupying territory, he felt that the Crows could do more, especially when he witnessed the Antaam forcing people into chains for the tiniest acts.

This came to a head when he went against the Advice of the other Crows by ambushing an Antaam convoy that was transporting prisoners to a work camp. Though successful in freeing the prisoners and getting them to safety, the Antaam leaders didn't like that the Crows were meddling in their affairs. Worse still the ambush had caused trouble for a planned mission the Crows had been working on for weeks that could have done more.

Incensed at the ill-disciplined nature in which Arvel had committed himself and how his overt ambush had now brought danger to the Crows as a whole and forced them to put an end to their plans. Though he was not cast out of the Crows properly, he was told to make himself scarce until a decision could be made on his future. 

Whilst in hiding away from Antivia, Arvel was discovered by a Dwarf named Varric.


Eleanor: The Elegant One

Race: Human

Class: Mage

Place of Birth: Treviso - Antiva

Of noble birth and magical blood, Eleanor was originally expected to become the dutiful wife of another for the sake of the family, but sadly this never came to be.

Through her early years of life, it was clear that she possessed magical abilities which were carefully garnered through proper teachers and mages. But even still it was all done under the careful supervision of the Chantry and more specifically her family, though as times changed, so did the expectations surrounding her. 

Where she was originally tutored in healing spells and alchemy, this quickly changed into battle magic and other areas of magical learning, the reason was her families opulence was coming back to bite them. In an attempt to gain further power and influence as well as more wealth to fuel said opulence, her father had contracted the Antivian Crows to assassinate a political rival.

Yet when it came time to paying the price he found himself unwilling to part with his wealth, so in return for their services, he offered the Crows his own Daughter. Though many were against this, Eleanor saw it as her chance to get away and start living her own life, she readily accepted and the Crows became her new family, upon passing the trials and extensive training she became a fully fledged Antivian Crow.

For a number of years, Eleanor served the Crows as an aid in various contracts, both as a battle mage but also as a healer when someone was to get injured during their work to uphold a given contract. Eventually however problems came, in the form of the Antaam seizing power in parts of Antivia including the mercantile city of Treviso which held one of the Crows strongholds.

The occupation of the city brought much difficulty upon the residents of the city and Eleanor didn't like one bit of it, she hated that the noble families were not willing to do more to end the occupation. She used her guile and her elegance to try and infiltrate their circles, all so that she could listen in and gain the information she needed that could sway the minds of the important people that still existed in the city.

But during a festivity that was hosted in a extravagant manor, her presence was detected which brought forth an alarmed guard in the manor. All of which lead to a fellow Antivian Crow being captured by the guards, though the fellow Crow was rescued, the fact that going against instructions and conducting efforts without the knowledge of the Talons, endangered others of their family was near unforgiveable.

Since her face was now known among the upper echelons of the city, Eleanor decided to withdraw from Treviso until things calmed down and people either forgot her face or the Talons could make their decision on her future.  While she rested in hiding beyond the bounds of the Antaam in relative safety, she was located by a Dwarf Named Varric.


Silence: The Quiet One

Race: Human

Class: Warrior

Place of Birth: Treviso - Antiva

A strange man from the get go, Silence as he is known, is well known among the Crows, for barely ever saying a word and when he did it was usually because it was something that needed to be said aloud rather in whisper.

A reclusive man who kept to himself, he was born into the Crows and was raised among their teachings and their traditions, but one could question his choice of keeping his words lesser but none could question his ability with the sword. During his training very few could best him in one on one combat.

When he was old enough, Silence proved himself a capable assassin conducting his first contract with near proper expectations as would be required among the Crows and since has served as a capable fighter for their Contracts. Through the years, his monikor for silence has gained him respect among the Crows who recognise his position that a Crow does not boast of their kills or their victories, they are to exist in shadows and "Shadows are Silent".

This idea of Silence extended beyond him, it also included how he chose to operate, preferring to gather information quietly and carefully until every possibility was accounted for. This usually did him justice as he was able to complete contracts that few could manage, some regarded him as akin to a Rook, as he always thought in straight lines and was unwilling to change direction.

Such was proven when during a particular contract, he was tasked with killing a Venatori supporter within Antivia who was orchestrating Antaam and Venatori deals. Silence wanted to find every possible opening and advantage that could ensure that the Crows could complete the task given to them, but the others were against this. They believed that the longer they waited then the chances for them to get in would be closed off one by one, Silence however refused.

And he would regret this, for whilst he questioned and sought answers, the other Crows had gone ahead with their own plans. Though they were successful, the fact that he was not present meant that they lacked a capable fighter, when they discovered they only just managed to escape, but not before they were all badly wounded.

Silence took responsibility for this, seeing that his inaction had brought this, he walked away and began to spend his time away from the Crows, questioning his choices. Whilst he sat alone in a tavern somewhere within the Tevinter Imperium, he was approached by a Dwarf named Varric.






Comments

Popular Posts