Also check out our new campaign set in Rivain: AFSAANA
Three no-good ladies are taking over this pirate-run town. Two of them are trying to find their lost loves, and one of them is tagging along for the gold. Try to figure out who is who. It’s not that easy sometimes ^^
Halfway through the night’s rests, there is a rumbling from the ground and the ceiling cracks and collapses on top of the sleeping adventurers.
Limbes and Senna manage to rush out of the tent and avoid serious damage, but Marie gets stuck in the cloth and is buried beneath the rubble, once again on the verge of death. A slab of rock cracks at least one of her ribs, injuring her and rendering her immobile.
In a very uncharacteristically friendly display of kindness, Senna heals Marie back to a decent condition, after which both she and Limbes pull Marie out of the rubble.
The tents have been ruined by the collapsing ceiling and are left behind, with the exception of Senna’s larger tent.
After inspecting the rubble, the party decides to inspect the catacombs again to see if something new has opened up. They find nothing other than a few shaken loose dead bodies and head back out of the magically sealed door.
Further down the hall, they find part of the wall collapsed from the earthquake, revealing a dark tunnel reaching deep into the mountain. Next to the opening, they find a small oil lamp. Senna lights it with a small flame, and they set out into the semi-darkness.
After walking for a long, long time, they find a simple door and realize that these are tunnels used for ventilation. The party decides to close the door behind them. To their left they find a room, just behind the door, in which they find a number of old mattresses, albeit not as old as the ruins themselves.
They continue further down the dark tunnel, finding doors with a room and mattresses behind them time and time again. Every now and then, they find flasks of lamp oil, which Limbes dutifully collects.
They continue on like this for what feels like around 20km, passing just as many doors until one of them notices scurrying sounds coming from inside the walls around them. Something is alive down here…
Upon opening yet another door, they stumble upon the scurrying creatures, but watch them quickly dart out of sight, leaving the party alone once again.
The girls continue on for a few more doors, another 10 or so kilometers, until they stumble upon four deepstalkers rounding a corner. Caught by surprise, the deepstalkers get the jump on them.
One of them attacks Limbes, lightly scratching her arm with its claws, and another two follow suit, also targeting her. The third one even spits what seems to be poison onto her.
The last one darts past her and snaps at Marie, and Limbes tries to slash at it, but fails to hit the nimble creature.
Senna manages to properly arcane lance one of them, though.
Three deepstalkers all attack Limbes together, but only one of them actually manages to sink its teeth into her. The fourth one instead continues to assault Marie.
Limbes swings her sword into the crowd of deepstalkers in front of her and decapitates one of them in a mighty swing.
Really annoyed, Marie finally manages to land a hit on the deepstalker, while Senna sends another arcane lance at it, as well, scorching a hole into its ribcage and killing it.
One of the remaining deepstalkers attacks Limbes, who is bleeding profusely and dashes past both Marie and Senna to clean off the poisonous spit.
The other deepstalker snaps at Marie now that Limbes is no longer in its line of sight. Marie hits it right back on the head and Senna finishes it off with a stonefist.
Realizing it’s probably going to die, the last deepstalker rushes into a vent and disappears from sight.
The party takes a breather before deciding to rest for the day. Senna heals Marie’s cracked ribs before they settle in to rest up.
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Feeling fresh and ready to tackle the rest of these tunnels, they continue on their way until they reach a door with a lock.
Behind the locked door, they find a room that’s seemingly a dead end. It’s completely empty but they notice a hatch in the ceiling. Sadly, the ladder leading to the hatch has been broken.
Marie is the first to jump up and grab hold of the ladder. Limbes makes an attempt as well, but falls down on her butt. Senna manages to climb up to just below Marie.
After opening the hatch and climbing upward, Marie discovers that the room it leads into can barely even be called a room: Marie hardly fits in it. She quickly motions with her foot for Senna to stop climbing up the ladder.
Following Senna’s suggestion, Marie begins to feel along the walls until she finds a crevice that she can reach into and find a hidden lever. Pulling it, a hidden passage slides open.
Stepping into it, Senna climbs into the now vacant space and Limbes tries for the ladder once more. Third time’s the charm.
The passage leads into a small room that is filled with barrels and smells faintly sulphuric. There is a heap of skeletons in a far corner of the room. Marie goes to inspect it, Limbes carefully follows behind.
Suddenly, a loud buzzing fills the room and out of one of the barrels bursts a swarm of cave beetles, turning on Marie, since she is closest to them.
The Swarm converges on Marie with a vengeance, and she swings her morningstar and buckler at the swarm in hopes of hitting something other than air.
Limbes pulls out her traveling garb and uses it to catch a number of beetles and kill them by stomping on her clothes.
Senna uses winter’s grasp to freeze over an area in the middle of the swarm, turning a couple of them into solid ice.
The Swarm now expands its reach to include Limbes as well as Marie in its attack, biting each of them very unpleasantly.
While being attacked, Marie just keeps on swinging wildly around her.
Limbes uses the garb again, but catches less than a handful, and thus decides to switch to her sword. Senna hurls an Arcane Lance into the mess, but the swarm continues with its merry murderous ways.
The party swings and slashes and stabs at the swarm to the best of its abilities, until finally, having slimmed in size notably, the swarm decides “no more” and flees before the entire colony is massacred.
The party wakes up after a night of drinking. Limbes and Marie have a killer hangover, but Senna is fine and more than ready to get going.
Ria, chief Astrid’s second-in-command, sees the sorry state of Limbes and Marie and offers them a wineskin with something that she says will help. Limbes, of course, takes the wineskin and drinks without hesitation. It’s firewater. The alcohol does alleviate the pain. Marie follows suit. They both end up slightly tipsy again. But the pain is gone, so...
Marie decides to return the beverage quickly because she’s a lightweight.
Ria informs the party that the mountain pass is treacherous with travelers often not returning from their journey. The veil is thin there, she says, so there is a chance of skeletons and other possessed bodies.
Senna decides to go out to purchase potions, buys a few, and watches as Marie asks about the stock, but clearly decides that she has no need for the viagra vial he offers. Limbes buys 1 tub of Warming Salve.
As they leave, they ask a guard which way to go from the gates and climb up Gherlen’s Pass to its highest point until they find the stone monument the guard talked about. The monument is a large monolith with many runic carvings.
They head northeast. The path is well-maintained where they set off and travel is easy. It gets harder when they set off to the northeast, and the party has to climb boulders and squeeze through passages as they traverse the mountain.
With Limbes leading and Marie and Senna following 3-10m behind, the sun is setting when the snow beneath Limbes’ feet cracks, and she realizes it is ice. Too late, however, and Marie and Senna see her falling into a crevice in the ground.
Marie yells after her, but gets no reply. She flies into a fit because she couldn’t catch Limbes and now she is dead.
Limbes is actually fine and exits the tight crevice she has fallen into to find a very dark hallway. It looks like an entry. The whole building seems to have been encased in ice, with some of it coming through and covering the walls.
She claps her hands loudly. A giant swarm of bats rushes past and out of the hole Limbes fell through.
Upon seeing this, Marie heads carefully toward the hole. Senna is impatient and pokes her with her staff. She falls, and just barely lands in the crevice. Senna gets down unharmed and lights a torch.
They head into the hallway and Sanna spots a stone in the wall that seems different. Limbes hits it with the pommel of her sword. It crumbles as the ground lowers into a flight of stairs. Limbes takes the lead downstairs.
They reach a thick pair of doors. When they open the doors, there is a rush of air and a long path of fire lights up in the middle of the broad octagonal room they have entered. Four skeletons shake to life, one in front of each of the diagonal walls of the chamber.
Limbes attacks first, slashing the Skeleton to her left. Marie follows suit, but misses and hits the wall instead. The skeleton reciprocates, stabbing at Marie with its spear. Luckily, the strike is deflected by Marie’s armor.
Another skeleton attacks Limbes, and a third skeleton does what the first one couldn’t, striking at Marie with ease.
Senna sends an arcane lance in the back of the second skeleton. Limbes hits the one in front of her on the head and makes way for Marie to scatter it across the floor.
Seeking revenge, both skeletons attack Marie but miss. The fourth one finally catches up to them and takes advantage of the chaos and targets Senna immediately. Senna is not amused and hits it right back.
Limbes turns on the one in front of her, and, with a mighty blow, she kills it, taunting skeleton number four before she gets into a defensive stance.
Marie swings for the skeleton between her and Limbes and misses completely. The one right next to it takes offence and lunges for Marie, but misses as well.
Senna however, is hit by the one which just approached. Now annoyed, Senna destroys it with a double arcane lance.
Limbes charges the last remaining skeleton and hits it in the chest. Marie takes her cue and finishes it off with a lethal blow, smashing it into the ground with her maul like a hammer would a nail.
The party looks around for more challengers, but sees none and thus uses their newfound peace quiet to bind their wounds and inspect the room.
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They discover ancient writing on the opposing walls on the far sides of the room. The ancient Tevinter writing was added long after the ruin was built, its message ominous:
This is the hall of Muster Keep
Keeping Horinth fast asleep
Do not enter, foolish man
Run away while you still can
Flee this place once you arrive
Before the dead eat you alive
They continue into the ruins anyway. Limbes makes herself useful and spots all the weakened and crumbly areas on the floor, and none of them end up losing a foot. Or two.
They reach a crossroads and go gayly forward.. The hallway curves left, then right, and splits into a T. Going left takes them into a small room that’s empty save for a torch holder, surrounded by a magical barrier. Senna realizes the barrier will dissipate when struck with sufficient magical force and arcane lances it to do just that.
After some trial and error, Senna turns the torch holder like a handle and they hear a faraway click.
The party exits the room and continues down the other end of the T until they come across a magical door where one of two spheres is glowing. Figuring that they need to find a second switch, the group turns back to the crossroads.
The path to the south is a dead end, and so the party makes a 180 and find another octagonal room, this one twice as large as the room with the fire and skeletons. This room has five altars, three of which hold skeletons, the other two seemingly sleeping and untouched people.
They investigate the skeletons first and determine they are at least 20 years old and completely barren. After less than a second’s contemplation, they rob the skeletons of six rings and two bangles and add them to the newly created party pot.
The fleshy bodies are up next and the group realises these people are still breathing. Marie pokes one of them in the cheek. It feels sizzly. Senna wacks the other in the stomach with her staff. The comatose woman she hit stops breathing.
Marie yells at Senna. A lot. Senna casts Heal on the woman. The woman breathes again.
Senna checks if it’s a magically induced coma and discovers that the bodies are in stasis and their souls are… elsewhere.
Meanwhile, Limbes has discovered more ancient writing along with artwork on the walls. Senna translates:
Year for year we sacrifice
And we pay a deadly price
Let our spirits cross the Fade
May the demon be afraid
We strike down Dumat and kin
And bathe ourselves with pride in sin
The murals seem to have three parts:
1) Mages laying on altars,
2) Mages getting up on the altars, having turned seemingly luminescent in white and blue and
3) The bright mages fighting a huge abomination
Senna recognizes the murals as Tevinter art added to the non-Tevinter ruins. Both Senna and Limbes notice that two of the five mages fighting the abomination have differently colored eyes. Marie and Senna poke these eyeballs and a hidden room opens up.
Inside, the girls find three wooden chests, decorated with gold-plated imagery of a hand holding a rose. Marie plugs one of the rings with the same symbol into an indentation in the chests and the locks click open. They find:
1) Stone with runes meaning ‘light’ carved into it. Senna takes it. It is a glowstone, emitting a gentle white and blue light.
2) The Steadfast Staff, made of aged yew, which gives +1WP. Senna takes this one too.
3) A Leather Cover for books that will render the book inside impervious to any and all damage. Limbes wraps the elven book in it.
Senna mentions the hand holding the black rose is said to be the crest of an ancient Tevinter cult, according to legend. And that this was likely a copycat order or a revival. The cult would send mages into the Face to fight demons.
Not having found the second switch, the party returns to the dead end and discover another torch holder. One thing leads to another, click says the door and the party goes to check the magically sealed door again. Both spheres are glowing now. They push it open to reveal a circular room, with an abomination struggling to its feet in the middle.
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Marie rushes in first but fails to hit the abomination. Limbes however lunges in, rushes behind the abomination and backstabs it, drawing quite a bit of blood.
Senna casts stonefist, but while taking damage, it resists being knocked prone. With a vengeful cry, it hits Marie across the face. Marie takes revenge, knocking it prone and providing an opening for Limbes to charge it and attack it twice before darting away.
Senna stonefists it again, keeping it knocked prone. The abomination however gets up and attacks Marie, topping its attack off with a drain life spell.
Two skeletons now enter the fray, drawn in by the noise. One heads towards Marie and Limbes, the other goes towards Senna.
Marie charges the skeleton closest to her, hitting it before getting into a defensive stance, expecting quite a blowback.
Limbes however backstabs it to death before it can attack Marie.
Senna, in the meantime, hurls an arcane lance at the abomination, and the abomination replies by lunging for Limbes, but it misses the nimble rogue, and so it retreats a few steps.
The skeleton who was approaching Senna attacks her with its spear, and Marie charges the one left between her and Limbes. She hoped to get its attention, but that clearly didn’t work. Instead, she sends it into the wall with her morning star before shattering its skull with her spiked buckler.
Limbes backstabs the abomination and uses the element of surprise to hit it a second time, pierce its armor and push it into a corner before darting away again.
Senna hurls a winter’s grasp at the abomination, but instead of the spell she expected, only tiny little snowflakes emerge from her staff.
The Abomination chases after Limbes and slashes her hard with its claws before moving further to the middle of the room.
Marie charges it, finding the chink in his armour and taking full advantage of that.
Limbes backstabs it and distances herself again, leaving Marie in its path instead.
Senna attempts another winter’s grasp, but for some reason can’t conjure up the concentration she needs to make it happen.
Now the abomination turns on Marie and does some serious damage with its claws.
Reeling (and a little desperate) Marie smacks it across the face with her morningstar, killing it and triggering it to explode in her face, leaving Marie on death’s disgusting and very gory edge.
With that done, they all take a break, and Marie lays on the cold hard floor in fetal position, while Senna and Limbes inspect the room and peer into the hallway the skeletons emerged from.
They decide not to camp until they know it’s safe and head into the hallway with Limbes leading. They discover a catacomb with (mostly) closed graves dug into the walls. Limbes points out that only two of them show signs of escape. They also find a chest, which Limbes opens after failing to see if it’s trapped. They find:
1) Hardened Light Leather Armor (Tevinter design with AR4)
2) Mage Robes (red/purple Tevinter design)
3) Simple Tevinter robes and 20 pieces of jewelry that go into the party pot
Senna immediately strips to down and dons her new robes. Limbes gawks before following suit and getting into her new armor.
Senna also mentions that the blowing up is just something that abominations tend to do when they die. Feeling secure, the party decides to set up camp in the gory room...
After the ugly fight with Mythallen, the heroes finally hear the entire story from Orellis, who pieced together what happened:
“As you may know, our clan visited this village just two weeks ago, during their harvest festival. We were welcomed then, but there was a bit of trouble: some of the locals had too much to drink, and there was a confrontation with some of our young men. Harsh words were exchanged, and Harralan, one of our hunters, attacked the big blacksmith. The village warden separated them before it could get out of hand, but still the damage was done. We were no longer welcome here and we moved on as soon as the festival ended.
“Harralan was angry at our treatment, but our elders assigned him the duty of scouting as we made our way through Gherlen’s Grove, to give him time to cool off. He was the first to disappear—he simply didn’t return from his scouting one night.
“Then other scouts and hunters began to go missing, as did the ones sent to look for them. Together, the elders and I decided we should go back, but by then it was too late.
“Three days after Harralan disappeared, before we could reach the edge of the forest, they attacked our camp: darkspawn emerging from the trees in the dead of night. My people were taken. Those who fought were beaten or killed. I was captured along with the rest, taken to an ancient ruin in a rift valley deep in the forest, off the trails. The master of the darkspawn is a creature, an abomination. He calls himself Mythallen, which in our tongue means “child of vengeance”.
As you’ve seen now, Mythallen was indeed Harallan. I can only guess at how he became the monster he was. Maybe he entered a pact with a demon. Many foolish young men do.”
The Vethari Clan leaves Vintiver and starts setting up camp just southeast of it, trying to stay out of the humans’ way, but also trying to scavenge whatever they can from the now abandoned Fuldor Farm.
The heroes help them with menial tasks, such as carrying wood from one place to the other, or keep guard as they take what they need from the forest. Senna and Zhadarra also help the villagers with repairs in Vintiver, which was at least partially destroyed during the fight with Mythallen. Buildings had burned, been ripped apart or simply given in to the sheer force of Mythallen’s minions.
Now, Eshara introduces another of her cousins, Lirresh’s sister Alais. She’s a slender and young elf, and acts very shy around the group, and especially so when she catches Limbes awkwardly wave at Eshara from afar. Standing in between the two, she quickly makes her exit, promising to return another time. Lirresh just stares after his sister, completely confused. For a moment it seems like he might stay and talk to all of them, but then he leaves as well, determined to check on his sister.
Limbes in the meantime is trying to get over her embarrassing moment and decides to visit Coalan, who had promised to give each of the heroes a little something for helping the villagers defend Vintiver. And maybe, it is also an attempt at an apology to the lithe elf, after finding out that the elves weren’t the cause of his friends’ deaths after all. At least not directly. Limbes chooses a short Veridium sword, the only one on display.
In the meantime, Senna and Zhadarra have chosen a table in the tavern and made it theirs. While waiting for Limbes with lunch, they discuss their future plans. They are interrupted by a tiny, clearly hurried red haired human, who joins their table as if she belongs there. She introduces herself as Marie.
Before they can ask her any questions, Limbes walks in and joins them, hitting up a conversation with Zhadarra. She says she wants to go back to Wildeholt, to take whatever reward they can get from Astrid and her clan. After all, they had gone to this village only because she asked them to.
Zhadarra agrees that they should find out what the Avvar clan can offer them as thanks, but then she looks around, at all the wounded villagers and destroyed homes, and she decides to stay. At least for a little while.
Marie however, pipes in, and says that if they leave soon, she will join them. When asked, she says she’s not exactly sure where she is going, but preferably away from here.
Soon thereafter, Limbes and Senna bid the others goodbye, while Marie waits near the village entrance impatiently. Jynosora and Sola say they will stay a little while, but they are not sure for how long. For a moment they ponder on where Elydrieth went after the ruins, but no one knows.
The heroes use Gherlen’s Pass to travel to Wildeholt, and as they camp and Limbes walks off to hunt, they are attacked by two genlocks. Limbes is surprised and takes heavy damage before Senna and Marie arrive, but once they do, they defeat the darkspawn in an efficient manner.
After a restful night’s sleep, they reach Wildeholt’s entrance: a large crevice in the mountainside, just wide enough for two people to comfortably walk next to each other.
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Two Avvar are standing guard, and they stop the heroes when they arrive. Demanding to know who they are and what they want, the tall men quickly annoy Senna. Ever the hothead that she is, she punches one of them in the face. Limbes and Marie gasp in surprise and get ready to be attacked...
But the man simply laughs at Senna’s attempt to hurt him, and he admits to them that he was just having them on. Utterly amused, he lets them pass.
Finally at their destination, the heroes engage in a long conversation with Astrid, telling her all about what happend. The thane doesn’t seem too surprised by the news, nor does she seem overly worried for the people of Vintiver. The girls get the feeling that she only really cared about keeping her promise of protection to the village, and not so much about actually protecting them.
After the vivid and loud retelling of their deeds, they receive some gifts as thanks, which mainly include alcohol, fur and other items the people of Wildeholt produce themselves.
Senna and Limbes now carry the elven book Jynosora previously held, and so they ask the Avvar whether they know a place where they could have it translated. The people in Vintiver suggested Jader, a city by the sea and north of the Frostback Mountains, or Kinloch Hold, a powerful Avvar keep on a small island in Lake Calenhad. Both of these are famous for their extensive library, and after talking to the people of Wildeholt, the heroes decide to try and cross the Frostback Mountains to get to Jader.
When they roam the hold in the evening, Ria gives all of them some more firewater for their travels, and tells them that they might need a bath in no uncertain terms. They enjoy the hotsprings nearby before they go to join the other adults of the clan in the Main Hall. Marie gets drunk on firewater, the local alcohol of choice. She’s not entirely sure this is a great idea, but it sure as hell feels fantastic!
Senna and Limbes are a bit more cautious, but they, too, mingle and enjoy the last proper meal before their trek up into the mountain...
→This is part 2. Here you will find information on your background’s benefits, such as abilities, focuses, resistances etc.
Fair warning, this post is very long and there are a lot of pictures under the cut.
CREATING A CHARACTER
2. Apply the bonuses of the background you chose (list is in alphabetical order)
For our campaign set in 840 TE (or -355 Ancient), skaifayaheda made us a really nice political map, so I’ve added the relevant areas above each background, so you know where in Thedas you’re from.
Antivan Wayfarer (Tevinter Imperium → Antiva)
Add +1 to your Communication ability
Choose Communication (Bargaining) or Cunning (Navigation)
You can speak and read Antivan and the Trade Tongue
You are a human
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Dexterity, +1 Perception
Focuses: Cunning (Evaluation), Communication (Seduction), Communication (Persuasion), Dexterity (Initiative), Perception (Hearing)
Arlathan Scholar (Tevinter Imperium → Antiva → Arlathan Forest)
Add +1 to your Cunning ability
Choose Communication (Etiquette) or Cunning (Research)
You can speak and read Elvhen and the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Dexterity, +1 Perception
Focuses: Cunning (Writing), Cunning (Historical Lore), Dexterity (Calligraphy), Magic (Creation), Willpower (Self-Discipline)
Avvarian Hillsman (Ferelden → Frostback Mountains)
Add +1 to your Strength ability
Choose Communication (Animal Handling) or Strength (Climbing)
You can speak and read Alamarri and the Trade Tongue
You are human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities:+1 Constitution, +1 Dexterity, +1 Willpower
Focuses: Communication (Gambling), Constitution (Stamina), Dexterity (Brawling), Strength (Intimidation), Strength (Might)
Beresaad (Seheron + Por Vallen)
Add +1 to your Strength ability
Choose Cunning (Qun) or Strength (Intimidation)
You can speak and read Qunlat and the Trade Tongue
You are a qunari
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1Cunning, +1 Strength
Focuses: Communication (Leadership), Constitution (Stamina), Cunning (Historical Lore), Cunning (Military Lore), Strength (Might)
Special: you suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
Brecilian Strider (Ferelden → Brecilian Forest)
Add +1 to your Willpower ability
Choose Cunning (Natural Lore) or (Strength (Might)
You can speak Elvhen and speak and read the Trade Tongue
You are an elf
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Perception
Focuses: Communication (Animal Handling), Dexterity (Acrobatics), Dexterity (Bows), Perception (Seeing), Willpower (Courage)
For some reason I never wrote a background description for this one... I think it was a late addition to my backgrounds file.
Chasind Wilder (Ferelden → Korcari Wilds)
Add +1 to your Dexterity ability
Choose Dexterity (Stealth) or Magic (Primal)
You can speak and read Alamarri and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Cunning, +1 Magic
Focuses: Cunning (Natural Lore), Dexterity (Brawling), Dexterity (Traps), Perception (Tracking), Strength (Jumping)
Ciriane Adventurer (Orlais → South)
Add +1 to your Communication ability
Choose Communication (Etiquette) or Communication (Performance)
You can speak and read Ciriane and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Magic, +1 Willpower
Focuses: Cunning (Brewing), Cunning (Musical Lore), Dexterity (Dueling), Magic (Spirit), Perception (Empathy)
Clayne Craftsman (Ferelden)
Add +1 to your Dexterity ability
Choose Dexterity (Crafting) or Communication (Bargaining)
You can speak and read Alamarri and the Trade Tongue
You are a human
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Strength
Focuses: Cunning (Brewing), Cunning (Evaluation), Dexterity (Traps), Strength (Driving), Strength (Smithing)
Clayne Freeman (Ferelden)
Add +1 to your Willpower ability
Choose Strength (Might) or Willpower (Courage)
You can speak and read Alamarri and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Magic, +1 Strength
Focuses: Constitution (Stamina), Cunning (Poison Lore), Perception (Tracking), Strength (Jumping), Willpower (Self-Discipline)
Dwarf Duster (Gundaar, Hormak, Kal-Sharok, or Orzammar)
Add +1 to your Dexterity ability
Choose Communication (Deception) or Dexterity (Legerdemain)
You can speak and read Dwarven and the Trade Tongue
You are a dwarf
You are a rogue
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Perception
Focuses: Communication (Bargaining), Constitution (Running), Cunning (Evaluation), Dexterity (Stealth), Perception (Searching)
Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
Escaped Elven Slave (Tevinter)
Add +1 to your Strength ability
Choose Perception (Hearing) or Magic (Spirit)
You can speak and read Tevinter and the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities:+1 Communication, +1 Magic, +1 Willpower
Focuses: Communication (Deception), Cunning (Arcane Lore), Dexterity (Lock Picking), Strength (Driving), Willpower (Self-Discipline)
See Beresaad for map
Escaped Saarebas (Par Vollen)
Add +1 to your Magic ability
Choose Magic (Entropy) or Magic (Primal)
You can speak and read Qunlat and the Trade Tongue
You are a qunari
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Strength, +1 Willpower
Focuses: Constitution (Stamina), Cunning (Qun), Strength (Intimidation), Strength (Might), Willpower (Courage)
Green Dales Nomad (Antiva → Green Dales)
Add +1 to your Perception ability
Choose Dexterity (Bows) or Communication (Bargaining)
You can speak Elvhen and speak and read the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities:+1 Communication, +1 Dexterity, +1 Magic
Focuses: Cunning (Natural Lore), Dexterity (Riding), Magic (Primal), Perception (Hearing), Perception (Seeing)
See Dwarf Duster for map
High-Born Dwarf (Gundaar, Hormak, Kal-Sharok, or Orzammar)
Add +1 to your Strength ability
Choose Dexterity (Crafting) or Strength (Intimidate) or Strength (Smithing)
You can speak and read Dwarven and the Trade Tongue
You are a dwarf
Choose a class: rogue or warrior
Choose a caste: Artisan, Smith or Warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Cunning,+1 Willpower
Focuses: Communication (Etiquette), Constitution (Stamina), Cunning (Enchantment), Cunning (Engineering), Willpower (Courage)
Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
Inghirsh Freerunner (Orlais → North)
Add +1 to your Dexterity ability
Choose Dexterity (Brawling) or Communication (Disguise)
You can speak and read Inghirsh and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Constitution, +1 Willpower
Focuses: Communication (Bargaining), Communication (Deception), Cunning (Poison Lore), Dexterity (Legerdemain), Magic (Spirit)
See Dwarf Duster for map
Low-Born Dwarf (Gundaar, Hormak, Kal-Sharok, or Orzammar)
Add +1 to your Communication ability
Choose Communication (Persuasion) or Constitution (Stamina)
You can speak and read Dwarven and the Trade Tongue
You are a dwarf
Choose a class: rogue or warrior
Choose a caste: Merchant, Miner or Servant
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Perception, +1 Strength
Focuses: Communication (Bargaining), Cunning (Brewing), Constitution (Drinking), Perception (Hearing), Strength (Might)
Special: you gain a +2 bonus on ability tests to resist the effects of spells and other magical attacks
Orth Clansman (Anderfels → North)
Add +1 to your Constitution ability
Choose Constitution (Stamina) or Strength (Climbing)
You can speak and read Orth and the Trade Tongue.
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Magic, +1 Perception, +1 Strength
Focuses: Constitution (Running), Dexterity (Brawling), Dexterity (Traps), Magic (Entropy), Perception (Tracking)
Planasene Theurgist (Free Marches → Planasene Forest)
Add +1 to your Magic ability
Choose Magic (Creation) or Magic (Spirit)
You can speak and read the Trade Tongue
You are a human
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Perception, +1 Willpower
Focuses: Communication (Performance), Cunning (Healing), Cunning (Religious Lore), Perception (Empathy), Willpower (Faith)
Planasene Animist (Free Marches → Planasene Forest)
Add +1 to your Perception ability
Choose Communication (Animal Handling) or Cunning (Natural Lore)
You can speak Elvhen and speak and read the Trade Tongue
You are an elf
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Dexterity, +1 Magic
Focuses: Communication (Persuasion), Cunning (Religious Lore), Dexterity (Initiative), Magic (Creation), Willpower (Faith)
Rivaini Merchant (Rivain)
Add +1 to your Dexterity ability
Choose Communication (Seduction) or Dexterity (Acrobatics)
You can speak and read Rivaini and the Trade Tongue
You are a human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Willpower
Focuses: Communication (Persuasion), Constitution (Swimming), Cunning (Evaluation), Cunning (Cartography), Dexterity (Brawling)
See Beresaad for map
Tal-Vashoth (Par Vollen)
Add +1 to your Strength ability
Choose Constitution (Stamina) or Strength (Intimidation)
You can speak and read Qunlat and the Trade Tongue
You are a qunari
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Strength, +1 Willpower
Focuses: Constitution (Running), Constitution (Swimming), Strength (Might), Strength (Climbing), Willpower (Courage)
Special: you suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
See Escaped Elven Slave for map
Tevinter Altus (Tevinter → Minrathous)
Add +1 to your Magic ability
Choose Communication (Leadership) or Cunning (Arcane Lore)
You can speak and read Tevinter and the Trade Tongue
You are a human
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Cunning, +1 Willpower
Focuses: Communication (Etiquette), Cunning (Heraldry), Cunning (Historical Lore), Dexterity (Riding), Magic (Arcane Lance)
Tevinter Laetan (Tevinter)
Add +1 to your Cunning ability
Choose Communication (Deception) or Cunning (Arcane Lore)
You can speak and read Tevinter and the Trade Tongue
You are a human
You are a mage
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Communication, +1 Constitution, +1 Magic
Focuses: Communication (Persuasion), Cunning (Cultural Lore), Cunning (Evaluation), Dexterity (Riding), Magic (Arcane Lance)
Tevinter Soporati (Tevinter → Qarinus)
Add +1 to your Strength ability
Choose Constitution (Stamina) or Dexterity (Brawling)
You can speak and read Tevinter and the Trade Tongue
You are a human
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Perception, +1 Willpower
Focuses: Communication (Animal Handling), Communication (Deception), Cunning (Evaluation), Strength (Driving), Willpower (Courage)
Tirashan Hunter (Orlais → Tirashan Forest)
Add +1 to your Perception ability
Choose Perception (Hearing) or Perception (Seeing)
You can speak Elvhen speak and read the Trade Tongue
You are an elf
Choose a class: rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Cunning, +1 Constitution, +1 Dexterity
Focuses: Communication (Animal Handling), Constitution (Running), Cunning (Natural Lore), Dexterity (Riding), Dexterity (Traps)
Vashoth (Anywhere, specify area)
Add +1 to your Strength ability
Choose Strength (Intimidation) or Strength (Might)
You can speak and read the Trade Tongue (and one other language, depending on where you choose to have grown up)
You are a qunari
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Dexterity, +1 Magic
Focuses: Constitution (Drinking), Constitution (Stamina), Dexterity (Brawling), Magic (Entropy), Strength (Climbing)
Special: you suffer a -1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers
Waking Sea Raider (Anywhere, specify area)
Add +1 to your Dexterity ability
Choose Dexterity (Acrobatics) or Perception (Seeing)
You can speak the Trade Tongue (and one other language, depending on where you choose to have grown up)
Choose a race: elf or human
Choose a class: mage, rogue or warrior
Spend 3 points on abilities or focuses: choosing an ability costs 2 points, choosing a focus costs 1 point
Abilities: +1 Constitution, +1 Perception, +1 Strength
Focuses: Constitution (Rowing), Constitution (Swimming), Cunning (Evaluation), Cunning (Navigation), Strength (Intimidation)
I made this almost a year ago, to help new players create a character, and to help them get an overview of the races. Some backgrounds are almost the same as in the Core Rulebook, some are entirely new creations.
This is pretty long, hence the cut. I will also split it up into several posts.
CREATING A CHARACTER
1. Create a character concept and background
Qunari (2.0 - 2.3m) are more physically robust than humans. They have horns, metallic skin (such as gold, bronze, silver), white hair, pointed ears and vivid eyes with colors like violet, red, silver or yellow. Some are born without horns, and some remove them surgically. Once a horn is cut off, it will not grow back. The Qunari are followers of the “Qun”—a code of honor that they live by. Members of other races can join the Qunari if they accept the teachings of the Qun. They are then called Viddathari. Members born outside of the Qun are not considered to be Qunari. They are called "Vashoth", which means "grey ones"; likewise those who abandon the Qun are known as "Tal-Vashoth", "true grey ones". Qunari associate not having horns with being imposing or scary, which is why the Tal-Vashoth often decide to remove their own horns.
Beresaad (Rogue, Warrior): The qunari do not have a dedicated group of diplomats. Instead they have the Beresaad, the vanguard of the qunari people. The Beresaad are soldiers, and they view the world as such. They are trusted to go into foreign lands and deal with other races. Sometimes these are formal diplomatic missions, but in other instances the Arishok sends them to do intelligence work or investigate specific aspects of foreign cultures.
Escaped Saarebas (Mage): Saarebas (Qunlat: “dangerous thing”) is a word for a mage, as well as a title given to all Qunari mages. They are prisoners in their own body, donning a set of heavy pauldrons with chains attached to them, to act as a form of leash. Their faces are hidden beneath a metal visor. In some cases their lips may be stitched together. If found practicing forbidden magic, their tongues are cut out to prevent them from corrupting others. Saarebas are considered weapons and as such are trained with the focus of destruction. They are never allowed to be alone, and are always under watch by Arvaarads. If Saarebas separate from their keeper, they must be slain or commit suicide. The armor the Saarebas wear can immobilize them through a devide held by the Arvaarad. The Qunari also invented a mobile version of the magic-blocking device which makes mages unable to cast spells. It comes in the form of a collar.
Tal-Vashoth (Rogue, Warrior): Leaving the Qun is a hard decision to make, as it will guarantee the wrath of all other qunari. Despite that, some feel trapped by the rigid rules of the Qun and try their luck elsewhere. They stay away from their own people and are not always greeted with open arms by other races. and often times work as mercenaries or bodyguards. Others become raiders, pirates, smugglers or even slavers.
Vashoth (Mage, Rogue, Warrior): For one reason or another, these qunari grew up outside of the Qun. Which, according to the Qun, means that they could still be saved. With the connection to their people nonexistent, however, they usually adapt to surrounding cultures, which is not easy, as most races see the giant race as a danger and threat.
Humans (1.5 - 1.9m) are the most numerous race of Thedas. Humans are probably the most culturally diverse race as they have well over a dozen tribes of their own, each with different customs and traditions. They come in all shapes and sizes, colors and builds. The northern nations tend to have a darker complexion, whereas the southern Alamarri tribes are usually fair skinned. However, many wars and migrations have led to a mixing of the tribes, which means that any complexion can be found anywhere.
Antivan Wayfarer (Rogue, Warrior): While technically a monarchy, Antiva is really ruled by its merchant princes. It is famous for its merchants and sailors, though Antivans also excel at dirty fighting. And so Antiva is home to the most notorious guild of assassins, thieves and spies in Thedas: the House of Crows. Since Antivans trade all over Thedas, they are frequently found in port cities and other commercial centers. The Crows, too, export their services. They are valued for their skill, discretion and professionalism.
Avvarian Hillsman (Mage, Rogue, Warrior): The Avvar are a rugged people, who make their home in the Frostback Mountains. Their skill at falconry as well as their continued raiding of the lowlands have made them infamous throughout Thedas. Avvar are independent, proud and stubborn and think the other human cultures weak and corrupt. Their (hedge) mages are called shamans.
Chasind Wilder (Mage, Rogue, Warrior): This independent Alamarri tribe lives in the swamps of the Korcari Wilds, their poisoning, tracking and trapping skills known throughout Ferelden. They are an enigmatic people with shamanic traditions and a great respect for magic. The Chasind prefer to stay in the shadows of the Wilds and leave them only when they must. They live in houses built on stilts and do some trading with other tribes in the south of Ferelden. – Their (hedge) mages are called witches.
Ciriane Adventurer (Mage, Rogue, Warrior): The Ciriane are a loosely defined and culturally rich people. They like celebrations as well as wine, and most of them are great story tellers. Many young Ciriane turn to adventuring to make a reputation for themselves, or to explore a world they have never seen. A deeply romantic people, the Ciriane make the best of life and what it gives them. Their (hedge) mages are called soothsayers.
Clayne Craftsman (Rogue, Warrior): Craftsmen are not as likely as freemen to become adventurers. Their lives are generally more settled and most have obligations to their crafthouse or people. There are always those who seek more from life, however, be it the armorer in search of rare metals, the explorer looking to open up new trade routes, or the tanner in search of new hides.
Clayne Freeman (Mage, Rogue, Warrior): The Clayne are a tribe of the Alamarri, a simple militaristic culture split into several clans. Many Low Freemen turn to crime, as the worst offenses are quickly put down, but many others are ignored and citizens are often left to make their own justice. As such, there are Clayne who abide by the law and make sure it is followed on their own time, whereas others take advantage of the freedom the lack of law enforcement gives them.
Inghirsh Freerunner (Mage, Rogue, Warrior): The Ingirsh consist of many small clans, as most cultures in Thedas. However, they are one cohesive tribe, their efforts to push back the Neromenians in the northeast met with bitter resistance. The Inghirsh do have many capable warriors, but more common is the so-called Freerunner. They focus on bringing down their enemies from the inside, often times infiltrating enemy camps and clans. Many of them operate alone, and some even leave Inghirsh territory altogether.
Orth Clansman (Mage, Rogue, Warrior): Living conditions in the Orthlands are rather harsh; not much rain falls and the Orth therefore have grown into hardy hunter folk. One becomes adult upon achieving something great for their clan. This achievement will give them their soul name, which will be stylistically scarred onto their foreheads. Upon achieving further greatness, this design is expanded upon to reach past the eyes onto the cheekbones; the more stylized scars an Orth has, the better their reputation and higher their rank. Upon bringing their clan disgrace, their soul name will be destroyed by burning a thick horizontal line through the design on their forehead, forever marking them as disgraced. Some Orth are lucky enough to befriend the rare and giant griffons living in the Orthlands, which let them ride on their backs. Their (hedge) mages are called thaumaturges.
Planasene Theurgist (Mage): Living near the Planasene Forest, the Planasene have settled down and created farms where they live. A deeply animistic people, they strive to live in equilibrium with nature, believing everything natural has a spirit; the trees, the rain, the animals and even the stones. Anything, as long as it is pure and unchanged by civilisation. They call on these spirits for aid when required, something which magic users have a distinct advantage with, causing mages in Planasene clans to be held in high regard.
Rivaini Merchant (Mage, Rogue, Warrior): The Rivaini have skin tones ranging from dark tan to ebony. Social standing in Rivain is often marked by tattoos and body piercings. The more elaborate one’s decorations, the higher one’s rank. The Rivaini, though possessing a currency-based economy as other nations do, place no real value on the accumulation of individual wealth and instead promote the idea of community welfare. As such, communities work together to support each other, sending supplies to other communities when needed. Rivain is a center of trade, even with the Qunari. Where there is shipping there is smuggling and piracy, of course. And sometimes the line between merchant and smuggler is blurry.
Tevinter Altus (Mage): The Altus are the noble mages who rule the Imperium. Centered on the port-city of Minrathous, Tevinter’s mages are a force to be reckoned with. Circles of Magi were formed in almost every Tevinter city, where mages are trained extensively. Every young mage aspires to be a magister’s apprentice because it’s the best chance of ascending to the rank of magister themselves. The magisters formed a council of their most talented mages, the Court of Magisters, which became the royal court. Their offices of mages are as follows: enchanter, senior enchanter, first enchanter and magister.
Tevinter Laetan (Mage): The Laetans are those mages who come from the mundane class. While they do not have all the advantages of the Altus, their magical power still puts them ahead of the vast majority of Tevinter’s citizens. They are identified at a young age and trained to serve. However, some question the old ways and strike out for a life of adventure in other nations of Thedas.
Tevinter Soporati (Rogue, Warrior): Tevinter commoners, known as Soporati, or more disparagingly as mundanes, work hard, but they benefit from the existence of a despised underclass, as slavery is still legal in the Imperium. Many Soporati become soldiers, as the Imperium is in near constant conflict with the Inghirsh and Clayne.
Waking Sea Raider (Mage, Rogue, Warrior): The raiders of the Waking Sea are pirates. Anything worth having, they take it, anything worth giving, they sell it. There are many individual pirate chiefs operating in the Waking Sea, and although they share similar beliefs and goals, they will often fight against each other in an attempt to strengthen their ranks. Many of them despise their home loving brethren, and so it is rare to see them on dry land. Their (hedge) mages are called spellcrafters.
Elves (1.5 - 1.7m) have a slender, lithe build and pointed ears. Long ago, they used to be the dominant race in Thedas, and their advanced civilization was based on nature, the Fade and magic. After the fall of their great city of Arlathan and the empire of Elvhenan, its following plunder by the Tevinter Imperium and the subsequent generations of slavery, the elves lost most of their cultural heritage and identity. They are typically found throughout the world as nomads and outcasts. They live no longer than humans, but elven legends state that this was not always the case. Once they were an immortal race and "magic came as easily to them as breathing", with some of their spells taking years to cast and echoing for decades in an unending symphony. Their magic was able to accomplish seemingly impossible feats, such as the creation of the unique, Fade-like world of the “Crossroads”, and the maintenance of the magical repository of Vir Dirthara.
Arlathan Scholar (Mage, Rogue, Warrior): What once used to be the capitol of the elves, Arlathan now is a secret center of study, training and worship. Hidden deep in the woods and far away from their former temples and buildings, this tribe studies the arcane: the Fade, creation magic and primal spells. Its Keeper also teaches the young about their history and the heroes of their people. Their mages are called First or Second, depending on their rank in the clan.
Escaped Elven Slave (Mage, Rogue, Warrior): Escaping the clutches of the Tevinter is certainly no small feat, which requires not only careful planning, but also courage born from desperation. Some slave-lords go to great lengths to recover their “property” (particularly those who know magic), even chasing them into other nations. Most escaped slaves don’t ever truly feel free with the threat of recapture hanging over their heads.
Green Dales Nomad (Mage, Rogue, Warrior): These elves travel in small groups and can be found anywhere and never stay for long. Their nomadic life has made them tough and adaptable loners. Some clans stay away from humans altogether, whereas others make camp near human settlements on a regular basis. Their (hedge) mages are called spellcrafters.
Planasene Animist (Mage, Rogue, Warrior): Although most elves hold nature in high regard, the clan that has settled down in the Planasene Forest has adopted the surrounding humans’ belief system. Their animist beliefs include a rite of passage called a spirit walk. Their teenagers go on a journey to find their spirit guide, which will then accompany them through life and hopefully back to their clan. Their mages are called druids.
Tirashan Hunter (Rogue, Warrior): Not many humans venture into the depths of this large forest, for fear of ghosts and demons and other creatures. The forest, however, is a huge area with a wide variety of animal life. The elves who live here are hunters who chase prey from their harts’ backs or fight invaders with the ferocity of a wounded animal.
Waking Sea Raider (Mage, Rogue, Warrior): The raiders of the Waking Sea are pirates. Anything worth having, they take it, anything worth giving, they sell it. There are many individual pirate chiefs operating in the Waking Sea, and although they share similar beliefs and goals, they will often fight against each other in an attempt to strengthen their ranks. Many of them despise their home loving brethren, and so it is rare to see them on dry land. Their (hedge) mages are called spellcrafters.
Dwarves (1.3 -1.5m) are a short, stocky, and physically strong race. In the dwarven language, they refer to themselves as the dwarva. They are skilled builders and boast a long tradition of courage and martial skill. Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream and lack magical ability. However, they are not completely barred and may enter it in exceptional circumstances. This is reflected in their resistance to magic, and accounts for their high tolerance to lyrium exposure. They developed a huge, great empire which spreads across vast underground networks of twelve great thaigs that span the breadth of Thedas. A unique dwarven ability is "Stone sense", a talent for subterranean navigation derived from the race's progenitor, the Stone. This ability as well as their magic resistance is slowly lost the longer they are on the surface.
Dwarf Duster (Rogue): The lowest ranking dwarves are the casteless. Forbidden from doing any work that belongs to a caste, they are delinquents and hired blades more often than not. They resort to any form of crime in order to survive. The casteless are the dwarves that leave their homes most often, as they have nothing to lose.
High-Born Dwarf (Rogue, Warrior): The dwarven population is divided into castes, within the top tier of which are the Warrior Caste, Smith Caste, and Artisan Caste. The Warrior Caste is the most prestigious. The warriors provide the rank-and-file soldiers of the noble houses. The caste is actually divided into several sub-castes, including those of officers, soldiers, and guardsmen. The Smith Caste is the next most important. Finally, there is the Artisan Caste. They, too, are highly esteemed in dwarf society, for they are the builders and makers.
Low-Born Dwarf (Rogue, Warrior): The dwarves of the Miner, Merchant, and Servant Castes do the hard work, day after day. The Miner Caste is the most prestigious, particularly those that do the dangerous job of mining lyrium. The Merchant Caste is the next most important, as they bring money into the city and arrange valuable trade deals. The Servant Caste is the lowest, though even they rank above surface dwarves and the casteless. Of this group it is the members of the Merchant Caste who are most likely to leave Orzammar or become adventurers.
With the girls having been held up by the revengers last night, Senna has finally caught up to them, and Ely decides that maybe this whole thing isn’t for her, and so she tells them she’ll wait outside, keeping watch.
The rest of the heroes enter the ruins through a set of stairs, an old remnant of what seems to have been some kind of keep. Descending, they end up in a large round room with two old, large tables flanked by banks. They don’t have a lot of time to look around, however, as they are almost immediately attacked by the skeletons who woke when they entered the room.
They make quick work of them, Eshara killing the first one, and Senna singing one so badly that Zhadarra chooses to whack off its head with her staff, just like a baseball. Limbes backstabs the last one, separating its ribs from its spine, sending bits and pieces flying in all directions.
After the battle, Jynosora picks the lock to the large set of doors which seems to lead deeper into the dungeon.
Being the nut that she is, Limbes decides it would be fun to find the head Zhadarra took off the skeleton and fill it with flammable materials and set it on fire. Her plan—if she had one—works wonderfully, as the light from the skull illuminates a tripwire. She quickly stops the others and points at the tripwire.
Her and Eshara decide to toss a skeleton ribcage over the trip wire, just to see what it does. The ground gives way and reveals a spike trap. Some of the spikes are broken, but they assume it would still hurt a lot if they actually fell in.
Eshara seems to be in a hurry, and so she jumps over the entire thing and runs off. The heroes assume it’s to get to her clan, but no one is really sure. Senna brings up the idea that she may have led them into an ambush, but her comment is quickly shut down by the others.
The girls then take a bench from the large room, pushing it over the opening to make it safe to pass.
Senna urges Limbes to follow Senna, and the two of them do just that. They find her in a small room to their left, where a lot of elves are held in cages. Eshara is talking to them, and Limbes understands ever word, but doesn’t feel the need to tell the others what’s going on.
Zhadarra joins them and tells the elves what they saw: the darkspawn turn back into elves once killed. Eshara introduces Orellis, the clan’s keeper. He’s an old elf with grey hair, and pretty emaciated. Nevertheless, he thanks them for their help and tells them that he wants nothing more than to get out of this horrible place. Eshara agrees, and together with Jyn, she opens all the cages and frees her people, splitting from the group as she leads her clan outside and hopefully to safety.
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Limbes, Zhadarra and Jynosora however, have other ideas, and proceed to look around some more. They find two rooms just opposite of where the elves were held, and Jynosora examines everthing with curious intent.
In one room she finds a skeleton crouching in a corner, and pushes it aside to reveal a small chest. It’s locked, and she is sure she won’t be able to pick the lock, it’s much to small.
She takes a closer look at the drawers in the room, only half of them intact, and some of the drawers sticking out, like someone had already searched them. Jyn focuses on the ones that are closed, and pulls all of them out, testing their weight. One of them feels heavier than the others, and when she turns it upside down, she finds a hidden compartment. Not able to open it with her bare hands, she borrows Limbes’ sword to prod it open. Inside, she finds a small silver key, which she is sure will fit her chest. It does, and she takes the 90 silver pieces that she finds inside. She gives five of them to Limbes in a sudden spur of generosity, as a thanks for letting her use her sword.
In the meantime Zhadarra is looking around the room as well, but is not as thorough nor as fast as the greedy little dwarf. Despite that, after Jyn pushes over the skeleton and finds her chest, she bends down and reaches for something small and shiny. It is a silver locket, and the front shows a hand holding a rose. She opens it to find out who it belonged to, but the paper inside disintegrates as she does.
She then follows Limbes, who went further down the hallway, and leaves Jyn alone in the small room.
Limbes is in yet another circular room, this one however much smaller than the one they all fought the skeletons in. Zhadarra helps her look around, but all they find is something like a small altar in the middle of the room, which is weirdly clean of moss and spiderwebs, not like the rest of the dungeon.
Zhadarra tries to understand what kind of magic is making it so, but she simply can’t. Urged by the others, she agrees to leave.
Outside, they meet up with Eshara and Orellis, as well as the rest of the Vethari Clan. Ely is nowhere to be seen. Orellis tells the heroes about the leader of the darkspawn, a creature called Mythallen. He admits to knowing more, but also says that they’re running out of time, since last he heard, Mythallen had taken some of his goons and marched towards Vintiver.
Despite the urgency, Zhadarra shows the mage the link of chain they got from Eshara, and he tells her that it is magical, but that he simply cannot tell what it does or was used for. Jynosora steps up to show him the book she found and he calls out in surprise, saying that it is Elven and that given some time, he would like to study it further. As most of them can’t read Elven anymore, he admits to not being able to do so, either, but says that he surely could figure some of it out in time.
Jyn, of course always looking for a good deal, asked him how much it would be worth. Orellis isn’t quite sure, but he tells her that it would surely depend on whom she sold it to. She decides to keep it for now, hoping to make a quick buck.
At this point, Senna points out that the longer they stay, the more likely it is that they will be way too late, if they want to save the village. Zhadarra agrees, and says that they should hurry, since Vintiver doesn’t really have any proper line of defense.
Eshara offers to come with them, and also introduces them to Lirresh, her cousin, who is a young man who looks around 15. He’s a hunter and explains that he knows this forest so well that he knows a shortcut to the village, which will shave hours and hours off their journey back.
The girls agree that this would definitely be helpful, and make sure that he knows this. They worry a little about his age, but have no qualms following him when he rushes off into the woods.
The path they take is winding through the forest, and it takes a few hours before they notice something odd: Zhadarra got trapped in some kind of web.
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They look around and try to find the source of it, but before they can, a massive spider drops in their midst, easily large enough to eat an entire person with one crunch.
Senna and Zhadarra send their spells flying, Shocks and Flame Blasts and Stonefists are being hurled at the creature, and Limbes and Eshara backstab the distracted beast several times.
Lirresh stays in the distance, sending his arrows flying, but the tough exoskeleton protects the spider from the projectiles. He curses as he notices this, but doesn’t dare get closer to the beast.
Jyn however is in the midst of it all, hacking at its legs with her axe, trying to upset its balance, and almost succeeds. She deals a lot of damage, and produces an opening for Limbes, who slips underneath the beast and slices it open from back to front. Guts and slimy bits land on her, and Limbes is more than just mildly disgusted with herself, but also utterly proud. She’s never slain anything of this size before, after all.
With the spider taking care of, Senna decides that she has nothing better to do than to empty her waterskin and collect some of the toxin, which earns her a frown from her companions.
Soon after, they are back on their way to Vintiver, hurrying to make sure the people there are safe.
The cries and sounds they hear once they get closer don’t exactly encourage them. Fires are burning here and there, and they can see a large commotion in the village square.
Several revengers seem to have pulled people out of their homes, and blood is collecting in pools everywhere.
Rushing towards the main battle, they pass by Tarl Dale and Coalan, who are holding off several of the revengers together, protecting a group of villagers who are clearly hiding in the Arbor Tavern Inn. The heroes decide to leave them to their own devices, figuring that the two strong men will be fine.
Arriving in the village square, they are overwhelmed with the chaos they find. Villagers are crying, some of them trying to fight back, but most of them get taken down rather fast. The heroes soon realize that none of the villagers are actually able to fight, and so they jump right into it, sending their arrows towards revengers and another creature who seems to be giving orders to them.
Mythallen.
Image Source: Game Master’s Guide 1
Jynosora and her axe are the first to connect with revenger flesh, and Zhadarra dutifully kills the already weakened creature with an arcane lance.
Caught in the heat of battle, he heroes strike several killing blows, and one can only guess at what kind of disaster awaits them after the battle, when they remember that the darkspawn they are fighting are all elves from Eshara’s clan.
Senna casts heal several times, making sure her companions stay alive as they get closer to the massive beast that is Mythallen.
Eshara and Limbes again make sure to backstab everything in their path, and Lirresh proves a useful distraction by sending his arrows towards anything that would attack the mages or rogues.
Jynosora however seems to be less bothered by the fact that Mythallen’s hits are taking her armor and herself apart, she keeps on swinging away, determined to get that bastard hacked into pieces the size of copper pieces.
Zhadarra shocks another revenger as well as Mythallen, and just then Eshara kills the darkspawn, and Limbes jumps onto Mythallen, backstabbing him with all her might, while Senna sends a stonefist his way.
In the end, it is Zhadarra who deals the killing blow, but we all know it was Jyn who did all the leg work.
The rest of the revengers turn back into elves, and the confused beings stare at everything, before most of them slip to the ground, as it is simply too much to take in.
Exhausted and overjoyed that Mythallen is dead, the heroes gather together to help Mother Arda take care of the wounded, as well as their own...
Characters: Elydrieth, Jynosora, Limbes, and Zhadarra
After their short break following the fight with Coalan and his minions, Senna stumbles and fell, spraining her ankle. Sola offers to take her back to Vintiver, but since they haven’t gone far yet, Senna declines and says that she can handle herself.
She leaves the group, and on her way back encounters Jynosora, who had been in Orzammar, buying new things and getting some information. Now, she tells Senna that she’s on her way to catch up with the group, as she simply can’t resist the possibility of shiny and expensive things hiding away in the dungeon Eshara escaped from.
Senna leaves her to her day dreams and goes back to Vintiver and Mother Arda, hoping to get some help.
The group of Ely, Limbes and Zhadarra is just entering the forest, debating on who’s going first, as Jyn catches up with them. Clearly out of breath, she stalls them for a moment, until they decide that Eshara will walk in front, followed by Limbes.
The first hint of trouble comes as the shadows darken towards night and faint, wheezing and mocking laughter seems to drift out of the trees. The heroes become uneasy, and start arguing about whether they should camp or not. Darkness settles in and makes the decision for them. They set up a cold camp in a small clearing they find, worried that whatever is out there will be attracted by a fire.
Eshara puts up her own tent, and Elydrieth asks whether she can join her with a wink. She’s obviously embarrassed when Eshara says yes, and then snuggles close to her in the Harvestmere cold.
Jynosora is on watch when she suddenly hears twigs breaking nearby. She wakes the others, and just as they sleepily get out of their tents, the group is attacked by five revengers. They get their first look at the creatures’ jackal-like appearance and their glowing reddish eyes just as they rush to the attack.
The beasts are strong, and inflict heavy damage on the heroes, but Jynosora soon manages to behead one with her battle axe, sending its head flying into the darkness. Limbes and Eshara keep sneaking across the clearing, inflicting backstab after backstab. Thanks to them, Jynosora is able to send her axe down onto another one, just as Ely next to her slashes one open with her sword, guts spilling out. Zhadarra shocks the remaining two darkspawn, and allows Limbes to kill one of them with a bolt to its neck. Just as it tries to flee, Jyn kills the last one, sinking her axe into its spine.
Right after the fight, he heroes take a break, but soon notice something odd, even in the faint light of the moon: the revengers they killed seem to have changed in shape, and as they inspect them, they realize that the bodies they are looking at are elven.
Eshara seems to recognize at least one of them and becomes incredibly upset, with Ely trying to console her.
The girls have no idea what caused this mutation, as they call it, but they are sure that whatever it is, it is located in the ruins.
The rest of the night is spent in restless slumber, and once it is light enough, the heroes get up, ushered by Eshara, who wants to go to the ruins as fast as she can.
Back on track and following Eshara’s lead, they soon come across a 100 feet deep chasm with a fallen tree spanning across it. The makeshift bridge looks slippery and uneven, and none of them is keen on going first.
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They are just debating on how to cross the chasm, when they notice a flock of crows circling above it. Zhadarra determines that they aren’t dangerous and bravely steps onto the bridge first. She’s just barely halfway across when he crows attack. She soon realizes that these aren’t regular crows, they emit a disgusting smell and their eyes are of a blood filled red.
The heroes are quick to draw their weapons, and Limbes makes herself useful with her crossbow, taking out at least two of the birds, making sure that Zhadarra is as safe from them as she can be.
During all this, Zhadarra tries to move forward, but slips on the moss that covers the tree and almost falls into the chasm. Just at the last second she is able to gather herself and grasp onto the tree, holding on for dear life.
Jynosora decides to help her, and starts inching across the tree on her behind, which is slow, but doesn’t prevent her from the same fate. Just as she pushes forward, her hands slip and she loses her balance, now hanging from the tree trunk in much the same manner Zhadarra is.
Eshara takes out two blood crows and follows Jyn, slipping, but just catching herself at the last second, determined to get to her people. Ely and Limbes follow her as soon as the remaining crows disperse, fleeing when they realize they’re the only ones left.
They all make it to the other side intact, and group up behind some bushes. From their viewpoint, they can see the ruins Eshara talked about, and the get ready to advance...
Characters: Elydrieth, Limbes, Senna, and Zhadarra
Zhadarra and Limbes are having lunch at the Arbor Tavern Inn, when Ely walks in and orders ale, stew, and bread. She’s especially friendly to Kesla, when she orders, and gets some exra egg on top of her bread for free.
Limbes and Zhadarra tell Ely about what they found on Fuldor’s Farm, and in general what happened while Ely was off exploring the village. Just then, Senna walks in and joins them at their table in the corner. The girls talk for a bit and then go to Mother Arda’s house, to check on Eshara.
Zhadarra wants to be polite and knock on the door, when she realizes that Mother Arda is having a conversation in front of her hut with Tarl Dale.
“Zhadarra does not knock.”
They talk to Mother Arda and introduce themselves to Tarl Dale, who explains that he was off traveling to other villages he keeps an eye on. None of them seem to have experienced any disappearances or massacres, and he is frustrated that he came back empty-handed.
Inside the hut, Eshara is already up and dressing herself, determined to go and save her people. Ely talks to Eshara, and has a hard time keeping it in her pants, blatantly flirting with the injured elf who gets flustered instantly.
Mother Arda emphasizes that she wants Eshara to stay, but the elf decides to leave with the group. Mother Arda gives in, but only because traveling with the group will at least be safer than alone.
Determined to help Eshara save her people, as well as figure out what made the large scratch marks on her abdomen, the heroes ask Tarl Dale for supplies, and convince him that them finding out what’s going on is also going to be of importance for the village.
Carrying the rations Tarl Dale gave them, they visit Coalan as well, to check out his stock. He doesn’t really make weapons, and since they don’t wanna arm themselves with farm equipment, they go to Barris’ hut, the local hunter. He sells them crossbow bolts and other small utensils, and wishes them luck finding the beasts that killed the Fuldors.
Just when they leave Vintiver, they are ambushed by a group of eight villagers, led by Coalan. He of course knew they would leave, and wanted to make sure that they stop helping the elf, who, in his opinion, is the perpetrator. The heroes make quick work of the ill-equipped men, who used nothing more than clubs as their weapons. Zhadarra shocks several of them, and Ely incapacitates one with a throwing knife. The heroes make sure, however, not to kill the villagers, and when more than half of them are unconscious, the men beg for mercy.
The girls let them live and tell them to fuck off, and the men flee, hurling insults at them once they are at a safe distance.
Barely a scratch on them, the heroes head towards the woods, but not before Senna and Zhadarra hold up the entire party by meditating right then and there, for an entire hour. Eshara was not amused...
After entering the small tavern they find, Ely, Limbes and Zhadarra find Sola drinking, sitting on one of the few chairs sturdy enough to carry her impressive weight. They sit with her and talk for a bit, until Ely parts from the group and says she is going to explore the village on her own, to discover anything of interest.
The group of three orders drinks and food from Kesla Mullin, one of the tavern owners. They get a stew with potatoes and some kind of meat and Limbes and Zhadarra tell Sola all about the farm they discovered, and the state it was in.
Kesla overhears them and asks them some questions, seemingly very interested in what happened on the farm. Then all of a sudden, she storms out of the tavern.
Zhadarra and Limbes ask Haran where his wife went. He is clearly trying to be helpful, but they soon discover, that he doesn’t know much, only that his wife told him about some kind of massacre nearby.
They tell him that they are the reason his wife even heard of what happened, as she was clearly listening in on their conversation. Haran doesn’t know anything about that, and he extricates himself from the conversation, telling them that he will start closing up.
Before he can toss them out, they ask him for accommodation, and he leads them up the stairs, showing them a large room that used to belong to his daughters, who have long since moved out of the family home.
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In the morning, they are woken by a commotion on the streets in front of the tavern. They rush downstairs to find a group of around 30 people arguing and yelling in the village center.
They push their way through the crowd, and Limbes spots an unconscious person dangling from a large man’s arm. Upon closer inspection, the person turns out to be an elven woman, who is clearly injured in some way. The heroes soon find out that the woman was on the farm, hiding in a shed, barely conscious.
The loudest person in the crowd is a bulky man named whom Haran tells them is called Coalan. He’s the village’s blacksmith, and built like a wall. Coalan is loud and intense, and claims he wants to question the elf. He even, in no uncertain terms, implies that he will go as far as to torture the elven woman, to find out what happened on the farm.
A shouting match begins, as the heroes try to get Coalan to let the elf go, so they can treat her injuries and keep her safe from harm. He, however, is determined to keep the elf, as she clearly has something to do with his friends’ death. The people on Fuldor Farm were his friends, and so he claims he wants to do everything in his power to find out what happened to them.
Arguments get more heated as Coalan starts dragging the elf towards his house, followed by the large group of people as well as the heroes, led by Limbes. She’s determined to get the fellow elf away from the brutal humans, assuming that she is innocent and had nothing to do with the slaughter they found.
Sola interrupts Coalan in his tirade, grabs the elven woman from him and throws her over her shoulder, just as an old lady, appears and disperses the group. She introduces herself as Mother Arda, the local healer and herbalist. Mother Arda tells the villagers to run off and leave the heroes and the elf alone, and judging by the way they follow her instructions, she seems to be a figure of authority to them.
Asked to follow Mother Arda, Sola carries the elf to the healer’s hut, where she places her on the bed. Mother Arda promises to take care of the elf, and the heroes decide to go back to the farm, but only after they've had breakfast.
They go back to the Arbor Tavern Inn, eating bread, cheese and eggs, and keeping some for the road.
This is when Senna decides to part from the group, stating that she’s not interested in an old farm, and decides to have a look around the village. As she’s doing that, she also manages to grab a few herbs from Mother Arda’s garden.
Before the group of Limbes, Zhadarra and Sola leave Vintiver to go to Fuldor Farm, they check on the elf, who is now awake. She introduces herself as Eshara, but is clearly still very weak and pauses frequently.
She tells them of how her clan had made camp nearby, and had then been attacked and taken to a sort of dungeon. Eshara explains how she had just barely escaped with her life and hid in the shed at the farm, running from weird creatures she had never seen before.
She had found a link of chain on an altar-like stone in the dungeon she had been kept in, and taken it with her when she escaped, hoping it could help.
When she hid at the farm, she could hear the screams, but she was too weak to get up and help, and too afraid to leave her hiding place in the shed.
After their conversation with Eshara, they inspect her wound, and find that it was a scratch made with four long claws.
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At the farm the heroes inspect every shed and barn, and even the main farmhouse. They find nothing much of interest, but in the barn next to the house they find the elvish word for “Mythal” in blood on the wall. Limbes tells them that this is the elven god of vengeance.
They inspect the other sheds and find one that is surrounded by paw prints and has scratches on its door. After thorough inspection, they realize that the paw prints lead inside and out again, to the place where the heroes fought the wolves the previous day.
They decide to take one wolf with them as proof of what had happened at the farm. As despite having been there, the villagers were convinced that the elf had a hand in the farmers’ deaths, and not the wolves.
They borrow a wheelbarrow to transport the strange wolf, and Sola was just barely able to lift it in. Pushing it back to Vintiver takes them much longer than anticipated, but finally they arrive.
Back at Vintiver, they show the half decayed wolf to Mother Arda, who tells them that Eshara’s wound was made by claws much larger than it has. After such bad news, they are at least happy to find out that Eshara already looks much better. Thanks as well to Senna, who, in their absence, helped Mother Arda heal Eshara as much as she could.
They ask Eshara for the heavy link of chain, and Zhadarra manages to figure out that there is some kind of magical residue on it, and so the PCs decide to keep it for now.
The group then goes back to the tavern for lunch...
To their surprise—and luck—the night passes uneventfully, and Kai leaves the group by sunrise, to get back to Wildeholt.
Jynosora leaves the cave as well, pretty early in the morning, to find someone to trade with; she leaves a note for Sola. Sola and Senna then leave as well, determined to get to Vintiver by lunchtime.
On the road to Vintiver, the last two to leave the cave, Limbes and Zhadarra, meet an elven rogue who is obviously lost: Elydrieth. Ely decides to join the group on their way to the village.
They talk about their lives as they travel through what was clearly farmland, and they find out that Elydrieth is a nomad from the Green Dales, way up in the North, past the Waking Sea.
After several hours of travel, the group ends up on a farm, where they are attacked by four strange, undead-looking wolves
Limbes manages to spot them just before they attack, but Ely and Zhadarra are surprised. The battle is rough, and Zhadarra takes a lot of damage, while Limbes takes out two of the wolves. Then she kills one with her Shock spell and watches as Ely beheads the last of the creatures.
After the battle, the group explores the main farmhouse and finds the main room covered in blood and littered with four bodies. Three women and a child, they conclude it is a mother with her children. They look around and loot the place for food and other useful items. Then they fill their waterskins at a nearby well, where they find two more bodies, this time two young men.
Since it is getting dark, they decide to hurry to go to Vintiver and come back the following day, to look around some more.
A short while later, they arrive safely at the inn in Vintiver...
Characters: Jynosora, Limbes, Senna, Sola and Zhadarra
The first time we meet our heroes, we find them in a dark cave, surrounded by people they don’t know. Each one of them is bound by arms and legs, and they’re all huddled into a dark corner, away from their captors, but in plain sight.
They are seven captives in total:
Aug, a rugged Avvar man, and Frigga, a pregnant Avvar woman, both from a nearby hold in the Frostback Mountains, called Wildeholt, Jynosora, a dwarven merchant and warrior, who has left her former home of Orzammar; Limbes, an elven hunter from the forest of Tirashan, which is far in the West, beyond the Frostback Mountains, and even further, beyond the Dales and the Nahashin Marches; Senna, a Tevinter mage, who won’t disclose where she is from; Sola, a qunari warrior, who was adopted by human parents in a village near Lake Celestine; and Zhadarra, a dragonborn mage, who will not talk about her past.
After some conversation, the captives find out that each one of them has been captured by what the Avvar among them call Black Pelts. Aug tries to stage an escape, but gets shut down, and when he tries again, one of the slavers stabs him. Jynosora, however, is not that obvious, and manages to wiggle free, to free the others discretely.
When there is a commotion outside of the cave, and the two remaining guards rush to check it out, the group decides now is the time, and they hurry into the center of the cave in search of weapons.
Jynosora unlocks a chest containing the group’s items, as well as some other weapons. Senna picks up a knife from a dead Black Pelt, just in time, before the same guards run back into the cave, seemingly spooked by what they found outside.
The heroes defeat the slavers quickly, and then flee the cave, only to walk into a large group of what they soon find out are members of clan Wildeholt, as well as many dead Black Pelts, some of them frozen solid, barely visible in the late evening light.
Among the clan members is Astrid, chief of clan Wildeholt, whose commanding attitude the heroes don’t like, and thus refuse her, when she asks them to take Aug’s body to her. She doesn’t seem to be amused, but she offers them food and shelter in her hold anyway, grateful that they at least kept Frigga safe.
The heroes cautiously accept.
In the dark, they climb higher up into the Frostback Mountains, following the Avvar to their hold.
The heroes arrive in Wildeholt and are asked to join the festivities in the Main Hall food—and ale, lots of ale.
They get to know some of the Avvar: Ria, a strong warrior with red hair, who seems to be unusually talkative for an Avvar; Ise, a deaf mage with long, flowing white hair, who favors Primal magic above all else, and tries to get them all drunk; Kai, a short haired blonde warrior, almost as tall as the qunari among them, and just as buff.
As the night progresses, Senna accepts Ria’s offer of a hot bath, and follows her into a small cave nearby, to enjoy the natural hot springs.
Zhadarra refuses any and all food and drink, and just sits sullenly in a corner, while Limbes talks to Ria and gets drunk with Ise. Jynosora and Sola drink so much of the unfamiliar alcohol, that they forget about their differences and internally pray not to wake up with a banging headache. The two of them drunkenly decide to sleep in a corner of the Main Hall, forgetting about the hut that was offered to all of them.
At some point Ria invites the heroes to join the air burial the next morning, where they will offer Aug’s body to the gods.
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The next morning, Jynosora, Limbes, Senna and Sola attended the ritual, while Zhadarra is off meditating in the sun. They watch as the Avvar cut open Aug’s body and present it to the skies. Shortly after, three giant birds come flying, easily as large as a human, and feast upon the flesh of the dead man.
Afterwards, Ria asks the heroes to do them a favor, since her clan basically saved them from the Black Pelts, and gave them an opportunity to escape.
All she tells them is that a village at the foot of the mountain sent them a bird, carrying a letter, in which the village’s warden asked them for help. It seems that villagers have gone missing.
The village is called Vintiver, and they have been trading with them for many years, each of them providing the other with things they could not produce in the area they lived in.
The heroes argue around, not sure whether they should help these people, despite having enjoyed their hospitality. Finally, Senna agrees, and makes sure that the others follow her lead.
Ria offers the heroes to draw a rough map of the land, or to send a guide with them, and they ask her to join them. Ria refuses, stating that she is Astrid’s second and wouldn’t leave her side. Instead, she offers to send Frigga or Kai with them.
The heroes begrudgingly accept Kai as a navigator, stating that they don’t want the pregnant Frigga to get into more trouble.
They climb down the mountain and keep an eye out for predators and Black Pelts. They spot neither.
Kai stops them at some point to hunt and forage, since they would be needing more food, and none of the heroes brought any, except the few rations they got from the Avvar. Jynosora walks off on her own, taking down a lonely boar, while Limbes shot a dear and Kai catches two rabbits.
Afterwards, they descend the mountain and make rest in the cave they had previously been held in by the Black Pelts...