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today we have yet another location preview for y’all! under the cut, you’ll find detailed descriptions of the aesthetics, politics, religion, magic, and technology of orlais. as a reminder, the site will open tomorrow, march 22nd-- we hope this will tide you over until we’re ready for you!
Culture in Orlais is defined by themes of extravagance, show, and religion. The nation’s borders begin with sprawling hills of the greenest grass and grow more tech-heavy and modern as you move inwards towards the major cities.
AESTHETICS
Gothic architecture as well as heavy Art Nouveau influences are prominent artistic styles used in shaping Orlesian aesthetics. While Tevinter prefers to showcase the talent of its ruling class, the Magisterum, in its high-tech rows of ever-stretching, eclectic skyscrapers, the buildings of Orlais are considered much more artful and flamboyant. The pride and joy of Orlais is its capital, Val Royeaux, which is headed by large, heavily-windowed, artistic buildings on every block made of pure white marble and gold. High ceilings and stain glass windows are also common staples of Orlesian architecture, even for commonplace buildings such as stores and art galleries. The streets are often cobblestone and lined with colorful displays of greenery, either in windows or on balconies.
Houses in the city are generally tall and narrow, usually stacked four or five stories high to make up for what they lack in width, whereas studios and apartments will only usually take up the top two floors and are usually reserved for students or children of nobles. Elaborate windows and balcony displays are cherished components of Orlesian housing complexes for this reason. Manors are also understandably quite popular within Orlesian circles, though the ones that take up the most space (and are reserved for the richest nobles) tend to sit just beyond the reach of city limits inside gated neighborhoods -- never too far a drive, of course.
Business and religion are ever-tied within the Orlesian Empire and the typical set-up of a city’s municipal district will tend to reflect this. In Val Royeaux, the municipal “district” sits just inside the golden sun and moon gates of the Andrastian Chantry, creating a sort of wall around the Grand Cathedral and the rest of the world. These buildings are decadently carved with precious stone, jewel, and metal sculptures of Andraste and her disciples, as well as famous Orlesian war victories over the years.
POLITICS
The Orlesian Empire is headed by two ruling powers: The White Divine of the ANDRASTIAN CHANTRY and the EMPEROR or Empress -- both are elected positions, but very rarely is a win into office as simple as collecting the largest number of votes. Politics in Orlais are notorious for how they operate on a very delicate balance of cunning and manipulation, and more often than not end in blood and mayhem, or worse.
To begin to understand Orlesian politics, most would start with an explanation of “the game”. The game is a series of often underhanded social gestures and betrayals amongst Orlesian nobles for their own personal gain. Assassinations and public humiliations are regular components of the game, as there are no rules or laws that govern it. Like the name suggests, the game is often treated like a sport, though very rarely does it ever bring anyone enjoyment for long. To suggest that any one Emperor or Empress (save for maybe the nation’s founder and first king, Kordillus Drakon I) was elected into power without the support of Orlesian nobles-- and by way of that, by the playing of the game-- would be incredibly foolish, Orlais’ current Emperor, Gaspard de Chalon, included.
Most know the story of the Inquisition’s meddling in the most reason election, though very rarely does the true story get told: Gaspard de Chalon murdered his cousin and former Empress, Celene Valmont, and was subsequently blackmailed by her former lover Briala into “counselling” for his time as Emperor. More often than not, Briala speaks through Gaspard like a puppet, and it is her rule that governs Orlais. Briala’s rulings are often controversial, given Orlais’ staunchly traditional stance on things like elven rights and mage equality. The most pressing issue to date is the removal of alienage walls within Orlais-- nobles from all different backgrounds have made their disgust public and clear, showing uncharacteristically honest disdain for the decision. Most days Orlais sits just on the brink of another civil war, held together very loosely as new laws are written and old ones broken.
Emperors and Empresses in Orlais often rule alongside the Chantry, wherein the Divine gives or withholds blessings which may sway public opinion.
The Chantry hierarchy operates with the Divine at the head, voted into power by a seat of Grand Clerics, all of which are the leading Andrastian priests of their own nations. It is customary for a Divine to name her successor before death, but this does not always guarantee immediate election. The current Divine Victoria (Leliana) was elected into power in 9:42 Dragon (with the Inquisitor’s blessing) and immediately made it her mission to bring change to Thedas. Under Leliana’s rule of the Chantry, elves and mages are slowly being treated more fairly, and men and women of all races may join the Chantry to serve. To almost no one’s surprise, Emperor Gaspard de Chalons has been one of Divine Leliana’s biggest supporters-- very likely due to Briala’s influence. Leliana has chosen Cassandra Pentaghast and LEFT HAND as her right and left hand while she serves.
RELIGION
Orlais is the home of the Andrastian Chantry and takes great pride in upholding that reputation. Andraste and her disciples are a regular theme in Orlesian art and pop culture, even for non-religious institutions. Nearly all buildings of worth are decorated with gold, a color that is regularly associated with the Chantry and the Andrastian religion. You’d be hard pressed to find any permanent resident of Orlais who doesn’t consider themselves at least somewhat religious, even if it’s only in practice and to maintain face among their peers, as being Andrastian is a source of social gain for most Orlesians, especially where the game is involved.
MAGIC & TECHNOLOGY
Nearly everything with a visual element in Orlais is designed with extravagance in mind, though TECHNOLOGY often plays a bigger factor than you’d imagine in regards to the nation’s efficiency. As much as the Chantry would like to wipe its hands of the reputations of tech-heavy societies like Tevinter and Orzammar, life in Orlais is built to sustain luxury, which requires some sacrifices. Phones and other smart devices (tablets, kindles, blackberrys) are as commonplace in Orlais as they would be for you and I, and, in fact, it might be more bizarre to assume someone doesn’t have one. Billboards, television screens, and even mirrors are often animated using holographic technology-- similar to that in Tevinter or Orzammar-- but, ironically, are much less flashy, preferring to showcase content vs the technology used to craft it, however advanced. Motor vehicles (cars, motorcycles) are common in the suburbs after Ferelden made them popular but very rarely are they utilized inside the city as often as rideshare services are to save space on the (often cramped) roads. Cars in Orlais are also incredibly compact-- you'll never see a pickup truck inside city borders. Traffic inside Val Royeaux is regularly monitored by government officials to keep life leisurely and easy for its residents. Bikes and scooters are available for rent curbside and are the primary mode of transportation inside highly-populated cities.
Warriors (including Templars) are often trained with guns as opposed to swords, as well as in hand to hand combat. Magic-users in Orlais (at least those that were housed in White Spire) are more often than not trained with a traditional staff, as opposed to Ferelden, where recent trends have introduced all kinds of objects as alternatives to staffs, or 'focuses'. WEAPON LAWS in orlais are loose, though not as loose as they are in Ferelden. As long as you are not using them in a malicious, illegal manner then you are allowed to own and carry weapons. Elves, on the other hand, were not previously allowed to own weapons of any kind until Gaspard's ruling (and Briala's, in secret) and now the Orlesian alienages are filled to the brim with weapons of all kind, causing even more panic among already-prejudiced nobles.
Due to the years of extreme prejudice in Orlesian societies, Leliana's rulings towards the fairer treatment of mages-- specifically, the removal of throughout Thedas-- has caused major uproar among Orlesian nobles and even common people. Many long-dedicated Templars have left the order after having their status demoted to that of a Cheveliar or common police guard, feeling it a personal slight. In more extreme cases outside of highly-populated Orlesian cities, the order to disband circles has been ignored completely or taken into the hands of local mages and templars. These mages and templars have formed makeshift circles where the former rule of cruelty and brutality is upheld and encouraged. The newly reformed Seekers of Truth, led by Cassandra Pentaghast, have been attempting to crack down on these templars and ex-templars, but the sheer amount of people involved (not only in Orlais, but all across Thedas) has made it difficult.
On the other hand, some mages have thrived under this ruling, joining up with the newly-reformed COLLEGE OF MAGI, a sort of university for both young and old mages to study their craft while living in harmony. The College in Orlais, under the formal protection of Divine Leliana, is called the Bright Hand and is made up of former Inquisition mage allies. Their main competition in the study of magic and tradition is a circle formed by former Inquisition member and high-end Orlesian society member, Vivienne de Fer. Vivienne's circle is one of the only circles currently governed as the White Spire was that acts in public without fear.
time for another setting! this time, it’s for ferelden. like the other setting previews, you’ll find detailed descriptions re: aesthetics, politics, religion, and magic & tech underneath the cut.Â
Ferelden, by the standards of most large nations within Thedas, is considered something of a wild west. From it’s crime-riddled capital to its uneven small towns, the stalwart population here values tradition, family, trade skills, and freedom above all else, which tends to lend to their questionable reputation. That, and their strange affinity for the canine companion.
AESTHETICS
In general, Ferelden's towns and cities are fairly well-spaced and sparse. Denerim and other smaller cities employ functional, if not a little lacklustre building complexes, with stark blinks of luxury among royalty. Still, Denerim has its character built into its bustling marketplaces and bordellos. Grungier by far than the likes of Orlais, Denerim is also riddled with crime, graffiti, and rundown housing. Due to the crowding within cities, most housing can be found among cheap apartment complexes in what is a fairly dirty, loud area. Outside of its few larger cities, much of the population resides in small towns, hamlets, and communities separated by highways, farmland and forest. Modest towns and suburbs can be found among the hills, and a smattering of cabins among the backwoods. Dusty roads and rundown, dated buildings are cornerstones of Ferelden's brand of americana, along with old colonial-style housing. Close-knit and mainly independent, Ferelden's towns are slightly gloomy, but full of a certain rustic character.
Although sparsely populated, western Ferelden is speckled with cottage country and buildings by the Frostback mountains are built with sturdy materials in mind for difficult winters. The Avvar are known for their stark but sturdy architecture in the valleys and mountains, although much of the area is difficult to traverse. Within the Chasind settlements of the Korcari Wilds to the south, communities are built up over the swamps and among the trees in complex wooden structures. The people here typically get around in boats and using an intricate system of bridges.
POLITICS
Considering Ferelden’s emphasis on freedom, it’s no surprise that the rulers of the land arise from the support of freeholders--the citizens of Ferelden, rather than from descended bloodlines. In this way, the MONARCHY is more or less elected, and not an immovable fixture of royalty. For thousands of years, the Ferelden noble class has come together at an annual Landsmeet, which also serves as an official legislative body capable of overruling the king or queen on any matter of law. During this meeting, the king is expected to garner the adoration of his vassals. Unusual to most outsiders, the king is consistently working for and attempting to win the support of his ARLS/ARLESSAS and TEYRNS/TERYNAS across the country. In this way, the arls tend to be left governing their own communities independently. Militaristic in culture, Ferelden arlings can be easily swayed by the influence of Teyrns/Teyrnas, who are military directors in support of the king--although the only two remaining are in Gwaren and Highever. Ferelden has been under the rule of the Theirin dynasty for as long as most can remember, and its current king and queen are Alistair and Anora Theirin.
In the Korcari Wilds and within Avvar settlements exist self-governed communities. For the most part, as indigenous Ferelden people, they’re left alone on the land that’s always belonged to them. The Chasind are primarily a traditional shamanist society, though little is known about their secretive culture. The Avvar settlements are each governed by their own thane, who typically settles disputes by creating trials and challenges between the parties, until one of their Spirit Gods guides the thane to decide on the winner. Alliances are created between the tribes, often through officiated oaths, although much of the time, these are easily broken.
LAW, as most know is a relative concept in Ferelden. Due to a general lack of interest, authorities typically only crack down on the more serious crimes, while plenty of petty thefts and assaults fly under the radar. Typically, the level of lawfulness maintained in any given town depends solely on the guards, sheriffs, and templars there, and most Ferelden people take it upon themselves to look after their own affairs, since the guards in the cities are more concerned with protecting status. In the same vein, there is little to regulation for drinking, bearing arms, prostitution, and gambling, which contributes greatly to the nation’s reputation. This is not to say that there is simply no law in Ferelden--serious cases are often taken to a court of judges, or blackhallers in Denerim, who hear disputes and settle cases. Since trials often take time to be heard, criminals may be left "on their bond" to await their hearing time rather than imprisoned, and justice can often served quickly and violently. Still, people flock to Ferelden for their chance at freedom, and for the for the fact that they can earn fair wages.
RELIGION
Ferelden people are generally Andrastian, with 90% of the population following the Chantry. The rest can likely be found among the Avvar population in the hills, and the Chasind of the Korcari Wilds, which practice their own religions and beliefs based around animistic and superstitious belief outside of Ferelden’s influence—though both groups are considered archaic even by Ferelden standards. The Avvar in particular worship Spirit Gods, primarily The Lady Of The Skies, Korth the Mountain Father, and Hakkon Wintersbreath, and this inherent belief is core to their very lifestyles. The Avvar believe that the Gods exist in all things, and without question that their Gods continue to protect them. Shamans are very much looked to for guidance, while the Chantry and Templars are far from welcome in the Frostbacks.
MAGIC & TECHNOLOGY
The people of Ferelden are known for many things, but one in particular is heels-in-the-dirt stubbornness. While countries like Orzammar, Tevinter, and even Orlais have sprung forward with the advent of TECHNOLOGY, Ferelden maintains a more modest approach. Smart devices, television and computers are all still commonplace, but little else in the ways of Orzammar’s futuristic, streamlined approach. This is due, in part to Ferelden’s basis in traditional values, and it comes with some contempt toward those that would look down on them for lack of glamour. For what they lack in the latter, they make up for in function, with greenhouse and farming tech to sustain themselves as an agricultural mecca. In the early Blessed era, after the need was seen by farmers to carry large quantities of product across farmland and imperial highways, Ferelden was the first nation to introduce full-sized automobiles to Thedas, and they've been regularly utilized ever since. Among the Avvar and the Chasind, technology is far sparser, as they prefer to live off the land with limited need for communication to the outside world.
Most WEAPONS have been modernized, i.e. guns and the like, and Ferelden also marks the birthplace of using alternative objects as mage focuses in lieu of staffs. In terms of magic, Ferelden has seen much resistance against the closure of Circles, and continues to be difficult to govern in all ways. Many mages have taken to focusing their magic into just about any object or weapon that can be wielded, partly as a way to avoid the scrutiny they’ve grown so accustomed to, and partly adapt to changing times.
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today’s preview is another setting description, this time for the tevinter imperium! as with orzammar’s yesterday, below the cut you’ll find detailed descriptions of the nation’s aesthetics, politics, religion, weapons/technology/magic.Â
The Tevinter Imperium, as the very first known human settlement in Thedas, is an incredibly proud and often decadent nation: this reflects clearly in both architecture, art, and common street style. While most of Thedas prefers to think of magic as a dangerous but sometimes necessary tool, Tevinter is ruled almost entirely by magic and its wielders.
AESTHETICS
Often times architecture in the Imperium can be separated into either “old” (a style that favors Gothic and Baroque influences, dark stone, high ceilings and deep colors, ornate detailings, gargoyles and otherwise macabre statues) or “new” (modern, eclectic forms of architecture that hardly make sense in terms of the laws of physics and often have no need for preference when it comes to form or function-- the magisters of Tevinter believe that their abilities can give them the best of both worlds).
The most detailed of the “old” style of architecture typically comes into play in regards to Chantry-affiliated buildings, though there are quite a few cornerstone settlements that have been upkept by Magisterum funds for the aesthetic and pride in Imperium history (which has always been a vital inspiration for artists). These buildings are decadent and dark, utilizing concrete, domes, and arches, as well as the ever-classic Tevinter design staple of decorated columns. The insides are typically as elaborate as the outside, and give the illusion of walking into a modern-day museum. The older style prefers rich colors-- burgundies, navys, violets, emeralds-- with heavy, dramatic accents of gold and silver.
Newer styles of architecture in the Imperium can be explained as unique, experimental, and dramatic. In Tevinter, mages use art as a way of showing off their many magical talents, often bending the possibilities of reality and the laws of physics. Buildings built by renowned architects will commonly be built appearing as if they are inside-out or upside down-- an illusion, but one that is certainly interesting to marvel at. Skyscrapers are also commonplace cornerstones in newer Tevinter architecture styles, and the Imperium is home to the highest-reaching skyscrapers in all of Thedas. Sleek building materials and innovative design concepts are invaluable to this style of architecture, both inside and out. While the lands of the Imperium are certainly vast, having your architectural designs featured in a city like Minrathous or Ventus is a social statement that simply cannot be bought. Because of this, artists are constantly challenging themselves to come up with something bigger and better, making Tevinter a thriving hub for both creation and experimentation.
Technology has consistently proved itself to be a crucial driving-force to the work of great Tevinter artists over the past handful of centuries. While you could never truly compare the works of Tevinter to those of the dwarves of Orzammar, you might call Tevinter a merging of the supernatural flair of magisters and the industrial ambition of the dwarves. In the early days, the Imperium heavily relied on Orzammar's seemingly innate understanding of technology and funneled pile fulls of money into commissioning their own, unique pieces of armor, weapons, and even golems. This gave the Imperium's magisters and arcanists a platform to find a branch for their own creations through the blending of magic and technology. Where the dwarves rely on technological victories for social efficiency and to financially sustain their way of life, Tevinter uses theirs to flaunt all that their nation has to offer.
POLITICS
Social classes in the Imperium are strictly maintained-- you are sorted into one of three classes based on your status and magical ability.
The SOPORATI are the lowest tier on the Tevinter social hierarchy outside of slaves. They are known as "sleepers" because they lack access to the fade and possess no magical abilities. These people can serve in the Tevinter army, but not achieve any government sway, position, or otherwise noteworthy points of power. Often times, Soporati will resort to becoming commonplace merchants due to a lack of other options. More ambitious (or desperate) Soporati might even pursue the black market trade, which includes the illegal selling and buying of slaves, weapon trade, Qun collectibles, and otherwise. The only way a Soporati can gain access to a higher social class is by having a child with magical ability. Because of their lack of access to the grander parts of Tevinter life, there exists a great tension between the Altus and the Soporati that has only grown over the years. Most believe that it's only a matter of time before some sort of social uprising takes place.
The LAETANS are the middle class of the Imperium. These are mages born into families that have no prior magical ability, or mages that have no link to the Altus. If a pair of Soporati group together to birth a mage, they are technically considered Laetans from then on.
The highest social class in the Imperium are the ALTUS -- what Orlais and Ferelden would consider nobles. These are mages believed to be direct descendants of the magisters that possessed the ability to speak to the Old Gods in the fade. Most of the Magisterum is made up of Altus mages, as they're considered to be the "best" at what they do. More often than not, Altus mages own slaves to sustain their own wealth.
While not a social class in the Imperium, SLAVES make up a massive part of Tevinter's population. It's still legal to own slaves in Tevinter, both elves and qunari. A slave may be freed-- though this is incredibly rare-- and put into a subclass known as the LIBERATI, where they can own land, join the circle, or apprentice in trade, but never be known as a true citizen of the Imperium. Many slaves are designated to work in factories or warehouses by their masters, helping in the production of technology and textiles. Slaves are also notoriously used by their masters for experimental blood magic practices, whether it be for further political gain or for power. While there have been many attempts to overthrow the Tevinter government on the part of the slaves, none have been entirely successful thus far. Between the Soporati and the slaves of Tevinter, the Altus are always sitting in a very fragile state of power that they attempt to maintain through verbal aggression and brute force.
Despite wide-spread prejudice against elves and qunari throughout Thedas, the state of slavery in the Imperium is one of much controversy outside of the nation, and is often considered vile or primitive, much like the rest of Tevinter culture.
The government of Tevinter is known as the Imperial Senate and is broken into three parts: the Magisterum, the Publicanium, and the Archon. The MAGISTERUM is a group of incredibly powerful mages that are responsible for creating laws, upholding them, and choosing the next Archon if there is no appropriate heir. Magisters in the Magisterum are chosen by popular vote by each of the seven circles of magi within Tevinter, and it's an incredibly detailed, highly dramatized, often manipulative and underhanded process that is quite similar to "the game" in Orlais. Each of the Grand Clerics in the Imperial Chantry and the Black Divine also hold a position in the Magisterum by default. A mage may inherit a seat from another member of the Magisterum, but it is often frowed upon, as the mage did not "earn their seat" by their own magical ability. In contrast to the Magisterum, the PUBLICANIUM is the lower house of the senate, full of elected positions, and thus has no real power-- most believe that it exists as a means to silence those that would question the authority of a full magocracy.
The true ruling head of the Tevinter government is the ARCHON who is considered the most powerful mage of the era. Given that Tevinter views magical ability as a gateway to power bestowed rightfully by god, the Archon has more rein and ability to influence laws and traditions in Tevinter than even the Black Divine. The Archon has the final say on all laws created by the Magisterum and can appoint magisters directly to the Magisterum, as well as take away their power at any given moment. Throughout history, Archons have been notoriously male, but the position is open to females too, technically.
While not an official branch of government, the LUCRENI is a new organization with goals to mend what is broken in the Imperium and restore it to its former glory, started by Magisterum members Dorian Pavus and Maevaris Tilani. Their organization is viewed with some disdain by other magisters.
RELIGION
After Orlais declared magic use outside of Circle guidance illegal, Tevinter decided to split itself off from the Andrastian Chantry and form its own: the IMPERIAL CHANTRY. Much in contrast to the Andrastian Chantry's official statement on magic ("magic is made to serve man, never to rule over him"), Tevinter thrives primarily by the creativity and exploration allowed to the nation's mages. In structure, the Imperial Chantry is run much like its predecessor: there is a DIVINE who is the head of the church (sometimes known as the "Black Divine" by Andrastians) and also serves as an Enchanter in the Minrathous circle. There are also two hands that serve as the Black Divine's main guidance outside of the Magisterum. In the order of power, after that there are Grand Clerics, priests, and so on.
The Black Divine resides in the Argent Spire in the city of Minrathous, which is where the headquarters of the Imperial Chantry is located. The Argent Spire is as decadent as one would expect of a Tevinter higher-up: an entire building made of intimidating black glass, guarded by pyres of blue-purple fire that alternate between aesthetic decor and a full-time mage-maintained shield. In contrast to the normal decor of the Imperial Chantry and the way, stylistically, it calls back to the Imperium's history, the Argent Spire is incredibly modern.
In the way of distinct differences between the two Chantrys, the Imperial Chantry has always been more tolerant of male priests and clerics, and believes that Andraste was not a holy figure, but a mortal prophet, and a mage at that. Mages of the Imperial Chantry also believe that blood magic was first learned from ancient elves of Elvhenan, rather than the Old Gods. The Andrastian Chantry teaches that it was ancient members of the Magisterum that were responsible for the creation of darkspawn and the Blight, though the Imperial Chantry claims that as a lie and insinuates that darkspawn always existed. They believe that the darkening of the "Golden City" was due to the lies of the Old Gods told to the magisters that entered it. The Imperial Chantry has also altered certain verses of the Chant of Light to reflect their views on magic, and suggest that it should always be used to achieve goodness, which justifies the use of a Magi-run government.
MAGIC & TECHNOLOGY
Out of all the human settlements in Thedas, Tevinter was the first to wholeheartedly accept TECHNOLOGY as a means for growth. From the moment they funneled funds into Orzammar in the first war against the qunari, Tevinter has been consistently on the look out for innovative, game-changing tech to improve their way of life as well as their armed forces. The Imperium views technology like they view magic-- while magic is revered as sacred and part of the Chantry's teachings, technology has become a tool to achieve greatness in much the same way. Tevinter is also notorious for blending magic and technology, and for utilizing creation in the most experimental, innovative sense-- one that even Orzammar and the Qun would be hard-pressed to recreate.
What this means for modern day Tevinter is that everything is always the latest and the greatest, everything is "updated". Half entrenched in history and half built into a modern, magical metropolis, the Imperium might be sitting on a precarious social ledge, but on a cultural level, it is certainly thriving. Billboards are entirely holographic, computer systems are almost always portable, smart phones are plenty (and frankly a must), as are tablets, computers, and the like. Black market weapons and fashion have implemented lyrium-infused looks that have become a part of the Altus (and sometimes even Laeten) social scene-- a very poorly hidden "secret" from the law, much like blood magic was in the past.
TRANSPORTATION in the Imperium is divided into public and private transportation, and which you take often depends on your social status. Tevinter's most recent pride and joy in the area of technological victories is the SKYWAY, a bullet train that runs half underground, half above ground, weaving through magister-built catacombs and skyscrapers alike, going up to 540mph. Private transportation exists almost entirely underground and utilizes small, cabin-like train cars of sleek steel and glass that run from underground "garages" built underneath Tevinter mansions, running on the same track as the skyway. Unique traffic laws make all of these components existing together possible, as well as self-driving technology and magic. You will never see a car in Tevinter (as the nobles would certainly scoff at such barbaric technology), though you might see the occasional motorized scooter.
This boom in technology has made Tevinter's armies even stronger and more deadly. Armor is modernized (ie bulletproof vests, complete tactic suits, utilities, etc) and almost entirely laced with technology-- either commissioned from or imitated by Orzammar tech-- as are the weapons. The Imperium has also recently renewed their interest in the ancient dwarven technique of golem-creation, though they have not yet been able to crack the code of creation and are having to make due with the handful they have from the days of old in Orzammar.
Since the Imperium is outside of Andrastian Chantry rein, large and by large they have been unaffected by their removing of circles. CIRCLES OF MAGI in Tevinter have always been a place for learning and growing rather than containing, and as such, the government (nor Tevinter mages) see no need to change how they are run.
WEAPON LAWS in Tevinter are technically strict, but very rarely enforced to their intended extent. All blood magic is outlawed in the Imperium, but you'll rarely find an Altus mage who has not at least experimented with it. All elves, slaves or Liberati, are banned from owning guns and performing magic, but Liberati may own knives, swords, and more archaic forms of self-defense. Slaves, on the other hand, are not permitted to own any kind of weapon. That said, any Liberati with common sense owns a gun, and most slaves have knives or even the occasional gun hidden in their quarters. For the Altus, more advanced weapons (such as lyrium-infused technology) can be seen as a status symbol or a fashion statement to carry into the latest party, but very rarely do any use them in place of their staff. It is only legal for Altus to openly carry guns, but unless there is an incident in which a gun is actually used for something malicious, law enforcement will generally look the other way.
as it is our setting with (arguably) the most modernizations, here’s our next preview: orzammar’s setting description! below you’ll find a description of the nation’s aesthetics, politics, religion, technology, and magic in our universe. if you have any questions regarding specific information, feel free to send us a message through our inbox here on the site tumblr or on the discord! see you soon!
Situated deep beneath the Frostback Mountains, Orzammar is one of the only three remaining great thaigs (massive dwarven underground settlements) left in Thedas. Hewn from the rock so many millennia ago, the city is a testament to its peoples’ wills and ability to survive. A “wonder of Thedas,” but only recently becoming more open to above-ground trade, Orzammar is, simply put, otherworldly. The visual dichotomy between its setting and hardwired technological marvels is just a glimpse into the jarring combination of ancient and modern that makes up its society as a whole.
AESTHETICS
Though now the most prominent, affluent dwarven city in Thedas--with Kal-Sharok and the recently reclaimed Kal’Hirol proving much smaller and insular by comparison--Orzammar’s mining and smithy caste roots are mightily apparent. THE COMMONS, apparent in its simplistic, but high-tech elements, is the largest and most central sector in the city--it is here that one can find the bulk of the city’s population, primarily made up of the merchant caste. The lowest tier of this sector (the entire city is built in a series of tiers, designed in an organized grid with ever sloping streets and sidewalks, all run with circuitry that lights up as pedestrians walk through) is situated just above a pool of lava, once more precarious, but today spanned by tall glass barriers that blend in with the overall architecture: geometric glass planes, smooth stone, and minimalist-clean buildings.
The city’s arena is located here, as are countless bazaars and pop-up shops where traders and artisans from across Thedas conduct their business, backlit by smart screen signs that highlight their wares. Some surface merchants consider it their life’s dream to trade or buy from Orzammar--extensive visa, licensing, non-disclosure contracts, and government processes make it a highly exclusive privilege. Intermingling with the traders are various patrols and guardsmen, both to maintain order and guard various entrances to mine works and sealed Deep Roads passageways, and their stark, sleek uniforms (notably their dark visored helmets) are a strong contrast against the more colorful textiles and gems shoppers enjoy. In addition to the bustling businesses, the lowest tier is home to the artisan class--jewelry makers, carpenters, textile designers, artists, and more. Higher tiers see more permanent shop fronts, home to miners, smiths, merchants, and, in the sector’s topmost tier, warriors (primarily military and law enforcement, though gladiator sportsmen fall into this class as well in modern times). This highest sector tier sees the most skyscrapers, spire-type buildings of stainless steel and panes reflecting oil-sheen colors.
Sprawling below the Commons is DUST TOWN, the city’s poorest sector. Here, slapdash, concrete and corrugated galvanized steel buildings reign like so many shipping containers; space and quality-built abodes are luxuries no one in the sector can accord. In some cases, cave-like dwellings or store fronts are even carved out of old stone structures and walls. Dust Town is mostly regarded as an unsightly, seedy underbelly by the more middling populace, and this isn’t a wrong assumption for the most part. The casteless, or “dusters,” live here in no semblance of comfort.
As children inherit the caste of their same-sex parent, casteless-ness can span many generations; great deeds or siring children with higher-caste dwarves is the best path to upward mobility, and relatively few Dust Town inhabitants are able to achieve this. Though social works projects--largely led by the smaller new age Andrastian population--will sometimes bring new builds or revitalization efforts to the area, most would prefer to turn a blind eye to the poverty and crime that continues to prevail here. Limitations on career paths and the inability to do formal work performed by the other castes lead many dusters to turn to the Carta, a prominent criminal organization (and, despite its violence, somebody looking after you is often perceived as a better option than no one), or to the Deep Roads for glory-seeking. While those in the Commons generally appear like colorful birds out of place with their functional, advanced architecture, those in Dust Town often appear like relics from the past--woolspun clothing in practical, dull tones dealing with outdated amenities.
Ironically, some of the best food and entertainment can be found in Dust Town, as many aspire toward the artisan class through food, acting, music, etcetera (laws surrounding artisan caste-defined work are more vague than that of miners, smiths, and merchants); this is something that few caste dwarves are willing to openly acknowledge, but may choose to indulge in with some discretion. Reflective of this, some areas see spots of color or preserved culture; old stone mosaics are treated with care, and many patch their clothing, curtains, tablecloths, etc. with careful, artful embroidery. However, Dust Town is ultimately defined by its disrepair, dark alleys barely lit by neon glow, and quiet despair, its inhabitants as fissured and cracked as the crumbling stone fixtures around them.
Meanwhile, the DIAMOND QUARTER occupies the highest tier, as befitting the noble caste and royal family. Though in modern times there is more and more intermingling between castes, given the increasing divide between older traditionalist dwarves and the younger generations, many nobles rarely step outside this sector, let alone have ever been to Dust Town. Conversely, there is opportunity for lesser castes to enter the Diamond Quarter, most often the Shaperate; the archives are open to all. Select merchant caste members have been allowed to mingle in the sector, setting up pop-up storefronts to sell items directly to the nobles--only products of the highest quality, mind. Through these merchants, Diamond Quarter nobles receive fine wares from other, surface regions, and their dress reflects their purchases; it is not uncommon to see a variety of sartorial influences from Orlais and Tevinter in particular.
Diamond Quarter architecture is a blend of both the old and the new; government buildings like that of the Assembly and the Shaperate are designed with massive stone pillars and intricate stone inlay as they were in older days, but residential buildings and the Royal Palace itself have taken on the geometric, reflective trappings of the modern Commons. The Diamond Quarter also takes advantage of large underground waterfalls and springs. While aesthetically pleasing to the upper crust, the water also provides power to the countless city lights.
POLITICS
Best described as a constitutional monarchy, Orzammar’s government is made up of a monarch, an Assembly, and the Shaperate. All members of the ASSEMBLY hail from noble houses, with no other caste represented there. The head of the Assembly, or Steward, oversees its proceedings and maintains a neutral position, neither providing opinions or voting. Other members of the Assembly are referred to as “deshyrs,” or assembly lords. Approximately eighty deshyrs make up this Assembly, coming from the most influential noble houses in Orzammar; a noble house’s participation in the Assembly is based on the house having a deshyr, general, or Paragon somewhere in their lineage (something that some younger dwarf movements would like to see changed). Deshyrs typically hold their position until death or resignation. If an opening occurs, an acting deshyr nominates a candidate who then must meet the approval of at least one-third of the Assembly.
As a whole, the Assembly acts as a legislative body to elect and advice the monarch, set laws, and function to a lesser degree as a judicial system to determine punishment for serious crimes. To pass a new law, the proposal must be ratified by majority vote; while this seems relatively simple, debates regarding proposals can limp on for years. Once a law does get passed, it is recorded in the Memories (Orzammar’s archives, where thousands upon thousands of years of history are recorded). Until then, deadlocks or prolonged debates can result in blackmail, murder, and bloodshed. The Assembly can also vote on the creation of new Paragons, which elevates the new Paragon and their family to noble status and provides them with the right to elect their own deshyr to the Assembly; given the concern with maintaining power and mistrust Assembly members generally have for each other, this rarely happens.
Meanwhile, the elected KING OR QUEEN and their warriors maintain order and deal with the more “everyday” crime (or, almost all crime, except which makes its way to the Assembly through serious, directly relevant circumstances). They oversee the Legion of the Dead, an independent military branch whose members consider themselves “already dead,” lives signed over to the ruler. The ruler and their family are also generally the “face” of Orzammar and have influence from a social and publicity standpoint, both within Orzammar and on the surface when it comes to trade/dealing with other regions. While the monarch traditionally proposes their heir to the throne in the case of retirement or resignation as their first candidate for consideration, rulers are ultimately determined in the Assembly. Understandably, campaigning is highly involved and often brutal.
The “third” branch of government, or the SHAPERATE, is made up of those who continuously record and compile dwarven history in a gigantic, growing library of sorts--historians, scholars, judges, poets, genealogists, and philosophers. As so much was lost to the darkspawn, every recovered sliver of history or culture is precious, and many Shapers will risk their lives to try and reclaim lost knowledge from the Deep Roads, the network of old passageways that once belonged to the dwarven empire (now abandoned or lost to the ever looming threat of darkspawn).
In addition to their sacred task of keeping and recovering knowledge, the Shaperate deals with civil disputes and has authority over the authenticity of or binding specifics of contracts; they also set legal precedents accordingly, advising rulers and the Assembly (though they are considered, if not actually, apolitical and objective). Day-to-day, they may also oversee births, marriages, and death records, again for the purpose of recording in lyrium as much detailed history as possible. Unlike the Assembly, it is possible for dwarves of non-noble castes to become Shapers, should they possess great enough relevant abilities or intellect.
Perhaps the most quietly influential branch, the Shaperate also has strong sway over Orzammar’s overall structure and societal traditions; they can decide whether or not to sanction places of worship, can judge smaller disputes, and record the truth as they see fit. Having the authority to omit from the Memories anything unworthy or not in the interest of society overall means that casteless, exiled, and surface individuals’ history is not tracked. Furthermore, Shapers may be convinced to omit records that are inconvenient/unsavory to particular noble houses, especially if they personally hail from one. Finally, they also maintain Orzammar’s collection of golems, creations of stone or metal animated with lyrium.
RELIGION
In most cases, dwarves in Orzammar do not worship anthropomorphic gods. Rather, they ascribe to a philosophy that promotes personal achievement and an intimate connection to the Stone that their thaig is hewn from--they believe they are the Stone’s children and largely consider themselves superior to other races in terms of innovation and historical accomplishment in Thedas. Ancestral worship is a strong element in this philosophy; it is believed that those who lead strong, valiant, impactful lives strength the Stone when they pass away, becoming one of the Ancestors. Conversely, casteless dwarves and surface-dwellers are perceived as weakening the Stone, then being rejected by it for all eternity after their deaths. Those declared by the Assembly to be Paragons, or the best example of dwarven excellence, become living Ancestors (or simply Ancestors, should a Paragon be declared posthumously). Coming from any caste (or no caste at all) based on amazing achievements as warriors, politicians, smiths, or otherwise, Paragons have a noble house created bearing their name. A Paragon’s stance on a matter can surpass even the monarch’s influence.
In keeping with this high value on on honor and glory, the Provings are popular public arena battles and a form of violent entertainment. Provings are used to settle conflicts and honor challenges that cannot otherwise be resolved; as much as they are the result and an example of Orzammar’s political atmosphere, Provings are also nearly a form of religious practice as well, connecting dwarves to their Ancestors and allowing them to walk the path of Paragons past.
That said, the Chant of Light has even some rays that can reach underground. A few small churches dedicated to Andrastian religion can be found littered throughout the city, though particularly in Dust Town, as alternate faiths are appealing to those told that the Stone they were born of will reject them in death.
MAGIC & TECHNOLOGY
Orzammar must maintain ties to other aboveground countries to supplement its dietary demands, though these countries are more than happy to oblige given its valuable TECHNOLOGY. Casteless dwarves are generally part of the merchants' guild, supplying Orzammar with surface goods and maintaining exports/trade. While the city's wealth has historically come from selling processed lyrium to the Chantry or mages (often illegally through Carta lines), its primary source is now the selective sharing of its technological advancements. "Selective," because Orzammar keeps much of what they invent under wraps and hidden from the outside world; the very idea of humans in particular "bastardizing" their creations is abhorrent to many. In the same vein, this secrecy and traditionalism is rumored to be becoming Orzammar's downfall; while formidable, it is still one city and just a piece of a once thriving dwarven empire. This creates a notable schism between many dwarves in lyrium science, engineering, and other tech fields, as well as government; there are those who would support an even greater isolationist policy, while others believe advancement is only hindered by such.
As an origin point for much modern technology and ongoing ingenuity, Orzammar certainly has the means to be excessive to the extent of its main competitors, Orlais and Tevinter, but it isn't. Dwarven society values necessity above bells and whistles and, largely, proving themselves as superior innovators. Technological items, architecture, etcetera that look visually stunning are only stunning because they have to be; there is purpose and function in everything. MAGIC takes a backseat to this focus on technology, but lyrium is integrated into nearly everything, from the dim blue glow of sidewalk light strips to advanced weaponry to keep darkspawn back in the darkest tunnels of the Deep Roads. Not to mention--there are very few magic wielders in Orzammar, as the dwarven population has no mages; only transplants, of which there are many less than in other cities, would wield it.
Golems are perhaps one of their greatest achievements to date, though few understand them; creatures hewn of stone and metal sheets fueled by a spark of lyrium, their formula is kept entirely secret. These creatures are employed in the pursuit of recovering artifacts from other cities and towns lost to the darkspawn, as well as in keeping the society generally safe from such monsters. Though other amazing WEAPONRY exists, Orzammar is much more willing to share guns and armor with the outside world than its golems. On the topic of weaponry, though there are strict registration guidelines and laws on when they may be used, dwarven citizens (with the exception of the casteless) are permitted to own guns. Carta assassins have also been known to employ the use of many more traditional weapons, such as knives, throwing darts, etc., all enhanced and their valuable ore.
Interestingly, Orzammar has some of the best healthcare institutions in Thedas due its proximity to darkspawn and dedication to out-advancing magical practices in this field as driving forces. Dwarven infertility / lower birth rates caused by corruption from exposure to the Deep Roads is a continual focal point of research.
Public TRANSPORTATION in Orzammar runs very similar to that in Tevinter. They, too, have a bullet train-- though one that runs significantly slower, on a smaller track, fully contained within tubes of steel and glass for fear of disrupting darkspawn activity too far into the Deep Roads. Beyond this, self-driving pods and mass conveyers are other modes of transportation, as well as the ever-popular gleamers (essentially motorcycles with a slight hover and impressive speeds fueled by lyrium).
as we get closer to opening, we’re hoping to release most of our important canon information so you can all get your character ideas in a row and ready yourselves to start on your apps! today’s preview is our world slate, found below the cut! we’ll be back tomorrow with another preview, so stay tuned. (-:
ORIGINS
All companions are recruited.
In their search for allies, the Warden comes upon the werewolves and the elves in the Brecilian Forest. They manage to find peace between the two parties, breaking the curse of the werewolves when Keeper Zathrian is killed. The elves honor their treaty alliance and aid the Warden in their battle.
During the attack on the Circle of Ferelden, the Warden brings order to the circle and chooses to side with the mages. First Enchanter Irving survives the battle, and the freed members of the Circle of Magi aid the Warden and their companions in their fight against the Archdemon.
With the help of First Enchanter Irving, the Warden finds peace at Redcliffe. Both Conor and Isolde survive the trip to the Fade, and Arl Eamon is healed with the help of the Urn of Sacred Ashes.
While looking for the aid of the dwarves of Orzammar, the Warden finds and defeats Branka, destroying the anvil of the void. Bhelen is made King. and the dwarves aid the Warden in their fight.
At the Landsmeet, the Warden frees Anora and gains the support of the Banns for Alistair's claim to the throne. Anora and Alistair plan to marry, making them the King and Queen of Ferelden. Loghain is dueled and killed personally by the Warden. The Dark Ritual is completed by Morrigan and Alistair who have a god baby.
At the final battle with the Archdemon, the Warden is the one who lands the final blow. Following, Amarathine is given to the Wardens.
During Witch Hunt, Morrigan says goodbye to the Warden and walks through the Eluvian.
During Warden's Keep, the Warden slays Sophia and lets Avernus do ethical research only.
During Awakening, the Warden takes control of Vigil's Keep. They order that it's protected during the final battle. The architect is kept alive. Nathaniel is conscripted into the Grey Wardens.
DAII
During the Fifth Blight, Hawke and their family flees from Lothering. Along the way, they meet Aveline Vallen and her husband, a templar who has been tainted by the blight. Aveline joins the party, and her husband is put to rest out of mercy. After an unfortunate and sudden attack by an ogre, Bethany doesn't survive the journey. With the help of Flemeth, the party arrives in Kirkwall.
Upon arriving in Kirkwall, Hawke and Carver barter an agreement with a band of mercenaries in return for entry to the city: one year of endured servitude and the group's leader, Meeran, would happily pay their way. After their year with Meeran is up, the two of them meet Varric Tethras, who invites them to join in on a week-long expedition into the Deep Roads for relics and riches, funded by Varric and his brother, Bartrand. Despite their previous discussions about it, Hawke forces Carver to stay behind for the expedition out of fear for his safety, and he joins Kirkwall's Templar Order in retaliation.
After realizing Isabela has been in possession of the relic (tome of Koslun) the entire time, Hawke makes a spur of the moment decision to let her keep it and flee the city. The Qunari grow frustrated and kill Viscount Dumar, launching a full siege on Kirkwall. Out of loyalty, Isabela returns to Kirkwall in the wake of the battle, handing off the tome to the Arishok and allowing the Qunari to leave. For Isabela, Hawke battles and defeats the Arishok in duel and the Qunari return to Par Vollen.
After the Idol is recovered and Bartrand is found, Hawke doesn't allow Varric to kill him or keep the idol. Hawke helps Merrill fix the Eluvian, and Merrill's clan attacks the party after their Keeper is killed. After the Chantry explosion, Hawke sends Anders away but does not kill him. During the battle of Kirkwall, Hawke sides with the mages. Both Meredith and Orsino are killed during the battle and Kirkwall's political state is left in ruins.
During Legacy, Hawke sides with Larius and kills Coryephus.
During Mark of the Assassin, Hawke aids Tallis and "the weapon" is kept from Orlais. Duke Prosper is killed by Hawke.
INQUISITION
With the help of Dorian Pavus, the Inquisitor returns from the past and brings Geron Alexius to justice. They give the mages full support in Redcliffe, and the mages join in as allies of the Inquisition. After this, Fiona finds time to create a beta test of a new College of Enchanters: the Bright Hand.
After a very eventful night in the Winter Palace, Empress Celene I of Orlais is killed as is her cousin Florianne. Control of the Empire is handed to Gaspard de Chalons, but truly remains with Celene's former lover, Briala. Briala is made Duchess of the Dales, the first elf to have claimed that title in centuries. Under Briala's rule, Orlais becomes even more harshly politically divided by those who would see the old ways of prejudice prevail and those that would see the new ones.
In the fade, the Inquisitor chooses Warden Stroud to stay as a distraction for the Fear Demon. Hawke and the Inquisition return to Skyhold safely while Stroud is never heard from again. The Inquisitor decides not to banish the Orlesian Wardens, asking them to instead join in their fight against Corypheus. This allows them to pick up the pieces and rebuild their ranks. A new Orlesian leader is appointed.
The Inquisition is officially disbanded during the Exalted Council. Leliana is made Divine Victoria, and with it, she disbands all Circles of Magi, causing much stress and tension among her Orlesian colleagues. Cassandra Pentaghast is made her left hand, aiding the Divine while also rebuilding the Seekers of Truth to govern the newly conceptualized Templar Order. The Inquisitor vows to turn their attention to stopping Solas, forming an unofficial party made up of a handful of their previous Inquisition colleagues to help.
Ta Prohm Temple, Cambodia [2048 X 1536]
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sorry about this but could you change my reserve to briala and my faceclaim to nikia phoenix?
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