In uncertainty, find infinite possibility.
--An old Orlesian saying

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In uncertainty, find infinite possibility.
--An old Orlesian saying
We are in danger, friend. Two of the seven Guildmasters are already in Zevran Arainai's pocket, and the Guildmaster of Rialto is dead. While no proof exists, we both know he was involved whether he claims the deed or not. They should have released him when they discovered he lived, "honor of the Antivan Crows" be damned. What option do we have now?
(If the Warden didn't romance Zevran) After centuries of unity that have led us to rule a nation from the shadows and have placed kings and queens in our pockets, we are being torn apart from within by a single elf who didn't even succeed in his mission to kill the so-called Hero of Ferelden.
(If the Warden romanced Zevran) After centuries of unity that have led us to rule a nation from the shadows and have placed kings and queens in our pockets, we are being torn apart from within by a single elf who didn't even succeed in his mission. How could anyone have guessed that the Grey Warden would become his lover and support his crusade? That Zevran would help defeat the Blight and become a hero within the Crows, even as we branded him anathema?
The Guildmasters dismissed Zevran's threat without considering just how many assassins were similarly disaffected. Too many of our numbers have been cheated out of their rightful tithes, driven into hiding, or intimidated into silence... and somehow, Zevran is finding them all. You report that he is not in Antiva, but that isn't always the case. He appears in a city until our operatives find him and chase him out into Rivain or the Free Marches-- and then we never hear from them again. We have both spoken to the remaining Guildmasters, and they have denied us. They are blind, and it makes me think maybe Zevran is right. Perhaps it is time for a change.
--From a half-burned letter found in a Treviso warehouse, 9:35 Dragon
The Maker's first creations were the spirits, glorious beings that populated the many spires of the Golden City, and the Chant of Light says that they revered the Maker with unquestioning devotion. The Maker, however, was dissatisfied. Although the spirits were like Him in that they could manipulate the ether and create from it, they did not do so. They had no urge to create, and even when instructed to do so possessed no imagination to give creations ingenuity of life.
The Maker realized His own folly: He had created the spirits to resemble Him in all but one and most important way: they did not have a spark of the divine within them. He expelled all the spirits out of the Golden City and into the Fade and proceeded to His next creation: life.
The Maker created the world and the living beings upon it, separated from the Fade by the Veil. His new children would be unable to shape the world around them and thus would need to struggle to survive. In return for their struggle, the Maker gave them the spark of the divine, a soul, and He watched with pleasure as His creations flourished and showed all the ingenuity that He had hoped for.
The spirits grew jealous of the living and coaxed them from the Fade when they slept. The spirits wished to know more of life, hoping to find a way to regain the Maker's favor. Through the eyes of the living, they experienced new concepts: love, fear, pain, and hope. The spirits re-shaped the Fade to resemble the lives and concepts they saw, each spirit desperately trying to bring the most dreamers to their own realm so they could vicariously possess a spark of the divine through them.
As the spirits grew in power, however, some of them became contemptuous of the living. These were the spirits that saw the darkest parts of the dreamers. Their lands were places of torment and horror, and they knew that the living were strongly drawn to places that mirrored those dark parts of themselves. These spirits questioned the Maker's wisdom and proclaimed the living inferior. They learned from the darkness they saw and became the first demons.
Rage, hunger, sloth, desire, pride: These are the dark parts of the soul that give demons their power, the hooks they use to claw their way into the world of the living. It was demons that whispered into the minds of men, convincing them to turn from the Maker and worship false gods. They seek to possess all life as their due, forging kingdoms of nightmare in the Fade in the hopes of one day storming the walls of heaven itself.
And the Maker despaired once again, for He had given the power of creation to his new children--and in return they had created sin.
--From The Maker's First Children, by Bader, Senior Enchanter of Ostwick, 8:12 Blessed
Carver seldom contacts his family since joining the templars. He gives excuses of duty and training, but his words are those of a man still uncertain of his choice. He has little in common with others of the order, having come from a family so steeped in magic. And while he is certain that regulating the Circle is as much about protecting mages as it is controlling them, he has seen disturbing abuses of power. The purpose he has found in service is strained by the blind hate some of his superiors possess. There is good work to be done, but the path is more winding than he had imagined.
The Raiders of the Waking Sea-- or simply, the Raiders-- is the common name given to an association of Antivan pirates called the Felicisima Armada. These pirates were once little more than opportunists, based out of the coastal city of Llomerryn, that preyed on sea traffic. They were often targeted by Orlesian and Free Marcher cities that were bent on destroying the pirates once and for all. After each such effort, new pirates would appear to fill the vacuum.
During the New Exalted Marches, the nations of Thedas needed every ship they could muster against the massive power of the Qunari dreadnoughts. The Llomerryn pirates were faced with a difficult decision: they had to band together under one flag and fight with those they had previously preyed upon or face conversion and annihilation by the Qunari.
Thus the Armada was formed. The pirates brought their knowledge of stealth and trickery to bear, plaguing Qunari supply lines and even launching seaborne invasions against the Qunari coast. For a time it was said the Armada was the premier naval power of Thedas, and after the signing of the Llomerryn Accord, they maintained their association rather than disband as many had hoped.
Wealthy merchants now often pay the leaders of the Armada rather than risking their ships commandeered and their merchandise stolen and sold on the black market. The Armada is hardly unified, and bloody battles between Armada leaders are frequent, but when faced with an attack by outsiders, the group instantly puts aside their differences and closes ranks; the raiders have thus become fare more of a threat in the last century than they ever were before.
There is many a legend told about how dashing and romantic life aboard a Raider vessel is, but don't believe it. They are scoundrels and smugglers all.
--From The Dowager's Field Guide to Good Society, by Lady Alcyone
Those who had been cast down, the demons who would be gods, began to whisper to men from their tombs within the earth. And the men of Tevinter heard, and raised altars to the pretender-gods once more, and in return were given, in hushed whispers, the secrets of darkest magic.
But it was not worship the false gods craved.
They urged the magisters to ever-greater depravity, rewarding them with power and more. Arrogance became a great caged beast in the lands of Tevinter, an emptiness that consumed all and could never be filled. To satisfy its hunger, the mage-lords, at the goading of their gods, assaulted the Golden City, heart of all creation, to take the Maker's power for themselves.
With magic born of mingled blood and lyrium, the Tevinter broke into the Maker's House. But the promised power did not await them there.
The moment they entered the city of the Maker, their sin poisoned it. What had been golden turned black, and violently they were flung from the world of dreams back into the waking world. Twisted and corrupted by their crime and their magic into monsters, they fled underground, unable to bear the light of day. The first darkspawn.
--Threnodies 8:21-27, the Canticle of Transfigurations
"There's power in stories. That's all history is: the best tales. The ones that last. Might as well be mine."
(If Bartrand lives) Varric saw Bartrand settled into a sanitarium just outside Kirkwall, run by the Chantry. He then took up the mantle of House Tethras officially;
(If Bartrand is killed) The death of his elder brother forced Varric to take up the mantle of House Tethras officially;
However, according to the updated official Kirkwall and Merchants Guild documentation, the family businesses are run by nonexistent uncles, aunts, cousins, and household pets.
We narrowly escaped Meredith's hounds. The city just isn't safe, Bancroft. We must get five out through the gates tonight and get to the caves. It's that, or risk capture and interrogation.
--"MS"
Casualties
The hounds nabbed Franke the Cobbler tonight; no one knows where he is now. Thom Beshcal and his wife were killed three days back. They're no longer just hunting us: they're hunting our friends and family. To the Void with the consequences! We must strike back while we still can.
--"A"
I can get two out tonight. A guide on the other side will take them to the refuge. Don't pick anyone with a cold; last time, a careless sneeze almost alerted the guard.
--Bancroft
Shipping Notice
We can't trust the raiders' promise of passage-- the templar's bounty on us is far too tempting. Press on every contact you have! We must leave Kirkwall before the knight-commander does something drastic. Each night, more of our brethren make it to the coast.
If the hounds sniff out your current location, the other site we discussed is clear. Be prepared to leave at a moment's notice.
--Bancroft