Backgrounds

PLAYING A SEHERON CONVERT                                                                                                                     If you choose to play a Seheron convert, modify your character as follows:

• Add 1 to your Willpower ability. It takes strength of will to embrace the demands of the Qun.

• Pick one of the following ability focuses: Cunning (Qun) or Willpower (Self-Discipline).

• Choose whether your character is an elf or a human. Most converts on Seheron are elves, but some humans also embrace the Qun.

• You can speak and read Qunlat, Tevinter, and the Trade Tongue. If you choose to be a Rivaini convert, you also speak and read Rivaini.

• Choose a class. You can play either a rogue or a warrior.

Roll twice on the Seheron Convert table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Surface Dwarf                                                                                                                                                In ancient times the dwarves ruled a huge underground empire. They had many cities and settlements, all connected by Deep Roads that ran far beneath the surface. Today only two dwarven cities remain: Orzammar in the Frostback Mountains and far-distant Kal-Sharok. Both are waging an endless war against the darkspawn that conquered the old dwarven lands. While the two fortress-cities remain strong, dwarven numbers have been dwindling slowly for the past thousand years. For the most part Orzammar and Kal-Sharok look inward. Dwarven society is rigid and caste-based and politics are notably vicious. One caste stands apart from the others though: the surface dwarves. They play a vital role in dwarven society, but curiously other dwarves look down on them. Surface dwarves are largely merchants and middlemen, trading goods and raw materials to humans and elves. They provide ore, gems, finely-forged steel, expertly-crafted goods, and the precious mineral lyrium. Dwarf adventurers and wanderers also belong to the Surface Caste. In Orzammar and Kal-Sharok dwarves of this caste rank below all others except the casteless and the criminals. It is ironic that the most famous dwarf adventurers in human lands have little standing and no prestige in their homelands.                                      PLAYING A SURFACE DWARF                                                                                                                          If you choose to play a surface dwarf, modify your character as follows:

• Add 1 to your Constitution ability. Dwarves are famous for the toughness.

• Pick one of the following ability focuses: Constitution (Stamina) or Communication (Bargaining).

• You can speak and read Dwarven and the Trade Tongue.

• Choose a class. You can play either a warrior or a rogue.

Roll twice on the Surface Dwarf table for additional benefits. Roll 2d6 and add the results together. If you get the same result twice, re-roll until you get something different.

Seheron Convert

2D6 Roll

Benefit

2

+1 Perception

3-4

Focus: Cunning (Historical Lore)

5

Focus: Strength (Might)

6

Focus: Constitution (Stamina)

7-8

+1 Cunning

9

Focus: Communication (Persuasion

10-11

Focus: Perception (Empathy)

12

+1 Strength

Surface Dwarfs

2D6 Roll

Benefit

2

+1 Strength

3-4

Focus: Strength (Axes)

5

Focus: Strength (Driving)

6

Focus: Communication (Persuasion)

7-8

+1 Communication

9

Focus: Cunning (Engineering)

10-11

Focus: Willpower (Courage)

12

+1 Willpower

Tal-Vashoth                                                                                                                                                   The Qunari people follow a philosophy known as the Qun. Before they embraced the Qun, it is said they were a barbaric people prone to violent rages. The Qun made these barbarians into thinkers, planners, and technicians, though they also remained warriors. There are those Qunari, however, who reject the Qun. Some of them want to return to the old ways of their people, while others just want to live by their own rules. These rebels are known as vashoth, or “grey ones,” and they must leave Qunari lands before they are detected or face reeducation or punishment. Such exiles are not considered part of the Qunari people any more. In the spirit of defiance, they call themselves Tal-Vashoth, or “true grey ones.” Many of them worship the old, animist gods of their people and see themselves as the real inheritors of their ancestors’ legacy. Tal-Vashoth live in foreign lands and get by as they can. Many work as mercenaries, while others become raiders, pirates, smugglers, or even slavers. Roving bands of Tal-Vashoth are not uncommon in the north and they pose problems for both Qunari and human settlements.                                                   PLAYING A TAL-VASHOTH                                                                                                                               If you choose to play a Tal-Vashoth, modify your character as follows:

• Add 1 to your Strength ability. The Tal-Vashoth revel in their physical dominance.

• Pick one of the following ability focuses: Constitution (Stamina) or Strength (Intimidation).

• You can speak and read Qunlat and the Trade Tongue.

• Like all Qunari, you are susceptible to magic. You suffer a –1 penalty on all ability tests to resist spells and other magical effects, such as magic item powers.

• Choose a class. You can play a mage, a rogue or a warrior.

Roll twice on the Tal-Vashoth table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Tevinter Altus                                                                                                                                              The Tevinter Imperium is one of the few places in Thedas where mages are not under the thumb of the Chantry. This, in fact, was a root cause in the Schism within the Chantry. Tevinter has its own Divine and Chantry, though it is a much less powerful institution than the Chantry centered in Orlais. In ancient times the Imperium was ruled by magisters, though it was their hubris that is said to have led to the creation of darkspawn and the Blights. After Andraste freed the elven slaves and brought the Chant of Light north, the mages were in check for a time but no longer. The Altus are the noble mages who rule the Imperium.                                                                     PLAYING A TEVINTER ALTUS                                                                                                                           If you choose to play a Tevinter Altus, modify your character as follows:

• Add 1 to your Magic ability. The bloodlines of mages are tracked carefully in Tevinter and those of the noble families are the strongest.

• Pick one of the following ability focuses: Communication (Leadership) or Cunning (Arcane Lore).

• You can speak and read Tevinter and the Trade Tongue.

• Take the mage class.

Roll twice on the Tevinter Altus table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Tal-Vashoth

2D6

Benefit

2

+1 Willpower

3-4

Focus: Willpower (Courage)

5

Focus: Constitution (Running)

6

Focus: Strength (Might)

7-8

+1 Constitution

9

Focus: Constitution (Swimming)

10-11

Focus: Strength (Climbing)

12

+1 Strength

Tevinter Altus

2D6

Benefit

2

+1 Cunning

3-4

Focus: Dexterity (Riding)

5

Focus: Cunning (Heraldry)

6

Focus: Magic (Arcane Lance)

7-8

+1 Communication

9

Focus: Cunning (Historical Lore)

10-11

Focus: Communication (Etiquette)

12

+1 Willpower

Tevinter Laetan                                                                                                                                          The Altus are mages with the power and prestige of Tevinter’s old noble families, but they are not the only users of magic in the Imperium. The Laetans are those mages who come from the mundane class (the Soporati). While they do not have all the advantages of the Altus, their magical power still puts them ahead of the majority of Tevinter’s citizens. They are identified at a young age and trained to serve. Some question the old ways and strike out for a life of adventure in other nations of Thedas. Outside of the Imperium, of course, few understand the difference between the Altus and the Laetans.                                                                                                     PLAYING A TEVINTER LAETAN                                                                                                                        If you choose to play a Tevinter Laetan, modify your character as follows:

• Add 1 to your Cunning ability. Laetans must be clever to get ahead in Tevinter.

• Pick one of the following ability focuses: Communication (Deception) or Cunning (Arcane Lore).

• You can speak and read Tevinter and the Trade Tongue.

• Take the mage class.

Roll twice on the Tevinter Laetan table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Tevinter Soporati                                                                                                                               Commoners in the Tevinter Imperium don’t have it as bad as those in Orlais—slavery is still legal in the Imperium and thus slaves are given the worst jobs. Tevinter commoners, known as Soporati, or more disparagingly as mundanes, work hard but they benefit from the existence of a despised underclass. Many Soporati become soldiers, as the Imperium is in near constant conflict with the Qunari in Seheron. While they do follow Andraste and worship in the Imperial Chantry, the emphasis on magic as a positive force, sometimes even referenced in prayer, can be shocking to people from other parts of Thedas.                                                                                            PLAYING A TEVINTER SOPORATI                                                                                                                    If you choose to play a Tevinter Soporati, modify your character as follows:

• Add 1 to your Strength ability. The Tevinter common folk retain the hardiness that helped build an empire.

• Pick one of the following ability focuses: Constitution (Stamina) or Dexterity (Brawling).

• You can speak and read Tevinter and the Trade Tongue.

• Choose a class. You can play either a rogue or a warrior.

Roll twice on the Tevinter Soporati table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Waking Sea Raider                                                                                                                                     The Raiders of the Waking Sea are pirates. Once there were many individual pirate chiefs operating in the Waking Sea but during the Exalted Marches against the Qunari the nations of Thedas needed naval support for the war. The pirate ships came together as the Felicisima Armada and provided key support in the conflict. At the end of the Exalted Marches, most hoped the Armada would disband, but the pirates had found their strength together and kept the Raiders going. This isn’t to say that the Raiders won’t fight against each other, but any threat to them as a whole is met with a fierce and unified response.                                                        PLAYING A WAKING SEA RAIDER                                                                                                                    If you choose to play a Waking Sea raider, modify your character as follows:

• Add 1 to your Dexterity ability. A sailor’s life requires agility.

• Pick one of the following ability focuses: Dexterity (Acrobatics) or Perception (Seeing).

• You can speak and read the Trade Tongue and one of the following languages: Antivan, Orlesian, or Rivaini.

• Choose a class. You can play either a rogue or a warrior.

Roll twice on the  Waking Sea Raider table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Tevinter Laetan

2D6

Benefit

2

+1 Constitution

3-4

Focus: Cunning (Evaluation)

5

Focus: Dexterity (Riding)

6

Focus: Communication (Deception)

7-8

+1 Magic

9

Focus: Communication (Persuation)

10-11

Focus: Cunning (Cultural Lore)

12

+1 Communication

Tevinter Soporati

2D6

Benefit

2

+1 Perception

3-4

Focus: Cunning (Evaluation)

5

Focus: Willpower (Courage)

6

Focus: Communication (Deception)

7-8

+1 Constitution

9

Focus: Strength (Driving)

10-11

Focus: Communication (Animal Handling)

12

+1 Willpower

Waking Sea Raider

2D6

Benefit

2

+1 Constitution

3-4

Focus: Cunning (Evaluation)

5

Focus: Strength (Intimidation)

6

Focus: Constitution (Swimming)

7-8

+1 Perception

9

Focus: Cunning (Navigation)

10-11

Focus: Constitution (Rowing)

12

+1 Strength

 

Backgrounds

Invisible Chains zoulong52