Nations

There are 10 nations within Thedas: 8 sovereign and 2 political entities. Their history, cultural and  political backgrounds will be listed here.

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Anderfels

The Anderfels is a large nation to the north, an arid country filled with deserted steppes and dust storms that make farming difficult if not outright impossible. Sparsely populated, the people of the Anderfels are a hardy people who have survived centuries of constant Darkspawn attacks, it is the only place outside of the Deep Roads that receives significant Darkspawn attack not during a Blight, this plus the arid landscape they inhabit has made them a hardy and sturborn people know for saying: "We'll survive, the Maker willing. And if he doesn't, we'll still survive." Culturally a very pious people, there was a mass conversion in the nation after the Second Blight led by the Grey Wardens after their fortress was saved by the Orlesian Army. The Anderfels began as the most western territory of the Tevinter Imperium, it was known for many uprising against the Magisters but failed, until during the Second Blight when Tevinter forces retreated to defend Minrathous. Following the Anderfels rescue by Emperor Kordillius Drakon, the nation joined the fledgling Orlesian Empire, until Kordillius' death in 1:65 Divine when many provinces broke away including the Anderfels. The Anderfels is the home of the Grey Wardens, and is the only place where they hold great political influence. Since the nation is very sparsely populated and their is great distance between settlements, the monarch's influence is mostly contained within the capital of Honnberg, thus most people turn to the Grey Wardens for leadership and guidance. The Anderfels is based on Australia.

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Antiva

Antiva is an eastern nation that enjoys a warm climate, it is very much a coastal nation that facilitates its sea-faring culture. Founded in 2:33 Glory when the Antivan city-states united to combat the threat of the Free-Marcher city of Starkhaven, since then Antiva has become a great merchant power and enjoys relative peace despite the fact that it has no standing army, thanks to Queen Asha Campana, the "Queen Mother of Thedas", who, through the use of several political marriges, managed to secure Antiva's protection from any nation, as any war with Antiva would have dragged half of Thedas into it. The other reason no other nation wars with Antiva is because of the House of Crows, an organisation highly specialised in thievery, spying and assassination, so feared are the Crows that even the Qunari found Antiva to be "more trouble than it's worth". During the Qunari Wars, Antiva was one of the nations heavily occupied by the Qunari forces, following it's freedom a lot of time and effort went in to re-educate the populace into following the Chant of Light again. In modern times Antiva has become a plutocracy, with a weak monarcy and a series of powerful merchant lords who employ the Crows and Felicisima Armada to act as armed forces in times of trouble even though both are independent agencies, however any war is unlikly as due to Antiva's trade relations with every other country and the reasons mentioned above, it is so well connected that such threats of war are a moot point. Antiva is based on Italy, particularly the City State of Venice.

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Ferelden

Ferelden is a southern nation, it is the youngest nation and was only formed five hundred years ago when King Calenhad Theirin united the Alamari tribes and declared himself king. The region now known as Ferelden has been populated by three ancient tribes: the low land Alamari, the mountanious Avvar and the Chasind of the Korcari Wilds, it is the Alamari that most of Ferelden is descended from, with the Avvar and Chasind clinging to their old cultures. A temperate and flat nation, Ferelden is known for it's militaristic culture and freedom loving ways, they have a cultural dislike for law enforcement and most petty crimes are overlooked. Fereldans also have a close association and appreciation for dogs, the mabari (a large warhound) is the most commonly kept and can be found in the halls of castle and on the battle feild. Political Ferleden bases it's rule on Alamari traditions, instead of other nations who rule from the King down, Ferelden is ruled from the bottom up, Arls and Banns have to win approval from Freeman and landowners who decided which noble to pledge aligence to, and the King must win approval from most nobles in order to stay in power. The Landsmeet is the clear symbol of this, an annual meeting of Ferelden nobels travel to the capital Denerim to air grievances and raise taxes with the King, this act of the King needing to win support among the nobles and freemen is baffling to foreigners, many view it as anarchic. The Theirin line has ruled Ferelden continuously for almost five hundred years, they only interruptions were during the Orlesian occupation and during the Fifth Blight. Ferelden is based on Medieval Britain.

Free Marches

The Free Marches are a loose confederation of City States with no central government or king, these City States rarely come together on any matter, however in times of trouble they can collectively raise an army that would give any nation pause. An eastern nation centred in the middle of the continent which has contributed to it's multi-cultural status, it is mountainous and warm. The Free Marchers has a lot of Tevinter influenced architecture and is known as the bread-basket of Thedas with numerous farms along it's northern border that feed much of Thedas' people. Despite the fact that Marcher's are a multi-cultural people and many are born of mixed-blood, their is a noticeable nativist streak within them, this stems from their suspicion of other Marcher cities other than their own leading them to be suspicious of other nations and foreigners too, as such connection to ones city takes precedence to their nation. The only time outside of war that Marchers will come together is during the Grand Tourney. Each City State has a different political system which has it's basis in the fact that most of the cities have been ruled by different nations and reclaimed their independence, however one cultural unifier is the Champion who is named by the cities ruler as someone who will go to any length to protect their city. Two City States that eventually gained enough power in the surrounding region to become a nation are Antiva City and Nevarra City. The Free Marches is base on the Greek City States.

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Nevarra

Located in central Thedas, Nevarra was originally one of the largest of the Marcher City States, Nevarra began to expand rapidly beginning in 5:37 Exalted, capturing a lot of Orleisian and Free Marcher territory, when Tylus Van Markham managed to overthrow the Pentaghast clan's rule of Nevarra, stir up nationalist tendencies in the western Free Marches to invade what was then north-eastern Orlais and claim it for his fledgling nation. Since then the Monarchy has switched back to the Pentaghast's but the Van Markham family continues to pursue the throne. Since then Nevarra has had a long rivalry with Orlais over land disputes, attempts to cool this rivalry have often led to further problems. Nevarra has a tendency towards long Royal dynasties and the Pentaghast's have ruled the city and country of Nevarra since the Glory age, however it was the Van Markam family which dragged Nevarra into the modern age and turned it into a nation with Navarra City as the capital. Today Nevarra is ruled by the Pentaghast's, but with the aged and quite mad king soon to die, the Pentaghast and Van Markam clans are vying to replace him, however many of Nevarra's upper and lower classes are pushing for a new family to take the reigns. Culturally Nevarra is renowned for its art that fills every street in the country and cultural events that are held throughout the year, the Nevarran kings of old are also known for dragon hunting and drove the beasts to extinction until two High Dragons rose in 8:99 Blessed. Nevarra is also known for it's strange fixation with death, beneath the artistry and politics lies the Mortalitasi, mages specialised in mummifying and preserving the dead. It is Nevarran belief that when the dead cross into the fade it displaces a spirit, thus the Motalitasi believe that mummifying the corpse will make a good host for the spirit, in this way they are known to practice and experiment with Necromancy. Because of their closeness to Nevarran religious culture, they often wield political power as advisors to the Nevarran kings and are often related to them by blood. Other nations view this practice of death magic and mummification as barbaric and many foreign ages view them as a death cult, since the Mortalitasi rarely leave Nevarra they can not dispute these rumours. Either way the most scholars agree that the Nevarran Mortalitasi wield as much power and know the most about magic outside of Tevinter. Nevarra is based on Germany.

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Orlais

The Orlesian Empire, or simply Orlais, is a large southern nation that straddles the western Waking Sea. It is considered the most powerful nation in terms of military and economics, although they have been bested by other smaller nations like Ferelden and Nevarra, it is only Tevinter who can match them in military might thanks to the power of their mages. Orlais's history is long and needlessly bloody, but as with all things in Orlais, is filled with embellishments and half-truths. Orlais began much like Ferelden as a region ruled by various tribes, the two biggest were the  Ciriane and Inghirish, it was the Ciriane who came to rule most of modern Orlais until following the Exalted March when it came under the control of the Alamari. It was only after the political machinations of Jeshavis, first female chieftain of the Ciriane, where the Alamari overthrown and their culture wiped away, this began the long period of conflict between the two tribes and eventually their descendants of Orlais and Ferelden. However it was in -3 Ancient that the Orlesian empire was formed, when Kordillius Drakon, young King of Val Royeaux, had a vision from the Maker to spread the Chant of Light, and began conquering various City States until he controlled all of modern Orlais and a bit beyond, he was crowned in Val Royeaux and helped to set up the modern Chantry by uniting the various Cults of the Maker, and codifying their beliefs and practices, he also crowned the First Divine in 1:1 Divine and ordered the construction of the Grand Cathedral. It was only after his death, that his son Kordillius II, that his great empire began to fall apart, and has been getting smaller ever since. Orlesian society is filled with what is known as The Grand Game, which is played by all in Orlesian society as a way to gain influence and power, a particular pass time of the nobles it can also be played by commoners as offering a way to get ahead, a scholar once wrote that: "the Game keeps the nobles occupied, the commoners placate, and the emperor in power". Indeed social classes are highly rigid in Orlais, the economic divide between the serfs and nobles is huge, although the lives of the nobles gives the impression that life is prosperous in Orlais in reality the lives of the commoners is hard and they have little in the way of power or influence often toiling on land they don't own, and are at the mercy of their nation in a way most other nations commoners are not. The Chevaliers, the Orlesian order of knights, considered the best martial fighters in the world, are allowed great liberties with the commoners. The ridgid class system, coupled with the Great Game, allowes the nobles free reign over the populace, as commoners both know their place and hope to be one day elevated from it. Orlais is based on the Ancien Régime in France.

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Rivain

An far eastern nation, Rivain is locate entirely on the Rivaini Peninsula, it is a warm but marsh filled country. Rivain began its history after the First Blight, much like with other nations they declared their independence, supported by eastern Marcher cities that eventually became Antiva, after several years of warfare Tevinter eventually gives up, and the nation of Rivain is born. Rivain is a very insular nation, only becoming involved in Thedas during the Blights, the nations only other claim to fame is that it is the birthplace of Queen Asha Campana, the "Queen Mother of Thedas". Rivain is one of the only human nations that doesn't follow the Chant of Light, prefering its old customs and pantheistic beliefs over that of the Maker and Andraste, they also have the friendlist relations with the Dalish, who have even set up a perminant residence within the nations borders. During the Qunari Wars, Rivain was one of the nations occupied by the ox-men, because of their beliefs and traditions many Rivaini converted to the Qun, finding it compatible with their religious traditions. Qunari emissaries are still found in most Rivaini villiges and towns, and Kont-aar, the only Qunari city on the continent, is in northern Rivain. Even after the Qunari were thrown off the continent many Rivaini refused to convert to the Chant of Light, this led to the Rivani genocide in 7:84 Storm when Chantry and Rivani nationalist forces purged countless unarmed civilians, burying them in mass graves, it only stopped when the Qunari threatened to invade and the King urged the blood shed to stop. Since the forced introduction of the Chantry into Rivain following the war, Rivain has offered token offering to the Chantry, introducing a Circle or Magi for anesthetic reasons only. Most Mages do not live imprisoned within the Circle and are allowed tos ee their families, with females trained as seers, hedge witches with the ability to converse with the spirits, the Templar Order in Rivain allows this to occur because they are ethnically Rivaini themselves and as long as they can police the Mages they don't care about the cultural aspects of the seers or the breaches in Chantry law, something, that if discovered, would lead to the destruction of both the Rivain Circle and Templar Order. Rivain also has a strange relationship with money, rather than valuing the accumulation of wealth and instead value community welfare, working to suport one another. Rivaini people are easily recognized by the brown skin, and social standing is often marked by tattoos or body piercings. Rivain is based on Medieval Spain.

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Tevinter

Tevinter, or offically the Tevinter Imperium, is the oldest human nation in Thedas. Ruled by the Magisters as a mageocracy, it is also the only example of democratic voting in Thedas, as members of the Publicarim, the lower house of the Imperial Senate, are elected administrators with little real power. Tevinter's history stretches back to the first arrival of humans on the continent, who, with the help of blood magic and elven teachings about lyrium and the fade, managed to destroy the elven empire and enslave the People. Various tribes existed throughout Thedas, however it was the Tevinter, Neromenian and Qarinus tribes who formed the first nations in northern Thedas, until in -1207 Ancient, when the young king of Neromenian Darinius the Ferryman killed his uncle the king of Tevinter and claimed both kingdoms, he then married Queen Rathana of Qarinus thus forming the Tevinter Imperium and crowning himself Imperial Archon. Through the next 800 years the Imperium expanded throughout all of Thedas, ruling the entire continent. It wasn't until the seven Magister Sidereal, the high priests of the seven Old Gods, were called across the fade by their draconic gods to enter the Fade physically and usurp the Maker and claim his throne for themselves. Using two-thirds of the lyrium in Tevinter and sacrificing thousands of slaves, the seven Magisters managed to physically enter the Fade and cross into the Golden City, however they were sinful men and with each step they took the great city turned black, at which point the Maker tossed them out twisted and fouled by their own corruption. It is unknown whether the Chantry view on this is true, as the only people who would know would be the Maker or the Magisters themselves, what is known however is that Magisters became the first Darkspawn, spreading their corruption throughout the land and eventually awakening the First of the slumbering Old Gods: Dumat, the God of Silence. Dumat, corrupted by the Darkspawn, rose as the first Archdemon beginning the First Blight. The Blight which lasted 2 centuries changed the face of Thedas forever, Tevinter retreated from its far colonies eventually protecting just Minrathous and the outlying region, leaving their other regions and colonies to fend for themselves, the Blight was only stopped when the Order of Grey Wardens rose and led the people of Thedas to victory over the Darkspawn and slew Dumat at the Battle of Silent Fields. However Tevinter society had been shaken to it's very foundations, not only had one of their Gods been leading the Darkspawn hordes, leading many Old God temples to be destroyed and their priests slain in large riots throughout Minrathous and Tevinter, but their abandonment of their outlying provinces led to much revulsion from those places, and most rebelled when Tevinter tried to regain control, this completely destroying Tevinter's economy which was based on slavery and exploitation of its colonies. This chaos following the First Blight led to the rise of a young Alamari woman from the south: Andraste. Andraste was a former slave, having seen the damage to the common people slavery and the Blight had wroght, she preached of the Maker who had come to her in a vision and tasked her with freeing all his children. In this effort she preached a series of commandments, chiefiest among them is: "Magic exists to rule man, never to rule over him." Spreading these teachings to all the Alamari, Andraste and her husband Maferath took the combined Alamari host across the Waking Sea and launched an Exalted March across Tevinter. Coupled with the largest slave revolt in Tevinter history before or since, led by the Elf and Andraste disciple Shartan, the Imperium was nearly destroyed. However thanks to Maferath's betrayle of his wife, as he began to feel jealous of both her popularity and love for the Maker over him, handed her over to the Tevinter forces soon after their capture of Nevarra, in return Maferath and his sons could keep control of the lands they had conquered. Archon Hessarian, following some prodding from his wife, ordered the Prophet burnt at the stake in front of the Alamari, Tevinter and the world. It is said that as she began to burn, Hessarian, filed with guilt and compassion, took his sword and plunged it into the Prophet's heart thus granting her a swift death. Several years later Hessarian became the first convert to the Cult of the Maker which by this point had swept Tevinter and most of Thedas. In modern times, Tevinter is a shadow of it's former self, and has to compete with nations like Nevarra and Orlais, it is only thanks to the huge slave trade that the nation does not collapse. Despite thse facts Tevinter is still a very powerful nation in its own right, and its Mages free from Chantry control, are some of the most well educated and powerful beings in Thedas, any neighbour nation they wished to invade would have a hard time resisteing, they reason they don't is due to the fact that Tevinter is focused on dealing with slave uprisings, rebuilding its culture and fighting their pointless war with the Qunari. Tevinter is mostly reviled by other nations due to its history and opposition to many of the Chantries Laws, since the Chantry was trying to control upper class and nobles in Tevinter society, unlike in other nations where Magic is viewed as curse, in Tevinter Magic is viewed as a gift from the Maker. Tevinter Clerics also had concerns with some of the Chantry's teachings, in particular it's comandment about magic and the views of Andraste herself, leading to a schisim in the Towers Age, and three Exalted Marches in the Black Age that all failed to capture the capital of Minrathous. Tevinter culture is based on preserving the past, as such they rarely build anything new, despite the fact that Minrathous' lower quarter is a crumbling ruin, the Magisterium only order it's renovation rather than a complete new build. There is also the importance of Magic among noble families, every commoner dreams of giving birth to a magically gifted daughter or son thus promoting their family to the ranks of the Laetan, one step away from the true nobility of the Altus. Mages and common citizens, and even slaves, will scheme to try and get ahead of their fellows, even if most other nations would see it futile, Tevinter citizens view their social class as the most rewarding thing in the world. The Tevinter Imperium is based on the Byzantine Empire.

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Dwarven Kingdoms

The Dwarven Kingdoms once spread across all of Thedas, countless dwarven cities known as thiags filled the underground beneath Thedas liked by the immense Deep Roads. The Dwarven Kingdoms spread from Orzammar in Ferelden all the way to Kal-Sharok in the Anderfels, they did trade with Tevinter, selling lyrium and other dwarven made craft, the dwarves prospered until the First Blight. While the Blight nearly destroyed the human lands, the Dwarves were brought to the edge of extinction, by the end of the Blight all kingdoms were believe destroyed except Orzammar. Ever since those days the Dwarven Kingdom has been slowly losing ground against the Darkspawn, losing most if not all remaining thiags, and slowly being pushed to the edge of destruction, the Blights, while terrible for the surface, grant the Dwaves a temporary rest from the monotonous struggle with the Darkspawn. In recent years it has been discovered that Orzammar is not the last of the great thiags, Kal'Hirol has recently been reclaimed and restored, and in 9:12 Dragon it was discovered that Kal-Sharok had survived the onslaught of the Darkspawn. The few dwarves living there however are very hostile to outsiders, and are very reluctant to re-establish contact with the other dwarves as they still feel embittered towards Orzammar for abandoning them during the First Blight. Contact has also been hampered by the fact that Orzammar demands the newly discovered thiag submit to its authority, which they refuse too. Despite the problems however, trade is good between the two kingdoms and contact has been reestablished. Dwarven culture is based on a rigid caste structure that has stretched back to the founding of the kingdoms. There are seven castes that focus on different aspects of dwarven life, they are in order of rank: Noble, Warrior, Smith, Artisan, Miner, Merchant and Servant. Social order with castes can be confusing, and even in relation to other castes, the highest Smith may be more influential than the lowest warrior despite technically being of a higher caste. Castes are inherited from your same sex parent, if your mother was a miner and your father a servant and you're a boy, you will be of the servant class despite the fact that your mother is of a higher caste. This traditionalist attitude to caste has led to much outrage among the youth and is one of the main contributions to why many young dwarves leave Orzammar as they can not get a head in dwarven society. Leaving Orzammar makes a Dwarf technically casteless, the other casteless dwarfs within the city are so named because their ancestors were criminals and they are branded as such, they are banned from doing a job reserved for a dwarf of caste making them turn to crime or begging to survive, this means that Orzammar has a huge begging and crime population. They only way to get ahead in dwarven society is to marry a dwarf of a higher caste meaning your whole family joins that caste, or you cane be named Paragon, a living ancestor. Dwarves are very proud of their heritage and history, the Shaperate writes and preserves the Memories that record all of dwarven history from the founding of the Dwarven Kingdoms, the Shaperate is also the final authority on laws and also it is there job to venture into the Deep Roads and reclaim lost histories, anything the dwarves can learn from is worth all the risk to the Shaperate. Dwarves also have great gladiatorial matches fought before the Ancestors known as Provings, these matches are often used to settle arguments and are often fought amongst members of the Warrior Caste. Despite the dwarves dwindling population, these battles are often fought to the death, however dwarves argue that it is better for there to be a fight to the death between two people than for all of Ozammar to be dragged into civil war.

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Dalish

The Dalish are a nomadic group of elves who refused to submit to the human nations after the Exalted March on the Dales. The history of the Dalish and the Dales began following Andraste's Exalted March, when slaves led by Shartan inspired by Andrraste's message revolted against their Tevinter masters. After the death of  both Shartan and Andraste, the conversion of Hessarian and the murder of Maferath by his own sons, the former slaves were given the dales, an area of land in the south, just west of the Frostback mountains, to build their new nation. Elves from all over traveled to the Dales in what was known as the Long Walk. Once at the Dales founded the city of Halamshiral, and set about reclaiming their lost culture and language. Throughout the later years of the Dales , the elves became more and more isolated, possibly due to their mistrust of humans, or because they wished to regain they're immortality which they ha lost being around humans. Another contributing factor may have been the rise of Kordillius Drakon in Orlais, who set about making an empire and forcefully converting all the peoples of his empire to the chantry, something the elves, whom had just rediscovered their lost faith, were keen to avoid. During the Second Blight the elves of the Dales remained neutral and unhelpful towards the human nations, when the city of Montsimmard was destroyed by the Darkspawn horde reports state that the elvish army watched from a nearby hill, however there are Dalish accounts that their were elves who fought the Darkspawn in the Anderfels. Following the end of the Blight, rumors were spread that the elves were kidnapping humans for blood sacrifices to their gods. These tensions all came to ahead when the elves attacked the village of Red Crossing. The Dalish claim that the war began when the elves kicked out Chantry missionaries and Orlais sent in Templars to force the conversion of the People. Whatever the cause of the war, what is clear is that the elves were crushed by 2:20 Glory, the Dales were annexed by the Orlesian Empire who forbade worship of the Pantheon and uprooted elven settlements throughout the Dales, forcing the elves to make a choice. Most elves decided to accept the Chantry's truce, converted to the Chant and moved to human cities where they live in slums known as alienages, becoming the City Elves, those who refused to give up their culture and religion, continued to seek a new homeland and became the Dalish. Modern Dalish are very reclusive keeping away from humans, they travel throughout Thedas on land-ships known as aravels, pulled by dear-like creatures known as halla. They are a mostly hunter-gatherer society thanks to their nomadic lifestyle and their reclusive attitudes towards humans, as such they rarely trade with humans and have little in the way of money. The Dalish are also split up into different clans, each having similar traditions and hierachy, each clan has a Keeper who serves as leader and spiritual guide for the whole clan, they are the mages in the clan and most Templars know to leave them alone as they would rather not start a race war. The Keeper is accompanied by a First who serves as their apprentice, they usually come from a different clan in order to keep the bloodlines mixed and strong, as having a closed society constantly breading can lead to a whole host of problems. There is also the Hahren, the clan storyteller who teaches the children and remembers elven lore. There  is also the Halla Keeper, who tends to the beats that pull the aravels; a Warleader who is in charge of the hunters and leads the clan in times of battle; the Hearthmisstress who is responsible for the feeding of all the clan; and a designated Crafter who builds weapons and items necessary for the clans survival. Most human settlements are mistrusting of the Dalish and would prefer them off their lands, the clans will usually retreat before any altercation can get violent, as history has taught them that altercations with humans will never end well. However some settlements get on well with clans that pass by, particularly if that clan passes by often, elvish healers are known as the best in Thedas knowing the many usages of herbs that has been lost to human knowledge for generations. When an elf comes of age they will receive a face tattoo known as vallaslin, this tattoo depicts the symbol of a particular god the Keeper believes the elf is best associated with, the ritual is conducted in complete silence, any sounds of pain are seen as a sign of weakness and that the elf is not ready for the trials of adulthood. The Dalish clans mostly keep apart from one another for their own safety, too many elves in one place, particularly near a human settlement is a surefire way of getting them attacked. Dalish clans do meet together once in a decade, it is there that the Keepers swap knowledge and relics found and learned, the Dalish believe that all knowledge of their past homelands belongs to all of the clans. It is also during this time that young members of clans are shunted around, particularly mages, in order to prevent inbreeding. The Dalish are based on the Romani, Native Americans and other aboriginal cultures.

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Qunari

Qunari is the name most commonly used to describe the giant ox-men who first appeared in Thedas in 6:30 Steel. Qunari in Qunlit means "People of the Qun", thus the Qunari use the word to refer to all people who follow the Qun, something that is lost on foreigners. It is believed that the Qunari were first a part of the kossith who created a colony in -410 Ancient that was destroyed by the Darkspawn during the first Blight, it is believed that this is were ogres come from. They returned a thousand years later as the Qunari, it is unknown where they came from, it is presumed that they were either kicked out or forced out of wherever they had originated from where they came from as their leaders live on Par Vollen. Their conquering of the islands of Par Vollen and Seheron, and the invasion of Rivain led to all the human lands coming together, even the "Black" and "White " Divines, and calling several Exalted Marches against these mysterious ox-men spreading a new religion. The Qunari fear magic more than the Chantry does, chaining their mages up and giving them handelers, as such their fear was their downfall when the Chantries unleashed the Circle of Magi on them, joined by the Tevinter Mages, they managed to push the invading ox-men off the continent. Peace was eventually achieved in all nations except Tevinter, as they wished the return of all lands taken, including Seheron and Par Vollen, while the other Nations weren't interested in two sparsly populate islands. As such, the Qunari continually fight a war of attrition with Tevinter, using the war against their slave armies as a training ground for when they next attempt to conquer Thedas. Since the end of the Qunari wars and the re-conversion of many former members of the Qun much has been revealed about Qunari culture and society. The Qunari follow the Qun, philosophical faith that governs every aspect of a Qunari's life, thanks to the faith every Qunari is given a fixed place in society, a place they have no control over and must move with the universe, this sense of going with the flow means most Qunari are calm in the knowledge that everything they do is part of some greater patchwork. They also have much in common with the Rivani, valuing the common good of their society over the individuals needs. The Qunari are led by a triumvirate, these three represent the bpdy, mind and soul of Qunari society; the Arishock who represents the body is always male and leads the military, the Arigena who represents the mind is always female and leads the crafters, the Ariqun who represents the sold can be either male or female and leads the priests. As before, the Qunari view the group as paramount over the individual, they go so far in this extreme that they don't even have personal identities or names, though they are born with names these are mealy genealogical information that the Tamassrans use for record keeping, they use their rank as a title when greeting someone. Qunari also have no family unit, most Qunari have the emotional capacity to fall in love and make friends, they do not express sexual intercourse, sex is a means to an end, anything more is likely to send a Qunari to a re-education center. Qunari are breed, like pedigree dogs, the Tamassrans attempt eugenics making sure that various traits are brought out in a certain Qunari, hoping to make a soldier or crafter, however  that is not set in stone, if a Qunari was bred to be a solider but turns out to be more close to a priest or a crafter, the Tamassrans will place them there when they get old enough. The Qunari are known to revere dragons due to the similarities and power, valuing both traits. Qunari are also known to have technologically advanced weaponry, such as the exploding powder gaatlock, which is safer than any dwarven lyrium based explosive, they also have canons and dreadnoughts, great floating wooden ships that are almost impregnable. Qunari look down upon other nations as inferior as kabethari or "those who need to be taught". In newly conquered areas, the Qunari tear children away from families to be raise Qunari and send the adults to re-education labour camps, any who refuse to submit are given qamek turning them into mindless labourers. It is possible for any elven, human or dwarven convert (known as a viddathari) to advance in Qunari society if they show the aptitude for it, in this way many slaves in Seheron are known to escape and join the Qun as the Qunari are one of the only examples in Thedas of a purely merit driven society, even Ferelden, where blood matters so little, is still know to harbor bigoted tendencies towards elves of all stripes. Although the Qunari view the bas (unconverted) as unfortunate beings who have yet to be enlightened, they hold the Tal-Vashoth in deep contempt. The Tal-Vashoth are those Qunari who rejected the Qun, it is unknown the clear reason why these Qunari rejected the Qun, but it is believed that these are Qunari who fell in love, rejected their low station in society, or they simply tire of a life of duty. Tal-Vashoth usually keep some of the Qunari culture and language, knowing no other culture, and most turn to mercenary work as most Tal-Vashoth come from the army. The Qunari society is based on the Ottoman Empire.

Nations

Invisible Chains zoulong52