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Published by Bibliotheca ludus, 2023-01-12 00:18:23

Dragon Age - Core Rulebook {GRR2808}

Dragon Age - Core Rulebook {GRR2808}

Want to give them the opportunity to end the Blight, unite individual game stats for important characters who may
the banns of Ferelden, or any number of other things? You interact with the heroes on a game system level. Otherwise,
can do those, too. Of course, there’s always the possibility you don’t need to know the stats of every innkeeper and
the heroes might fail, leaving the world worse off than it was castle guard. Make them up as needed.
before. Then it is either up to them to try to fix things, or for
the next generation of heroes (the players’ new characters) Adversaries
to do so.
You will want complete game stats for all the adversaries the
Campaign Continuity characters may face in the adventure. You can divide these
up by encounter, having all the adversaries for a particular
Speaking of later generations, you get to decide if your encounter on a page, or individually, so you can mix-and-
Dragon Age setting lasts beyond a single campaign. One of the match them as needed. Leave yourself space on the reference
other great things about tabletop RPGs is that, if the heroes sheets to note things like damage and other conditions
do change the world a great deal, you can either keep on affecting the adversaries in play, or have scrap paper or
playing in that different setting, seeing how far you can go another place (like a tablet or laptop) to track these things.
with it, or you can “reset” and start a new campaign, putting
everything back the way that it was (or, at least, as much Quick Reference
as you want to). You can run any number of games in any
number of versions of Thedas, with different starting points, Like the important characters sheet, you might want to prepare
themes, and characters. You can set all of your campaigns in a quick reference sheet with key information for running the
the same version of the world, with their events influencing adventure. In particular, you can include key facts (names
each other, or make them completely separate. If you wanted, of locations, historical events, and so forth), bits of color
you could even connect “parallel” versions of Thedas and (like a phrase in elven or dwarven the heroes might hear),
have characters meet alternate versions of themselves and see and information on the characters themselves you’ll need to
what might have been. The sky is the limit! reference in-play, such as their Defense and Armor Ratings.

Planning & Preparation And Who Are You?

Part of producing epic campaigns and adventures is planning Lastly, you might want to prepare a “cheat sheet” with some
and preparation. Now, you do not have to plot out every single useful spur-of-the-moment ideas and references for things
scene and encounter of your game. Indeed, it is often best that happen during play, such as a list of random names (of
if you do not, since you’re running a game and not writing a different cultures and races) for those times when a player
novel. Instead, you want to prepare enough so that you have a asks the name of a minor background character you haven’t
good grasp of the key characters and events in the adventure, planned in advance, the names of random inns and other
what’s going on at any given time, and easy access to find other places of business, and the names of streets or other locals
important information during play without having to stop the found in a large city you don’t happen to have completely
game to rummage around looking for it. Some useful things to mapped out in detail. These details add richness to your
prepare for your adventure include the following: narrative with a minimum of fumbling and let you quickly
move through such random questions.
Outline
Record Keeping
Put together an (ideally) one-page outline for the adventure,
showing a rough chronological sequence of events. Put in Just as historians and scholars will likely want to keep tales
important dates and times, if necessary, such as whether a of the heroes’ exploits, you may want to take notes about
particular event happens during the day or at night, on the them, especially as the characters begin to change the world
first night of the full moon, Wintersend, or the like. Refer to this around them. If in your Dragon Age campaign the heroes
outline in play to track where the players are in the course of the have placed someone different on the throne of Orzammar,
adventure. You can even tick off events as they happen or use a for example, you’ll want to keep track of it. The same goes
paperclip or other marker to show progress along the timeline. for other details that differ from the material found in the
various Dragon Age sourcebooks and adventures. Make
Important Characters notes to yourself during the game and, after each game, take
a few minutes to consolidate your notes into a notebook,
Have a one-page reference sheet of the important characters word processing file, or other place to keep them organized.
in the adventure and campaign; typically just a listing of their This will allow you to flip back through them easily to find
name and a one-sentence summary is enough to jog your an important piece of information during later games when
memory and keep track of who’s who. You may also want it might come up.

250 Chapter 10 - RPuLnanyininggatChaempGaaigmen


Chapter 11

Chapter 7: Welcome to Thedas provided a general Secrets of Thedas
overview of the setting that was detailed but safe
for players to read if they are interested in Dragon demon Dumat slumbering deep within the earth began the
Age lore. This chapter is for GM eyes only, however, First Blight in earnest.
as it has secrets unknown to the average denizen of Thedas.
Here you’ll find a history of the Blights and the effects of In all probability, these religious histories of the First Blight are
the Taint, details on the Grey Wardens and their organiza- either too simple, partially inaccurate, or even flat-out incor-
tion, and information about the Fade and the challenges of rect. Consider that the Memories of Orzammar record that
adventuring there. the darkspawn first appeared in the Deep Roads in 800 TE.
If the Chantry’s history and Orzammar’s Memories are both
History of true, then Tevinter mages would have breached the Golden
the Blight City, been cursed, fled into the darkness, found and corrupted
Dumat, raised an army of darkspawn, and then completely
Thedas has seen five Blights. Although all Blights have shared overrun the western thaigs all in one year.
similarities, none have been exactly the same. Some Grey
Wardens say that the darkspawn have grown increasingly It seems more likely that in 800 TE, the Tevinter magisters
violent with each Blight. Whether this is true, what’s clear to had already been seeking Dumat for some time. A few Grey
all is that a rising Blight must be fought lest its motivating Warden scholars believe they may have even found him by
Archdemon and its darkspawn horde choke the life from every that time, and that it was only with his counsel that they were
corner of the living world. able to reach the Maker’s Golden City. Different groups of
mages may have been pursuing different agendas that were
The Chantry teaches that the First Blight was unleashed later fused. The truth will probably never be known.
upon Thedas because the mage-lords of Tevinter opened a
gate to the Maker’s Golden City through the Fade and their In any case, the people of Thedas did not at first connect the
hubris brought the Maker’s wrath. The mage-lords were rising contamination of the earth with the coming of the dark-
cast back into the mundane world as the first darkspawn, spawn. The “blighting” of the world initially seemed more
say the Chantry’s texts, their souls corrupted. In their like additional proof that the Old Gods had abandoned the
depravity they sought the Old Gods, and, finding the Arch- world. But, over decades, as the land continued to sour while
the darkspawn became more profuse, the correlation became
increasingly obvious. Growing certainty about the connec-
tion was one factor that would eventually drive Carinus to
found the Grey Wardens in the hopes that purging Thedas of
darkspawn would also reverse the terrible effects of the Blight
upon the land.

CPhlaaypitnegrt1h1 -eSgeacmreets of Thedas 251


The pre-founding travels of Carinus and his circle are solidly spawn and “overhear” their unspoken communication.
part of the Order’s legend but they may be little more than Indeed, this was the first real proof that the darkspawn were
fables. While Carinus looms large in some histories, others communally driven by a centralized motivating force.
don’t even acknowledge his existence. At least one story
of the foundation credits a group of Anders soldiers who The Grey Wardens used the abilities granted by the Joining
shamed Tevinter with their courage in hunting Dumat even to take the fight to the darkspawn. For centuries they have
while their own families died. used it join their fates to the Archdemons and their followers
so they may battle and destroy them. Not all survive the
Origin of the Joining ritual, but those who do become potent and necessary
weapons against the Blight.
Whether Carinus existed or not, the tale of his travels to
recruit allies suggest the first would-be Wardens were doing Prices Paid
more than getting the word out. They also sought a way to
battle the darkspawn and protect themselves from the Taint. As the First Blight wore on the Grey Wardens began to learn
They found this in the Joining ritual. It is unknown exactly the price of the Joining. They suffered gruesome dreams
how the Grey Wardens discovered the ritual that has allowed and visions, ravenous hunger, and—as years continued to
them to fight the darkspawn and remain free of the Taint. pass—an increasingly irresistible compulsion to join with
Rumors abound of blood magic rituals or ancient secrets the darkspawn hordes. The darkspawn also learned, over
used to create the dangerous formula which transformed the time, to differentiate between their allies and the Grey
Wardens, but the truth of the Joining remains a mystery. Wardens. They even learned that they could sometimes
detect the presence of unseen Wardens, just as the Wardens
What is known is that ritual the Grey Wardens crafted could detect them.
proved critical to their success. Those who underwent the
ritual not only became immune to the darkspawn disease, Despite these drawbacks, the Grey Wardens met with
but found that they could also sense the presence of dark- great success in the early years of their campaign against

252 Chapter 11 - SPeLcaryeitnsgotfhTehGeadmaes


the Blight. A group of determined Anders soldiers even The Corruption
managed to slay Dumat while the dragon was on the run of Decades
from a Warden offensive. Their celebrations were cut short
when Dumat returned—apparently unharmed—a very Since those days, the Grey Wardens have learned more about
short time later. Grey Warden scholars learned, in the years the condition that the Joining brings about in them. They have
that followed, that the Archdemon’s death had only forced observed that Grey Wardens not otherwise slain in battle or
its soul to relocate into the body of another nearby dark- strife are able to resist the slow corruption of their souls for
spawn, whose form it then twisted back into the shape it about thirty years. They have also learned that certain herbs
preferred. It seemed that as long as a single darkspawn can counteract the Blight disease if administered in timely
remained, Dumat was immortal. and appropriate fashion, and they have disseminated this
knowledge across Thedas.
The Grey Wardens despaired. Then their Order proposed that
the Wardens’ subtle ties to the darkspawn might prove to be Blights
Thedas’s salvation. If Dumat were slain by a Grey Warden,
they proposed, then the Old God’s dying spirit would rush No one knows exactly what a Blight is. The Chantry still teaches
into the Warden’s body. Since a Warden’s body already has that Blights are the Maker’s curse on the ancient magisters of
a soul (as opposed to the soulless darkspawn), the resulting Tevinter who breached His Golden City. The Grey Wardens
paradox would destroy both Warden and Archdemon. think of Blights as a pervasive spiritual corruption. The ever-
practical dwarves do not care what Blights are, or what causes
Dumat’s death at the hands of Grey Wardens at the Battle of them, as long as they are fought with resolve and steel.
the Silent Plains proved this idea correct, for the Archdemon
did not return in the years that followed. The Order’s histo- It is clear that a Blight arises when darkspawn, in their
ries do not record which Warden gave up their soul to destroy burrowing, unearth one of the Old Gods once worshipped by
the Archdemon, for many Wardens struggled against Dumat,
and the dragon’s very death throes slew seven or more of the
Order’s warriors.

CPhlaaypitnegrt1h1 -eSgeacmreets of Thedas 253


Tevinter. The darkspawn are somehow drawn to the resting the land. It becomes clear that the plants and animals in the
places of these ancient high dragons. It may be that the Old areas where the darkspawn have been most often are sick-
Gods call to the darkspawn hoping to be released from their ening. Outlying villages suffer attacks. Sometimes, despite
ancient prisons, or it may be that the darkspawn are somehow appearances, even this level of corruption and devastation is
able to sense the presence of the corruptible deities and so not truly a Blight. A particularly strong or clever hurlock or
seek them out. Both may be true. genlock alpha can carry their minions to great triumphs even
when an Archdemon is not active in the world. In such cases,
In any case, upon reaching a slumbering Old God the corrup- if the horde that follows such a leader is defeated, the land
tion of the darkspawn transforms the powerful being into an slowly recovers.
Archdemon. Some suppose that this transformation drives
the deity mad, while others believe that the actions of such Attacks on small villages eventually give way to raids on
beings are beyond understanding in the first place. What- increasing lager, and more central, bastions of civilization.
ever its motivations, an unearthed Archdemon eventually Even though the Archdemon has not yet been seen, dark-
rises to the surface of the world and leads seemingly limitless spawn forces include increasingly mighty creatures. Massive
darkspawn hordes in battle against all who oppose them. armies besiege sizable cities outside a realm’s central lands.
Blight disease spreads and intensifies. Famine arises. These
Between the time an Archdemon is transformed and the manifestations can continue for years, even decades.
moment when it first appears on the surface of the world the
land itself begins to show signs of the growing corruption. By this time, only a fool would deny that a Blight has come,
Crops shrivel, water turns foul, animals sicken and become even if an Archdemon has not yet been seen. Travel becomes
twisted, people fall ill for no obvious reason. As these effects difficult and dangerous. Blight wolves, bereskarn, and worse
increase, darkspawn are seen with greater frequency. attack travelers even near towns and on major roads. Whole
armies of darkspawn march in the open. Many villages have
Once the Archdemon appears on the surface, the Blight’s been devastated or abandoned. Those that remain distrust
corruption follows in its wake as it travels the land, expanding travelers and fall under frequent attacks. Potable water is
especially swiftly from any area where the tainted Old God scarce. The skies are overcast and ominous, although there
lairs. The longer the Blight continues the more intense the is little rain.
effects become. Eventually the sky fills with roiling clouds
that blot out the sun. The little rain that falls from such clouds Eventually, the Archdemon takes the head of its darkspawn
is thick and viscous, yet evaporates quickly. armies, leading them into battle and smashing the cities of
civilization. Roiling clouds block the sun across the whole of
A Blight only ends with the death of the Archdemon whose the world for months on end. Only the scarcest pockets of
rise brought it forth. In all the history of Thedas, only the Grey healthy wilderness remain. The tainted land itself is capable
Wardens have managed to permanently slay an Archdemon. of infecting the weak or unwary; ghouls and other weird
It’s not clear whether this is the only way an Archdemon can mutants run rampant through the countryside.
be destroyed for good, but it’s certainly the case that most
would-be slayers perish simply attempting to penetrate the Civilized travelers are invariably hunted unless they travel in
foul malaise that surrounds these horrible creatures. armies, and even armies fall under attack without notice. All
small and most medium-sized settlements have been razed,
How Blights are Experienced their denizens now either dead or refugees in other places.
Larger and larger cities fall. More and more people are killed.
Blights advance in a progression that the Grey Wardens now The Blight spreads and the darkspawn armies grow until the
understand relatively well. However, the Order remains Archdemon is slain.
uncertain about the precise “rules” under which Blights
operate. Does an Archdemon’s presence cause and spread the The tide turns when the Archdemon is slain. The skies clear
Blight, or is it the hordes of darkspawn that invariably travel almost immediately and the weather returns quickly to
with them? Does it take all Archdemons a similar amount of normal for the season. The land can take months or years to
time to reach the surface? What would happen if an Arch- recover, depending on how far into Blight various areas fell.
demon were left unchecked forever? Even for the gaps in New-growth plants break the surface. Some sickly animals
their knowledge, the Grey Wardens use what they do know recover and some twisted animals finally manage to breed
to carry out their vigilant—and sometimes violent—work. (producing non-mutant offspring), but even by life’s various
means it still takes a long time for animal populations to reach
Blights begin without warning, and spread quietly at first. their pre-blight levels. Rebuilding old villages and founding
Those on the outskirts of surface civilization begin to report new ones continues for human generations. Some particu-
darkspawn activity, but environmental effects are difficult to larly hard-hit areas never recover from the Blight. There are
discern. Some assume the darkspawn have been driven to portions of the Anderfels that have been so ravaged by two
the surface by calamity below and that their depredations Blights that they are now deserts.
will pass, while others immediately conclude that a Blight
is coming. The Grey Wardens spend much time and effort The Order organizes hunts to kill off as many disoriented
investigating the activities of darkspawn—and rumors of and leaderless darkspawn as possible before they retreat back
their activities—between Blights, always trying to become underground. Eventually the darkspawn are killed or retreat,
aware of the next Blight as early as possible. and even deep wildernesses become generally safe for civilized
traffic.
If a Blight is truly on the rise, as time passes more and more
witnesses spot increasingly large forces of darkspawn in Should a Blight continue unchecked, it would lay waste to the
world of men, something every realm prays will never come
to pass.

254 Chapter 11 - SPeLcaryeitnsgotfhTehGeadmaes


The Grey Wardens Gods of Tevinter no longer answered prayers for deliverance,
if they ever had. Their temples were being burned and looted
Since the First Blight the Grey Wardens have been the with abandon, their priests assailed with pleas for help, or
protectors of Thedas. When an Archdemon stirs beneath the stoned to death for their impotence. Andraste would not be
earth and armies of darkspawn spill onto its surface, it is the born for another 92 years, and the Maker was not listening to
Grey Wardens who are sworn to defeat them. Four Blights the cries of the world.
have ravaged Thedas, each a long and brutal war. Four
archdemons have been slain and four hordes of darkspawn In this hour of Thedas’s greatest need, 890 TE, at Weisshaupt
defeated and scattered, the Grey Wardens victorious, though Fortress in the desolate Anderfels, a band of knights and
always at great cost. For these deeds the Grey Wardens have soldiers from that realm and across the Tevinter Imperium
been lauded as the heroes—at least while memories of renounced their oaths to their various lords and commanders
the Blights remained fresh…
and together assumed a higher duty: to defeat the Blight.
In the hundreds of years after the Fourth Blight, Thus was born the Order of the Grey Wardens, and
many generations of Grey Wardens spent their they would defeat the Blight or dash their lives
lives training for a war that never came, remaining against it until not one of them stood.
vigilant. They knew that down in the Deep Roads
the darkspawn were searching for Old Gods The Grey Wardens’ ritual of the Joining dates
that yet remained. from this time. The Joining is a secret rite by

At the start of Dragon Age: Origins, it had been which Warden initiates consume
four hundred years since the last Blight and lyrium and the blood of darkspawn
many believed the darkspawn had been and in so doing are granted—
defeated forever. The Grey Wardens had among other capabilities—the
declined in number and influence, and their ability to mystically sense
famous griffon mounts were long dead. In the nearby presence of their
many courts they were seen as a nuisance, a darkspawn enemies.
relic of bygone ages.
The nascent military order
It was in the land of Ferelden where the prosecuted an aggressive
Grey Wardens were weakest, and it was campaign against the Blight.
there—whether by chance or design— Outsiders first witnessed
that a new Archdemon had risen and
gathered armies of darkspawn to it. their might at the Battle
The Grey Wardens had to recruit a of Nordbotten, where the
new generation of heroes there, if a Grey Wardens rode into
Fifth Blight was to be stopped. battle mounted on griffons
and slew the foul creatures
History of the ten and twenty at a time.
Grey Wardens Beholden to no temporal
lords, the Wardens continued
The world was dying—literally, to fight the darkspawn and
not metaphorically—and the folk of the Archdemon that led
Thedas were stumbling in dawning horror. them without complicating
concerns. They were free
The year was 889 TE by the calendars of the to sacrifice villages and
Tevinter Imperium. For almost ninety years, fortresses that could not be
beasts the likes of which had never been seen won, preserving their might for
were ravaging the length of the Imperium, the clashes that truly mattered.
striking from an apparent multitude of staging Thus, the tide began to turn.
points in the western countryside of Thedas. The
dwarven kingdoms reported that many of their For the next hundred years battles raged.
outposts had fallen, and that the “spawn of the Lands given up for lost were reclaimed.
dark” had overrun portions of their Deep Roads As the other nations saw the Grey
and were using them to travel the breadth of the Wardens’ brutal effectiveness they lent
land unseen by those above. their aid. The order grew in numbers and
their reputation spread to every corner
The sky itself had become rebellious, of Thedas. They accepted all with skill,
with unnatural light and strange might, or tenacity into their ranks, slaves
storms reported across the land. Crops and noblemen alike, regardless of their
grew strange, and many creatures race or temperament. Finally, in 992 TE
of the wilderness did as well. The Old the Grey Wardens met the Archdemon
Dumat on the Silent Plains, sacrificing
fully one-third of the armies of the north
in order to fell their ultimate enemy and
drive the darkspawn back beneath the
earth.

CPhlaaypitnegrt1h1 -eSgeacmreets of Thedas 255


You will guard them and they will hate you for it. Whenever there is not a Blight actively crawling over
the surface, humanity will do its best to forget how much they need us. And that’s good. We need to stand
apart from them, even if they have to push us away to make us do it. That is the only way we can ever make
the hard decisions.

—Kristoff, Commander of the Grey

The Grey Wardens’ goal had been seen to its completion, but about. (See the section The Imperial Chantry for more
they knew that the Imperium had once venerated seven gods, information about this schism.) This time, the darkspawn
and that six remained beneath the earth. They knew that they came from both the northwest and the northeast, attacking
must continue to keep watch. throughout the Anderfels and Antiva. Antiva was swiftly
overrun and its ruling family slain before the horde poured
Highs and Lows into Rivain and the Free Marches. In the west the Hossberg,

Two centuries passed before the rise of capital of the Anderfels, was besieged. Orlais
the second Archdemon, Zazikel. The and Tevinter were attacked by smaller
darkspawn were better prepared for hordes, which they repulsed; in
their tenacious Grey Warden foes response to outside requests for aid,
in this second campaign. The Orlais sent only a token force and
first coordinated darkspawn the Imperium helped not at all. It
attack of the Second Blight (on was Garahel, the now-legendary
the surface, anyway) sent a elven Grey Warden, who
pointed message, ending in the answered the call for help in
utter destruction of Nordbotten. Anderfels. Leading an army
The darkspawn also besieged of Anders and his fellow
Weisshaupt directly during Wardens, he broke the siege of
the Second Blight, bringing the the Hossberg in 5:20 Exalted. At
fight unambiguously to the Grey Starkhaven, Garahel gathered
Wardens’ doorstep. The timely an army of Grey Wardens from
intervention of Emperor Drakon of every nation, of Anders, and of
Orlais broke the siege and ultimately nearly every battle-worthy man
led to the order’s official embrace of and woman from the Free Marches
the Andrastian Chantry. The Second before marching to Antiva. Four
Blight lasted 90 years. Zazikel was slain blood-drenched years of war ended in
at Starkhaven in 1:95 Divine. As before, 5:24 Exalted at the city of Ayesleigh,
the Grey Wardens were instrumental in where Garahel fell only after personally
driving back the Blight. slaying the Archdemon Andoral.

The following Glory Age was a watchful time for Since this great victory, the Grey
the Grey Wardens. Although they fought skirmishes Wardens have been in decline. It has
in the wilderness against small groups of darkspawn, been four hundred years since the Fourth Blight,
and small bands of Wardens travelled to Orzammar to fight and the Wardens are seen as an anachronism in
alongside dwarves in the Deep Roads, there were no major most of Thedas outside the Anderfels. Their refusal to join
surface incursions. The Wardens pointedly refused to help the struggles against the Qunari earned them enemies in
the Chantry during the Exalted March against the Dales. many courts. Their magnificent griffons are long extinct.
The darkspawn seem all but vanquished, and while the
In 3:10 Towers, the Archdemon Toth awoke beneath central dwarves of Orzammar know better, they keep their own
Thedas and darkspawn poured across the Free Marches. counsel. While tales of the Grey Wardens’ heroism are still
Only unfailing pressure from the Grey Wardens convinced told in some places, they are considered by most to be ancient
Orlais and Tevinter to render any aid at all. The significant accounts, with no bearing for those living in the Dragon Age.
battles of the Third Blight were massive in scope, but it
ended relatively quickly in 3:25 Towers at Hunter Fell with Organization
the destruction of Toth.
From their founding, the Grey Wardens have prized flexibility
The Grey Wardens entered a long, introspective period. over hierarchy. Not only are their numbers few and thinly
They remained mindful of their duty, but also became more spread, due to the dangers of their self-appointed task they see
involved in the politics of the nations of Thedas. death come often. An order such as theirs beholden to a rigid
chain of command would shatter when confronted with the
The Chantry’s great schism with the Imperial Chantry of the ravages of a Blight.
Tevinter Imperium came to an abrupt end with the rise of
Andoral and the Fourth Blight in 5:12 Exalted—everyone The First Warden, who dwells at Weisshaupt, ostensibly
had more pressing concern than a religious schism to worry commands the Grey Wardens as a whole. In practice, the

256 Chapter 11 - SPeLcaryeitnsgotfhTehGeadmaes


First Warden is embroiled in the politics of the Anderfels, Griffons
where the Wardens are akin to nobility and are afflicted with
responsibilities to match. First Wardens have traditionally left Magnificent creatures, griffons possessed the bodies of
nearly all practical, day-to-day decisions about the order’s lions but the heads, wings, and claws of raptors. Their
activities to their field commanders. fur and plumage varied from charcoal black to brilliant
white, with most bearing the grey hues between.
Each country has its own Grey Warden contingent led by
a Warden-Commander, sometimes called a “Commander Fierce predators, griffons were known to protect their
of the Grey.” While some Warden-Commanders have been young with unrelenting fury. But certain groups among
appointed by orders from Weisshaupt, many have achieved the Anders and Orth had forged alliances with these
their posts by the acclamation of their fellows, which the creatures, and while they laughed at the idea they had
First Warden typically ratifies without comment. Each “tamed” these powerful beasts, those of their number
Warden-Commander directs the Grey Wardens assigned to who had joined the Grey Wardens taught their new
their nation, and frequently have to deal personally with the battle-brothers how to ride them in battle.
political authorities in their areas of command.
The griffons were native to the Wandering Hills and
All Grey Wardens have the authority to act as necessary and the northern reaches of the Hunterhorn Mountains.
wise in pursuit of their fight against darkspawn, wherever There has been much speculation about what led to the
they find themselves. Although Grey Wardens often observe decline of the species. Regardless, this would be a great
an informal pecking order based on seniority counted from blow to the order, as Blights in later ages devastated
their Joining, this is not always the case. Warden-Commanders the griffons’ eyries and they slowly died off, becoming
typically present a problem or task to a group of Wardens extinct some two hundred years before the Dragon Age.
judged to be of sufficient size or fortitude, who then have Rumors occasionally surface of griffons surviving in
complete discretion in how they wish to proceed. some remote area, but have always come to naught.

Once, the authority of the Grey Wardens was unquestioned. A While it is not specifically recorded in the annals at
Grey Warden could literally command monarchs and expect Weisshaupt, many Grey Wardens believe that the
obedience. Times have changed. While Wardens are expected griffons’ grey coloration directly inspired their order’s
to do their duty no matter where it takes them, they are name. The Griffon Rampant remains the symbol of
frequently admonished to avoid offending local authorities the Grey Wardens to this day, and griffon iconography
where at all possible. appears on many Grey Warden artifacts.

CPhlaaypitnegrt1h1 -eSgeacmreets of Thedas 257


The Wardens have the Right of Conscription. If the order wants you, you’re recruited. End of story.
—Fiona, Grey Warden

Recruitment guaranteed them the ability, in perpetuity, to maintain and
bolster their ranks. By the Right of Conscription, a Grey
The Grey Wardens are open to men and women of every race, Warden may instantly and irrevocably commandeer the
nation, and background. Humans, elves, and dwarves fill services of any individual, drafting them into the ranks of
their ranks. While no Qunari who follow the precepts of the the order. Conscripts technically cannot refuse, though in
Qun have ever joined their ranks, there are rumors of several modern times the Wardens only rarely recruit the unwilling.
Tal-Vashoth embracing the order in recent decades. This Right is more commonly deployed in the contemporary
period to quell protest from a recruit’s lords or commanders.
While it is true that they are nominally open to all, they only
accept the very best—although the rest of Thedas doesn’t The majority of Wardens are reluctant to avail themselves of
always agree with what the Wardens consider “best.” The the Right of Conscription unless they have no other recourse.
Grey Wardens value many traits that usually serve to get In countries where the order is in disfavor they are careful
people in a great deal of trouble with the laws of civilized not to raise the ire of the populace, or its rulers. Most Grey
countries. They are known especially to recruit felons, Wardens would rather offer a formal invitation to a worthy
giving them a chance to atone for their crimes by pledging candidate, and allow them to accept or decline as their
themselves to the order. conscience dictates.

To make sure their ranks never become too thin, the Grey The stresses of a Grey Warden’s life are not for the faint-hearted.
Wardens have the Right of Conscription, an authority Recruits suffer excruciating tests to determine their worthiness,
that dates from the end of the First Blight. After the hard- and it is said that many do not survive them. While this is seen
fought victory against Dumat, the nations of Thedas were as unfortunate, the Wardens understand that this process
so indebted and grateful to the Grey Wardens that they elevates their membership to the highest caliber. To face any
Grey Warden is to face an elite and deadly adversary.

The Joining

The ritual that inducts new Grey Wardens is a secret rite about
which little is known beyond the Order’s ranks for very good
reason: it taints or kills those who submit to it.

During the ritual, recruits drink from a chalice containing a
mixture of darkspawn blood, lyrium, herbs, and a drop of
blood from an Archdemon. This potent mixture kills outright
many who imbibe it. Those who survive are forever after
Grey Wardens, connected to the darkspawn by the corrupted
blood they’ve consumed.

A recruit to whom the Joining Ritual and its ramifications
have been explained must go forward and drink from the
chalice. There is no turning back. Those who refuse are put to
the sword by the Grey Wardens overseeing the ceremony to
preserve the Order’s secrets.

A new Grey Warden gains the ability to tap into the
darkspawn’s collective mind. New Grey Wardens are told
that the Joining renders them immune to the Blight disease,
though this is a calculated lie with the force of long tradition.
The disease is drastically slowed for Grey Wardens, yes,
but the Joining does not stop it forever. New Grey Wardens
also find that their dreams turn dark. They suffer from
nightmares, though these occasionally offer prophetic
glimpses about darkspawn actions and activities. Many Grey
Wardens experience ravenous hunger. Some become more
physically robust. Certain scholars among the Grey Wardens
have suggested that other powers might be unlocked in the
exploration of the Wardens’ tainted blood, but there is no hard
evidence to support these claims, and the path to unlocking
them would be rocky if not fatal.

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Methods, Philosophies, The Joining Ritual
and Greater Society
The game rules for being a Grey Warden—the specific
From the first, the Grey Wardens knew they would have to use benefits a Player Character receives—are listed in the
every tactic against the darkspawn, no matter how unorthodox. Chapter 3: Focuses, Talents, & Specializations.
Whatever powers could be mustered would be, so long as
they led to the Blight’s end. The ranks of the order are thus The only thing that’s not covered there about the Joining
filled with dangerous men and women, some unscrupulous is the chance that a person who undergoes the ritual
in the extreme, but the Wardens make a point of suspending might die, then and there. The basic rule is that a hero who
judgment of any who are effective against the darkspawn. In undergoes the Joining Ritual must roll three dice, and if
short, the Grey Wardens do whatever it takes to win, employing they are triples, the PC dies. Otherwise, they survive.
whomever they must, regardless of their defects of morals or
character. They often turn a blind eye to blood magic, deal with This actually gives Player Characters a much better
the demons of the Fade, and do whatever else they must. chance to survive the Joining than most who attempt it.
The actual survival rate of those who go through with
Even for their willingness to use any tactic, a philosophical the Joining (not including those who try to backpedal
split—nearly invisible to outsiders—has long divided the and are killed) is about only about one-quarter to
members of the order. While some Grey Wardens feel that their one-third. This is much of the reason the ranks of Grey
protective mission is the greatest dimension of their calling, Wardens are so few.
others see the eradication of darkspawn as paramount. A
theoretical circumstance best describes the division. Imagine You may wish to make the Joining more or less
a host of darkspawn about to sack a defenseless village. deadly in your own campaign. There are benefits
Grey Wardens oriented to protection would chance alerting and drawbacks to each approach. Making the Joining
the darkspawn to their presence by warning the villagers, exactly as deadly for PCs as it is for everyone else (say,
helping them to safety as best they can before turning to fight. by requiring a TN14 roll with no bonuses to survive)
Those oriented to destruction would be more likely to wait lends verisimilitude to the game at an obvious cost in
for the darkspawn to enter the village before springing a more satisfaction for players who spent many game sessions
effective ambush on them. The dead villagers, in their minds, with those characters. On the other hand, ruling that
are an unfortunate but necessary sacrifice. every PC automatically survives the Joining makes
the benefits of being a Grey Warden a bit too easily
The Grey Wardens’ first allegiance is to their duty, and their come by. If you want to deviate from the default rule,
second to the order, but Wardens are not expected to abandon make sure that your decision matches with the style of
their former lives. Rather, Wardens are encouraged to put campaign you want to run, and that you’ve led your
their worldly ties to use in furtherance of the order’s aims. players to expect.
Noble titles and merchant wealth can often accomplish what
sharp swords cannot, opening doors of great influence and Knowing that the time has come, the Grey Warden takes their
carrying critical messages on fast ships. Many families are leave of their comrades with celebration or gravity as their
honored to claim a Grey Warden as one of their own, though personality dictates. They distribute any of their belongings
few encourage their firstborn to walk that path. Whatever that they wish to see carried into future battles and descend
relationships they maintain or cultivate, however, Wardens into the Deep Roads, where they take as many darkspawn as
are expected to remain neutral, and are discouraged from they can with them, a fate that earns them immense respect
taking the field in civil or religious conflict against any among the dwarves.
enemy other than the darkspawn.
Most in the Order are led to believe that this final sacrifice
The Calling is more practical than simply continuing on with their lives
until the taint proves fatal. The truth, however, is that taint
Most believe that the Calling is a life-ending ritual will never ultimately prove fatal to a Grey Warden, in and
undertaken by aging Grey Wardens when it becomes clear of itself. Rather, the taint will eventually transform a Grey
that they will soon succumb to corruption. According to the Warden into a being so much like a darkspawn that the
lore of the Order, once an older Warden begins to hear the horde will eventually accept it as one of its own. Those who
voices of the Old Gods, it is time for this final stage of the keep this secret and promulgate the Calling as it is known
Grey Warden’s life. to most Grey Wardens have concluded that it is better for
Grey Wardens—who live lives of sacrifice in any case—to die
fighting the enemy than to increase the enemy’s number.

We bear a sacred burden. For an age, we have protected the lands of men. But now, a Blight is upon us and
we dare not falter. Regardless of race, noble or commoner. The best must take up our banner to save us all
from annihilation. We are the Grey Wardens. Join us.

—Duncan, Warden-Commander of Ferelden

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Special Hazards begin the process of corruption, but very little is known for
certain about the darkspawn taint aside from this:
In addition to the villains, monsters, political schemes, and
other hazards PCs face in Dragon Age, there are some special The taint is a death sentence,
environments or circumstances that merit special attention. except in the rarest of circumstances.
In this section we discuss rules and GM advice for the two
of the most common of these special hazards of the world of While elven Keepers can concoct a remedy that will stave off
Thedas: the Taint and the Fade. the effects for a time, eventually the sickness will return and
kill the infected.
The Taint
Although the Grey Wardens discovered a way to slow the taint
With the Fifth Blight during or after many Dragon Age adven- by combining the Keepers’ ritual with the actual drinking of
tures and campaigns, the darkspawn taint is a very real danger darkspawn blood, the Joining itself does not cure the new
for adventurers who choose to spend their days battling Wardens of the corruption. Eventually, even the strongest of
hurlocks and genlocks. Likewise, heroes who venture into the those who have undergone the Joining will succumb to the
Deep Roads to try to flush out the Archdemon or in search of taint. In the intervening years, the Wardens gain the ability to
lost thaigs will inevitably find themselves facing down a pack sense the presence of nearby darkspawn, and can sometimes
of darkspawn somewhere in the maze of tunnels. even glean their intentions.

The taint stems from the sin of the magisters whose pride Some unlucky victims who don’t have access to a Keeper or
turned the streets of Golden City black, and has been in the a Grey Warden might continue living after being infected.
world ever since the Maker cast those Tevinter mages from It is possible that they will retain some of their memories of
his realm as darkspawn … or so the Chantry legends say. It their former selves, but as the corruption digs in deeper, the
can be transmitted through contact with darkspawn blood tainted person will be drawn to the darkspawn and eventu-
and fluids, or through objects imbued with the taint. There is ally become a ghoul. The darkspawn might put them to use
evidence that prolonged exposure to the darkspawn can also crafting armor and weapons, or they might turn the infected
back upon their families. Women who have been captured by
the darkspawn are candidates for becoming broodmothers.
More likely, however, the taint will simply kill a character
within a matter of weeks.

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From a storytelling point of view, the risk of characters EFFECTS OF THE TAINT
becoming infected heightens the tension of a plot. Characters
far within the Deep Roads might live in constant fear of corrup- Once a character is infected, the GM should roll 2d6 and add
tion—their own or their companions’. If you like to add a bit the character’s Constitution to the result. This will give you the
of paranoia to their journey through the ancient, dark, infested number of weeks the unfortunate adventurer has before they
thaigs, opportunities abound for you to remind your players are overcome by the effects of the taint. It is your choice whether
that the taint could be worming its way through them. to keep that number a secret or let the character know how long
they are for this world. Infected parties will begin feeling the
The gruesome reminders work as well after a battle with dark- effects of the taint after a few days. The taint corrupts the blood,
spawn on the surface—perhaps a pack of blight wolves harries the mind, and the body, though how its symptoms manifest
the party, or a shriek gets a fang into a player’s arm. If the party will vary.
steals into a temple that has been forgotten for hundreds of
years, or discovers a darkspawn lair, or stumbles across the • Physically, the effects can start out as mildly as a
sanctuary of something ancient and evil, it is possible they will summer cold: The once-hardy adventurer will be
happen upon a tainted item. How willing the characters are to feverish or get chills, and might feel achy and off.
tempt fate and meddle with the danger can be excellent fodder
for character building and both roleplay and combat encoun- • They begin to lose their appetite. After a while, their
ters, depending on what was left behind to guard the item. skin will become blotchy and grayish as the taint settles
deeper into their system. As the corruption gets worse,
However, while the threat of the taint is an excellent tool to so does the pain and the physical effects. A tainted
have in your kit, it is probably one whose actual effects should character’s skin takes on a grayish tinge, open sores
be used extremely sparingly. appear on the body, and wounds take longer to close.

The taint is usually a death sentence. The best way to truly be • For each week the taint has had to set in, subtract 1
rid of it is to burn the corpses of the infected, and roasting a from the results of all tests. After 1d6 weeks, all healing
character alive isn’t a terribly fun way to end an adventure. the character receives has its effectiveness halved (so a
There are no items that can magically remove the corruption, character who’d normally get 10 points back from a heal
no Keepers whose magic can purify the blood of the infected. spell would only get 5).
Only one person has ever been known to recover from its
effects, and that case is the subject of much debate and study. • These physical changes might very well affect
adventures that require the party to seek help or
If the potentially-tainted character is not aiming to become a supplies in a town—citizens certainly wouldn’t want
Grey Warden (and if you, as a GM, don’t have a Warden up to be near the infected in their final stages. Situations
your sleeve or behind your screen who can guide the char- that once were routine become tenuous and potentially
acter through the Joining), consider very carefully whether volatile.
you wish to bring the effects of the taint into your game and
into that character’s blood. Of course, there are mental changes as well. After 1d6 weeks,
a tainted character begins to hear the voices of the darkspawn
As with the potential for a character to die during the Joining in their mind. At the start of any encounter (combat, explora-
(see page 258), you might wish to make the taint easier or tion, roleplaying), a tainted character must take a TN 11 Will-
harder for the characters to resist. Talk about it with your power (Self-Discipline) test to ignore the gibbering. Other-
players, and make sure you all agree on the risks of allowing wise, the character takes a –2 penalty to Communication tests
the taint to come into play. It’s good to have a feel for how and a –1 to all other tests. These penalties are in addition to
your players would react to the death of a character, espe- the penalties for physical changes noted previously.
cially one to whom they’ve committed many sessions, or
spent time between games fleshing out a backstory. TAINTED ITEMS

Rules for the Taint There are also some items that can infect a character who has
long-term exposure to it. A character bearing such an item can
If you decide to use the taint as more than a story element, you try to resist its effects with a successful Advanced Willpower
can give all darkspawn the following special combat stunt: (Self-Discipline) test. Every morning for a week, the character
must make a TN 13 Willpower (Self-Discipline) test. You
SP Cost Stunt determine the success threshold using the Advanced Tests
4 table on page 213. The more potent the item, the higher the
Infect: A darkspawn can attempt to infect a success threshold should be. If the character meets or beats
melee opponent as a special stunt. Through a the success threshold within a week, the taint is resisted.
bite or blood spray, the darkspawn attempts to Otherwise, the character becomes tainted.
spread the taint. A character affected by this stunt
must make a TN 13 Constitution (Stamina) test. During the week of the advanced test, the character will be
If the character fails the test, they become tainted. wracked with terrible nightmares. They will also become
increasingly resistant to any suggestion from friends or advi-
Unless the character is able to seek out a Keeper or a Grey sors that they should get rid of or destroy the item. On the first
Warden, their fate is sealed. They will be able to function with day of the advanced test, a character can follow such sugges-
the taint for a little longer, but eventually they will die, turn tions if a TN 14 Willpower (Self-Discipline) test is made. Each
on their friends, or become a ghoul. day that follows the TN of the test increases by 1 (so by the
seventh day the TN will be 20).

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STAVING OFF THE EFFECTS The Fade

Only two sure ways to combat the corruption are known: To most of the people of Thedas, “the Fade” is where
Dalish Keepers can combine herbal tinctures and a magic their spirits go when they sleep. Others know the Fade is
ritual to slow down the disease if it is caught soon after infec- dangerous, necessitating institutions like the Circle and the
tion; Grey Wardens can keep someone alive even longer, templars to remain ever-vigilant for threats from that myste-
provided they are willing to undergo the Joining and pledge rious other-realm, but can say little more about it. Even those
the remainder of their lives to the organization. schooled in ways of the Fade, the greatest scholars of the
Circle or the Chantry, admit they know as much about it as
Either choice, if the party decides to seek one, gives you the sailors do of the sea. They have learned to read its patterns,
option for a race-against-the-clock type of quest: searching and to traverse it safely, but even they are still subject to its
for a Dalish camp or a travelling Grey Warden, pleading the whims and unpredictable moods, uncertain of what lies
tainted character’s case, possibly hunting for items needed within its depths.
to complete the rituals. There are excellent roleplay and
character-development opportunities here—don’t be afraid The Nature of the Fade
to fudge the numbers a little if your infected hero is on the
brink of succeeding. The taint isn’t an hourglass, killing the Chantry doctrine says the Fade was the first world created by the
infected character as soon as the sand runs out. A strong will Maker, with the legendary Golden City—the Maker’s home—at
and a hardy constitution might buy a warrior a few extra its heart. The Maker was not satisfied with the impermanent and
days. ever-changing nature of the Fade and the spirits inhabiting it,
however, and so created Thedas, separated from the Fade by the
While there are occasional whispers of enchanted items Veil. The peoples of Thedas visit the Fade in their dreams, but
that can slow or even cure the taint (the sword Prince Maric few recall it. The spirits inhabiting the Fade can perceive Thedas
discovered in the Deep Roads was suspected to be capable of through the Veil but cannot touch or interact with it, except in
it), those objects are extremely rare, if they exist at all. GMs places where the Veil is especially thin.
should consider how serious of a threat they expect the taint
to be throughout their game before even considering this Although many describe the Fade as “another realm” it
last option. Having an artifact that negates the taint’s effects seems actually to be very much a part of the world. The Fade
might be a relief to the blighted hero, but runs the risk of is everywhere, in touch with all living and dreaming crea-
future exposure feeling trivial. tures, but most cannot perceive or recall it, as if blinded and
blinkered. Indeed, mages refer to “the Veil” as what sepa-
SUCCUMBING TO THE TAINT rates most creatures from awareness of the Fade. Still, even
though most are unable to perceive it much of the time, it is
GMs should discuss with the player which of the outcomes there.
makes the most sense for the character. Remember that, even
if this plot arc will end in a character’s demise, you want that The Fade is a place of emotion, made up of the stuff of dreams
ending to be satisfying for the player. Perhaps there is unfin- and nightmares. Indeed, most creatures are closest to the Fade
ished business that the player might try to wrap up before when they sleep; in their dreams they wander its misty paths,
the end, or perhaps they’d rather have a dramatic, glorious in nightmares, they brush against demons, and may even fall
exit and go out like the legends suggest the Grey Wardens do. under their malign influence.
Whether you create one last nest of darkspawn for them to
slay or they part ways with their companions, keep in mind The spirits inhabiting the Fade shape its misty dream-stuff
the character’s personality and traits up to this point, and (and, often, themselves) to imitate things they perceive in
give them the epilogue that feels the most fitting. the physical world. In fact, virtually everything in the Fade
is a copy of something a spirit has seen in Thedas, although
If the player would rather leave their character’s fate up to often they are imperfect or oddly distorted copies, and may
the dice, roll 1d6. be based on things no living being has seen for thousands of
years. Spirits themselves have no imagination or creativity;
Succumbing to the Taint everything they make is based off something made by
mortals, another area where the races of Thedas appear to
1d6 Roll Result enjoy the Maker’s favor, and earn the spirits’ envy.
1
2 The character succumbs to the sickness and Thus all the features of the Fade—from objects to geog-
dies. raphy—shift at the whim of the most powerful spirits, with
3–4 lesser spirits reshaping and choosing the appearance of their
The character slips away from the party and own small domains. Because nothing in the Fade is quite as it
5–6 seeks out the darkspawn, joining them as a appears, scholars half-jokingly say visitors should extend the
ghoul. courtesy of a greeting to anything they encounter. It is just as
likely for a tree, boulder, cloud, or house to greet you as it is
The character turns on the party and attacks for what appears to be an animal, flower, or even humanoid.
(most likely resulting in death, should they The division between spirits and their surroundings is often
fight back.) solely one of interaction.

The character is able to sense when their
final hours are drawing near, and uses a
final reserve of strength and willpower
to leave cherished friends behind before
harming them.

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Because the Fade draws on the stuff of dreams, inspired by the
waking world of solidity and form, things in the Fade often
seem strangely familiar. Dreamers in particular may find
themselves encountering what appear to be places, objects,
and people from their waking lives, but these are facsimiles
created by spirits, or spirits assuming these forms, rather than
the genuine articles. This is particularly true of things with a
strong emotional resonance, since the spirits of the Fade are
drawn to and driven by powerful feelings.

The Black City

The only fixed feature of the Fade is the Black City; it looms seeing colored auras or sensing the presence of spirits. They are
overhead, always in the distance, standing atop a vast island likewise more visible to the spirits dwelling in the Fade, which
floating in the mists, out of reach. may be drawn to them. This is why the Circle recruits potential
mages, in order to train and protect them, rather than leaving
The Chantry says it was once the Golden City, home of the them at the mercy of malign spirits drawn to their power like
Maker, who created the Fade and the world of Thedas. Once, moths to a flame—or predators to their prey.
the spirits of the dead gathered in the Golden City, returning
to their Maker’s side, but then the magisters of the Tevinter Much of the focus of an apprentice’s training with a Circle
Imperium attempted to usurp the Maker’s power. They dared is in willpower and self-discipline, the ability to harness and
to breach the Veil and set foot in the Golden City while still control the neophyte’s connection with the Fade and to learn
living, bringing the first Blight upon the world. Since that how to exist there as well as in the material world. When
day, the city’s gold has turned black, and there is no place the time is right, the apprentice undergoes the Harrowing:
for the spirits of the dead to go. The Chantry says the Maker entering the Fade in a ritual trance and deliberately drawing
gathers those faithful to him to his side, while the rest are left the attention of a demon to test the would-be mage’s ability to
to wander as lost souls. fend off possession. Those who succeed graduate to become
full-fledged members of the Circle. The templars are respon-
None have ever been able to reach the Black City, although sible for dealing with those who fail, ensuring they never
the Chantry believes one day the Chant of Light will be become abominations and threaten others.
sung in every corner of the world and the Maker will return
in all his glory. He will restore the Golden City and usher Circle mages learn rituals for crossing into the Fade as part
in an age of peace and paradise in Thedas. Until then, the of their Harrowing. Apostates may learn to do so as well,
Black City is a constant reminder of the Blight and the but trial-and-error experimentation is dangerous where the
consequences of hubris. Fade is concerned, given the risk of attracting a demon and
becoming possessed.
The Veil
Although mortal minds entering the Fade is the most
The Veil separates the mortal world of Thedas from the Fade. common crossing of the Veil, it is not the only way. Some
Although often described as a “curtain” or even “wall” spirits manage to cross into the mortal world as well. Most
between the worlds, mages and scholars rightly point out often, they are demons that have co-opted and possessed
that the Veil is more a matter of perception than position; one a body, either living or dead. The inhabitants of the Fade
is not necessarily on one “side” of the Veil or another, one is
simply more or less aware of or in touch with the Fade.

Most mortals are blind to the Fade while awake, but touch upon
it when they sleep and dream. Strong emotions also serve to
part the Veil, and mortals may feel the presence of the Fade (and
the spirits within it) in places that have been the focus of such
powerful feelings, describing them as “holy” or “unsettling.”

Some mortals have virtually no connection to the Fade.
Dwarves, for example, typically do not dream and do not
experience what lies beyond the Veil, although even they
sometimes touch the Fade in places where the Veil is thin-
nest. The Tranquil, those treated with lyrium to specifically
sever their connection with the Fade, neither dream nor see
beyond the Veil. They experience no strong feelings of any
sort, whether joy, anger, or sorrow.

Those with the potential to become mages have the strongest
connection with the Fade, able to perceive beyond the Veil even
while awake. Potential mages often experience “visions” and
especially vivid dreams when their talent begins to manifest,

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often cannot tell the difference, and corpses offer them no shape the stuff of the Fade as they wish, but lack imagina-
resistance, a practical reason for the Chantry calling for the tion and creativity. When the Maker created Thedas, the
burning of the dead. Such possessions create abominations in spirits perceived it across the Veil separating the realms, and
the mortal world. touched the dreams of mortal creatures as they visited the
Fade. The spirits shaped the Fade in imitation of the lands
In rare cases, demons gather sufficient power to cross the and places they saw in those dreams. Still, spirits have no true
Veil and manifest in the material world as half-real shades. understanding of what they create; they merely imitate.
The expenditure of energy is so great the shade constantly
hungers for more to sustain it; some drain life force by their According to the Chantry, there are several types of Spirits in
very presence, leaving the area around them blighted and the Fade.
lifeless. They prey upon living creatures, particularly mortals
able to experience a rich range of emotions, in order to sustain FAITH
themselves. Shades are particularly dangerous because they
exist in a form akin to their normal state in the Fade, meaning Faith abides and so, too, do faith spirits, the children of the
they are virtually immune to physical harm. Only magic can Maker who have never swayed from the belief that all is as
affect them. it should be in creation, even in spite of the corruption of
the Golden City and the unleashing of the Blights upon the
It is sometimes possible for demons to fully manifest in world. The Maker has a plan, too great for lesser beings to
Thedas, though only for short periods of time. This is usually comprehend, and it unfolds as it should. Faith spirits some-
only possible in areas where the Veil has grown thin, such as times serve as a balm for mortals questioning their own
the sites of legendary battles and tragedies. Powerful magic, faith.
serious bloodletting, and extreme emotions can create such
regions and they can remain dangerous for centuries. HOPE

Spirits A small light can shine brightly in the darkness, and spirits of
hope are that light in the Fade. They are proof the Maker has
Most people in Thedas know the Fade is inhabited, but rela- not abandoned his children, and help to guide them and keep
tively few know anything about the spirits that call it their them from giving up in the face of overwhelming threats like
home. Whispered warnings about demons are common, but the Blight.
that is only one type of the dwellers in the Fade.
COMPASSION
Spirits are the first children of the Maker, according to the lore
of the Chantry. They lack the divine spark and complexity Spirits of compassion do not feel envy for the material world,
of the mortal inhabitants of Thedas, however. Spirits can but instead feel the Maker’s love and caring, and seek to alle-
viate pain, suffering, and doubt. They are spirits of healing,

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often associated with spirit healers, and partnering in their SLOTH
work.
Spirits of sloth draw victims to them like spiders in the center
VALOR of a web of influence. These demons seek to bind and enslave,
creating servants to see to their needs. Less active by nature,
Faith, hope, and compassion offer a strong foundation, but they are cunning and should not be underestimated.
spirits of valor embody action. They are the courage to over-
come great obstacles and challenges. Spirits of valor can be DESIRE
single-minded in the pursuit of their goals, even foolhardy,
unless tempered with other virtues. Where hunger spirits want to take in material substance,
desire demons crave sensation, particularly emotional satis-
JUSTICE faction. They are often seductive and manipulative, the
demonic tempters of legend, embodying envy and unques-
These spirits embody the righteous rule of law, the transla- tioning want.
tion and enforcement of the Maker’s edicts and plans for
his creations. They can be grim beings, although good folk PRIDE
should have nothing to fear from them.
The most powerful of demons, pride spirits seek to feed their
Demons own sense of vanity and self-importance, to prop up their
wounded egos as the First Children of the Maker, abandoned
“Demon” is a common term for spirits of negative or hostile for the lesser creatures of the material realm. Pride demons
emotions. Ultimately, demons are no different than other will prove they are superior, even if they must tear down the
types of spirits, save that the forces that drive them make whole of creation to do it. They would have mortals kneeling
them dangerous and more inclined to exploit and attack to worship them, holding their fragile lives and souls in their
mortal beings. hands.

According to the Chantry, when the Maker created Thedas, Exploring the Fade
it was a place of solidity and permanence, but also mortality.
The inhabitants of Thedas held the spark of the divine, the The Fade is not a place of material solidity, but of thought,
Maker’s essence, within them. The inhabitants of the Fade emotion, and dream. Spirits have shaped the stuff of the Fade
watched the Maker’s new creations across the divide of the in imitation of mortal dreams and their own limited percep-
Veil and some of them felt jealousy towards mortals and tions of the material world, but such creations have a surreal
desire for what they possessed, an inexplicable hunger to or dream-like quality to them, not quite accurate, and ignoring
reach across the Veil, yearning towards something they could mundane concerns like proper craftsmanship. What is more,
not have. since spirits can look like virtually anything, “objects” encoun-
tered in the Fade may not be objects at all, but intelligent beings,
This hunger led these spirits to lure the sleeping minds of such as the door or tree that sprouts a face and begins talking, or
mortals deeper into the Fade, weaving dreams and night- the seemingly mundane animal able to converse with travelers
mares to ensnare them. In particular, it drew the spirits to and guide them (or lead them astray). Visitors to the Fade are
those mortal minds most strongly connected to the Fade: well advised to consider everything they encounter a potential
those with the potential for magic. They could overcome such being rather than a simple inanimate object.
minds and possess their mortal bodies, creating abomina-
tions. In the physical world, a demon’s hunger is even greater, Entering the Fade
and they learn to feed on the flesh, emotions, or very life force
of mortals to sustain and increase their power. Humans and elves—but not dwarves—enter the Fade each
night when they sleep, though few recall these experiences
The following are the most infamous types of demons known upon awakening. Entering the Fade with something akin to
to mages and scholars of the Fade, but they are far from the waking consciousness takes training in trance techniques or
only ones. magical ritual.

RAGE Any mage can go into a trance to enter the Fade and assist
others in doing so. The process of entering the Fade takes
Rage demons are by far the simplest of their kind, made 10 minus Willpower minutes of meditation and a successful
up of nothing but pure fury, directed at the creatures of the TN 10 Magic (Spirit) test. So a mage with Willpower 3 can
material world. A rage demon lashes out to destroy what- meditate for seven minutes to enter the Fade. The character’s
ever it can, or else seethes in anger, awaiting its opportunity mind or “spirit form” travels the Fade while the physical
to destroy. body remains behind. The ritual to assist others in visiting
the Fade also requires 50 silver pieces worth of materials per
HUNGER person, including powdered lyrium. These materials are used
up in the process. The mage’s test to enter the Fade has its TN
Hunger demons are only slightly more complex, embodying increased by 1 for each other character in the ritual (so TN 11
the sheer desire of many Fade spirits to grasp the material for one companion, TN 12 for two, etc.).
world and—in their case—to consume it. They are gluttonous
spirits of excess, never satisfied.

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Leaving the Fade THE BOUNTIFUL FEAST

For mortal dreamers, “leaving” the Fade is as simple as waking What appears to be a sumptuous feast is laid out before
from sleep. Just as other travelers make a greater effort to visit the characters, tables laden to overflowing with all of their
the Fade consciously, so too does it take a bit more effort for favorite dishes, the delicious scent of the food inspiring
them to leave. Awakening from a visit to the Fade takes 5 – ravenous hunger. Each round, the characters must make a
Willpower rounds of concentration, with a minimum of one TN 13 Willpower (Self-Discipline) test, with failure resulting
round. The character can take no other actions while concen- in 2d6 penetrating damage. This is an advanced test with a
trating, making it difficult (to say the least) when threatened success threshold of 9. Characters reaching the threshold
by a spirit or other Fade hazard. Even trying to leave the Fade realize the food is actually a poisonous essence of gluttony
to avoid such dangers can be risky. and suddenly find it completely unappetizing.

At the Game Master’s discretion, certain circumstances or THE HALL OF FIRE
places may make it even more difficult for visitors to leave
the Fade, requiring things like Willpower tests or even A corridor through the Fade is filled with shifting curtains of
completion of a particular quest in order to leave. flame. Passing through the corridor is an advanced test with
a threshold of 10, requiring a TN 12 test. Suitable abilities
Fade Hazards depend on the characters’ approach to the challenge: a purely
physical one might involve Dexterity (Acrobatics) while a
Given the Fade’s nature, any imaginable danger can exist more cerebral one could rely on Perception with a focus in
there, and probably does somewhere, including hazards Searching, Seeing, or Tracking to find a safe route, or even
that cannot exist in the material world, with its solid and Willpower (Courage) to affirm the flames are not real, merely
dependable rules. Dragon Age Game Masters are encour- an aspect of the Fade.
aged to exercise their own imaginations when it comes to
inventing hazards for characters visiting or exploring the POSSESSION BATTLE
Fade, working off the guidelines found starting on page 217.
The following are just some examples of potential hazards A character struggles against a demon with theirr body as the
in the Fade: prize! Each round, the character makes a TN 13 Willpower
(Faith or Self-Discipline) test with a success threshold equal
to 7 + the demon’s Willpower. A number of failed tests equal
to the character’s Willpower results in the character becoming
an abomination (and falling under the GM’s control).

THE RIDDLE GAME

An animated statue (such as in a garden or flanking a
doorway) or face (such as a door-knocker or shield covering)
speaks and asks the characters to answer riddles in order
to pass. This can be handled with roleplaying only (i.e. the
players must answer the riddles themselves) or mechanically
if your players are not great with riddles. The latter approach
requires a TN 12 Cunning test for the character answering
each riddle, with focuses applying if the subject of the riddle
is appropriate. The success threshold is 10, but each failed test
results in one of the characters vanishing. If all of the char-
acters fail, they remain trapped in the Fade forever. If they
achieve the threshold, all the vanished characters reappear on
the other side of the obstacle they must cross.

Rewards from the Fade

Characters earn experience points for success in encounters in
the Fade just like they do in the material world. The nature of
the Fade precludes material rewards, however. Any treasures
or other items the characters find in the Fade are not material
goods and therefore cannot return to the material world with
them; they are no more real than the stuff of dreams.

There are other rewards characters may acquire in the Fade in
the form of essences, which grant benefits similar to honorifics
(page 317) or specific knowledge or ability while in the Fade
(see Form Changing).

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Essences ESSENCE OF COURAGE

In the realm of the Fade, dreams and ideas are things unto A character who takes in the Essence of Courage gains a +1
themselves. It is possible for the fundamental essence of a bonus to Willpower (Courage) tests against a particular threat,
concept to concentrate in a particular place or thing. Fade typically one associated with the essence or its fount, such as
locales strongly associated with an essence are known as supernatural fear connected with demons and darkspawn.
founts of it. Other essences gather like rainwater or dew, accu-
mulating quickly but likely to evaporate. Founts are ongoing ESSENCE OF EMOTION
wellsprings. Some spirits can also produce essences as a
means to bargain with or reward mortals. The Essence of Emotion grants a +2 bonus to Perception
(Empathy) tests involving that specific emotion, which is also
A mortal spirit in the Fade can take in an essence, incorpo- associated with the essence’s name, such as Essence of Love,
rating its energy and what it represents. So an essence of Essence of Fear, Essence of Sorrow, and so forth.
inspiration might grant cleverness or creativity where an
essence of strength can provide vigor. The benefits provided ESSENCE OF EXPERIENCE
by a particular essence, and its availability, are chosen by the
GM, based on the following guidelines: Consuming this essence, distilled memories and experiences
stored in the Fade, grants a 100 XP bonus to the character,
• The essence grants a bonus to particular ability tests, like succeeding in an easy encounter, in addition to any XP
ranging from +1 for applying to a wide range of tests, earned from the encounter to gain access to the essence in the
about as broad as a specialty, to +2 or +3 for more first place.
specific types of tests.
ESSENCE OF FORM
• Essence bonuses more often apply to mental tests
involving knowledge, lore, insight, and inspiration, This essence grants the character the ability to change into
particularly Communication, Cunning, Perception, and a particular form while in the Fade. See Form Changing for
Willpower. details. Each essence contains a single form, ranging from
a mouse, fox, or similar tiny animal to a wolf, ogre, golem,
• Essence bonuses to physical abilities are usually limited or other creature. Some essences of form may even provide
to tests occurring in the Fade: Their influence is not strong apparently inanimate forms, from trees or rocks to chests,
enough to affect things in the material world. The GM may doors, or furniture (primarily useful for disguise, although
make exceptions for essences of particular physical skills cunning characters will no doubt find other applications).
involving insight or mental discipline. Essences involving Each essence is good to acquire a single form; if a character
outright physical transformations, like the Essence of already has that form, the essence has no further value.
Form, are always limited to the Fade in their effects.
ESSENCE OF LORE
The following are some examples of essences found in the
Fade. The Game Master should feel free to invent others to The Essence of Lore is the sum of knowledge concerning
provide suitable rewards for adventures there, and to use as some subject. The character gains a +2 bonus to Cunning
keys to overcoming hazards and challenges in the Fade. (Lore) tests involving that specific subject, such as the
essence of lore concerning a city or region, a tribe or
ESSENCE OF ART culture, or an object, creature, or historical event, to name
a few examples.
A specific artistic or trade focus (pages 56-57) benefits from
this essence, gaining a +1 bonus to tests. ESSENCE OF MANA

ESSENCE OF BEAST The Essence of Mana either increases the imbiber’s total mana
by 1 or allows the recovery of 1d6 mana immediately. It has
The essence of a particular type of animal grants the char- no effect on a character with no mana score.
acter a +2 bonus for Communication (Animal Handling) tests
involving that animal. So Essence of Hawk, for example, Form Changing
grants its bonus for tests involving hawks (with perhaps a
+1 bonus for eagles and similar birds-of-prey). The holder Appearances in the Fade are not as fixed as they tend to be
of this essence may acquire a related penalty to Communica- in the mortal world; the Fade and its inhabitants are made of
tion (Animal Handling) tests for animals antithetical to the the stuff of dreams and nightmares, and visitors’ Fade-selves
essence, such as Essence of Wolf imposing a –1 penalty for reflect their mind and spirit more than their physicality.
handling horses and similar herd animals, spooked by the Most spirits can appear in a bewildering variety of forms,
essence they sense in the character. and some visitors to the Fade can also learn the technique of
assuming different forms, molding their Fade-selves to suit
ESSENCE OF COMPASSION their wishes.

When the imbiber of the Essence of Compassion takes a Acquiring the form-changing ability requires an Essence
heal action to aid someone (see page 50), a successful action of Form, which grants the character the ability to assume
restores Health equal to the Dragon Die + Cunning + 2 rather
than the usual amount.

CPhlaaypitnegrt1h1 -eSgeacmreets of Thedas 267


a specific form. This ability only works in the Fade, where MOUSE
things are malleable to thought and imagination; form
changing does not work in the material world. You get Dexterity 2 with the Stealth focus, plus an additional +3
bonus on Dexterity (Stealth) tests for your tiny size, plus you
Take an activate action to initiate a form change, either can slip into any place that a mouse can. On the other hand,
assuming a different form, or returning to your normal form. you have virtually no Strength (–3), and can only succeed at
Once you change form, you remain that way until you take mouse-sized Strength tests.
another activate action to change again.
BEAR
You gain all of the physical abilities of the new form,
including Constitution, Dexterity, Strength, Armor Rating, You gain Dexterity 2, Constitution 6 (Stamina), Strength
Speed, and any special stunts or abilities. You retain your 6 (Intimidation, Might) and a bear’s bite and claw attacks
own focuses and mental abilities, including Communica- (1d6+Str and 2d6+Str), as well as access to the special Quick
tion, Cunning, Magic, Perception, and Willpower. You may Bite stunt (page 277).
gain some special physical focuses associated with the form,
at the GM’s discretion. Any equipment not usable by the OWL
form disappears, reappearing when you assume a form
capable of using it. So, for example, most animal forms lose Your physical abilities become Dexterity 2 (Stealth), Strength
all equipment (weapons, armor, etc.) but those items—or –3, and Constitution 0 but you are able to fly at Speed 16 and
their Fade analogs, at any rate—reappear when you assume see in the dark like an owl.
a humanoid form.
GOLEM
The range of potential forms is almost limitless. It is up to
the individual GM what Essences of Form are available to the You gain considerable Strength and Constitution—8 each—
characters in the Fade, including spirits willing to grant those but Dexterity –1. You also gain Armor Rating 8 with no armor
essences. Just a few examples of possible forms are: penalty and Speed 6.

CHEST

You turn into an inanimate chest, able to appear and func-
tion like a normal chest. You can even speak through the
face located in the metalwork of the chest’s lid, if you wish.
Anything placed in the chest appears held in your arms when
you change form (or at your feet, if that is not possible). Form
changing into similar inanimate objects is possible, and useful
for disguise.

Adventures in the Fade

The Fade opens up a literal new world of adventures for your
Dragon Age campaign, a fantastic and potentially deadly one.
Given the difficulties in visiting the Fade, adventures there
should not be trivial, but can allow heroes to gain lore and
resources they could not find in the material world. In fact,
these goals are the primary reasons for heroes to visit the Fade:
either to seek out answers or lore from a spirit (overcoming any
challenges to reach it and that the spirit may require) or finding
a particular essence—particularly an Essence of Experience
or Lore—they need to deal with some challenge in the mate-
rial world. Adventurers may also set out into the Fade seeking
someone who has become lost there: a trapped dreamer or
mage, for example, in order to rescue them before their spirit
falls victim to a demon, leaving them open to possession.

The dreamlike and surreal nature of the Fade allows you
to create literally any situation you can imagine for adven-
tures set there, ranging from nightmarish visitations with
the characters’ darkest fears and repressed memories to
oddball parodies wherein the heroes feel as those they were
nothing more than empty, lifeless shells—illusions of light
and shadow manipulated by others on a vast game-board,
playing through the same challenges over and over again, but
ultimately meaningless. A terrifying experience, to be sure.

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Chapter 12

Adversaries

Conflict is the heart of drama, so every Dragon Age to use the rules in the Player’s Guide to build NPCs, you
campaign needs adversaries. Many of these will certainly can do that, but you are equally welcome to give
be darkspawn and other monsters, but a knight or NPCs whatever abilities, focuses, talents, and so on that seem
nobleman with the ear of the local bann can be just as appropriate. This chapter is full of examples that you can use
much of a threat. This chapter contains a robust selection of and modify as needed.
adversaries for your campaign, and you’ll find more in subse-
quent books and adventures. Adversary Focuses

Statistics Format For the most part, adversaries use the same ability focuses
listed in the Player’s Guide. There are a few more required,
Adversaries are presented in a common format. First, there is however, to deal with creatures and animals, mostly relating
a description and then the game statistics, sometimes referred to their natural attacks. These additional focuses are:
to as a “stat block” because it’s a block of text. If you’ve read
the Player’s Guide, the stats should be fairly self-explanatory. • Dexterity Focuses: Bite.
You will note that each adversary has an entry for favored • Perception Focuses: Tasting, Touching.
stunts. These are the most commonly used stunts for that • Strength Focuses: Claws, Gore, Kick.
adversary, but don’t feel compelled to use them. Favored
stunts are provided as a suggestion but, as always, use your PCs can take Tasting and Touching if they really want to, but
judgment. Also note that many adversaries have unique since NPCs are more likely to use them, they are included
stunts to give them flavor and make fighting one enemy here. PCs cannot take any of the other listed focuses listed in
different than fighting another. this section.

NPCs and Classes Adversary Threat

At this point you may be wondering, do NPCs have character While almost any creature can be a threat to any character
classes? The answer is that they can, but they don’t have to. with proper planning, wild luck, or the right circumstances,
Classes provide a framework for advancement that is neces- it’s generally the case that certain adversaries work better
sary for the Player Characters, but not for NPCs. If you want against PCs of certain levels. Creatures are organized roughly
into Threat categories based on the level of PC they are gener-

CPhlaaypitnegrt1h2e- gAdamveerseries 269


Adversary Threat Level for an individual encounter. It’s a simple matter to modify the
weapons and armor of many adversaries to create different
Threat Level PC Level Range tactical challenges. If you want a tougher adversary (one you
Minor Levels 1-4 want to be a major NPC, for example), you can also modify the
Levels 5-8 stats. You can change the stats as you like, but here are some
Moderate Levels 9-12 basic guidelines for making more challenging adversaries.
Major Levels 13-17
Dire Levels 18-20 ELITE

Legendary To make an adversary who is a little tougher than average,
add 1 to any three abilities, add two focuses, and increase
ally a suitable danger to. Check out the Adversary Threat Health by 5. You can also make the NPC a Novice in a new
Level table for some guidelines. talent or add a degree to an existing one.

Also note that Threat is a general indicator; it’s not a perfect HEROIC
measure of how dangerous a particular adversary is to all
characters. For example, a heavily armored, healthy 3rd level To make an adversary who is very tough indeed, add 2
warrior might do better against a Moderate threat than an to any two abilities, add 1 to any three other abilities, add
injured 7th Level Mage who’s mostly out of Mana Points. Like- four focuses, and increase Health by 15. You can also make
wise, Threat is a range not an exact ranking; genlocks are gener- the NPC a Novice in two new talents or add two degrees to
ally less dangerous than hurlocks, but both are comparatively existing ones.
Minor threats when compared to other tougher adversaries.
EPIC
As always, GMs should be aware of the PC’s individual capa-
bilities and any significant things that might make them more To make an adversary who is extremely potent, add 3 to one
or less effective against a particular adversary. ability, 2 to any two other abilities, and 1 to any three others.
Add five focuses, increase the adversary’s Health by 20, and
Beefing Up Adversaries increase armor rating by 3. You can also add three degrees to
new or existing talents
The stats presented in the following pages are average for an
adversary of that type, but you should feel free to change them Note that making an adversary Elite, Heroic, or Epic increases
this threat. So does presenting foes in overwhelming numbers.
A group of 18th Level characters might not balk at facing
down a couple normal ogres, but some Epic ogres or group
that outnumbers them three to one? That’s a different story.

Other NPCs

Not all NPCs are adversaries. The PCs will meet many people
in their travels, and you needn’t provide full stat blocks for
all of them. Oftentimes NPCs will only appear in the game
for a single roleplaying encounter. Many of them don’t need
stats at all, but it is often useful to know some basics about the
character. In these cases you can use an abbreviated stat block,
which simply lists the abilities and focuses. This innkeeper is
an example of the format.

INNKEEPER

Communication 3 (Bargaining, Persuasion), Constitution 2
(Drinking), Cunning 1 (Evaluation), Dexterity 0, Magic 0,
Perception 2 (Tasting), Strength 1, Willpower 1 (Morale)

Tavern owner

Non-Combatants

Some NPCs are labeled as non-combatants. They have no
skill whatsoever in combat and they almost certainly seek to
avoid such situations. Non-combatants can be children, the
elderly, the idle, draft animals, or other passive NPCs. A non-
combatant’s attack roll is always +0, regardless of Strength or
Dexterity. Other bonuses and penalties apply as normal.

270 ChapterPL12ay-inAgdvtheresGeraimees


Peoples of Thedas made Tranquil by the Circle, losing both their connection to
the Fade and their ability to feel strong emotions.
While fledging adventurers may believe that they will spend
most of their time fighting darkspawn and other monsters, Desperate apostates seeking to avoid the clutches of the Circle
the truth is that many of their adversaries will be humans, might turn to blood magic, demon summoning, or strikes
elves, dwarves, and Qunari. There are foes to be found in against innocents. To the templars, this proves that mages
every culture of Thedas and this section provides game stats must be controlled. To apostates, it proves that the Circle and
for a variety of them. You’ll find everything from Chasind the templars force harmless mages to take dangerous risks.
stalkers to Tal-Vashoth mercenaries. PCs may also find allies
amongst them, depending on their outlook. A mage PC might Full-fledged blood mages are always apostates in the Circle’s
not look favorably on the templars, for example, but a devout eyes. The Circle—and almost everyone else—believes that
warrior could. blood magic always leads down a dark path to demonic
possession. Even blood mages who start out with good inten-
Apostates tions and only use their own blood could become murderers
when they desire more power. Blood mages who find them-
selves in danger summon rage demons and shades to fight
alongside them.

The corrupting influence of demons threatens all mages, BLOOD MAGE
and this danger is far from secret. The Circle of Magi aims
to prevent demons from possessing mages, but they take Abilities (Focuses)
extreme measures in their attempts to control them. Apostates 0 Communication
practice magic outside of the Circle, and the templars hunt 3 Constitution (Stamina)
them. Since most apostates practice magic they would 2 Cunning (Arcane Lore)
personally consider “safe,” they see no reason they should 0 Dexterity (Staves)
be forced to lose their freedom. Their greatest fear is to be 5 Magic (Arcane Lance, Blood, Spirit)
0 Perception
CRAZED APOSTATE 0 Strength
1 Willpower
Abilities (Focuses)
0 Communication Speed Health Defense Armor Rating
0 Constitution 10 40 10 0
2 Cunning (Arcane Lore)
0 Dexterity (Staves) Weapon Attack Roll Damage
3 Magic (Arcane Lance, Creation, Spirit) Arcane Lance +7 1d6+5
0 Perception Quarterstaff +2 1d6+1
0 Strength
1 Willpower Special Features

Speed Health Defense Armor Rating Spellpower: 15 (17) Mana: 47
10 25 10 0
Spells: Blood sacrifice, arcane shield, blood wound, bolt, and
Weapon Attack Roll Damage wrack.
Arcane Lance +5 1d6+2
Quarterstaff +2 1d6+1 Favored Stunts: Skirmish and Taunt.

Special Features Blood Magic: When casting a spell, a blood mage can use
the blood of a creature within 6 yards (including themselves)
Spellpower: 13 (15) Mana: 24 to power their spells. Using the blood of an unwilling target
requires a Magic (Blood) vs. Willpower (Faith or Self-
Spells: Arcane bolt, arcane shield, heal, heroic offense, and mind Discipline) test. The target takes 1d6 penetrating damage
blast. (or 2d6 penetrating damage if the target is adjacent and
helpless), and the blood mage gains a number of mana
Favored Stunts: Defensive Stance and Skirmish. points equal to the damage dealt. These mana points must
be spent on the spell the mage is currently casting.
Last Resort: A crazed apostate who drops to 10 Health or
less can use the blood wound spell, and gains +1 Magic and a Blood Shield: When a blood mage is under the effects of
Blood Magic focus. This benefit lasts until the apostate dies, arcane shield and an enemy attacks him, the enemy takes
even if their Health increases to above 10. 1d6 penetrating damage and the blood mage recovers
Health equal to the damage done.
Weapon Groups: Brawling and Staves.
Weapon Groups: Brawling and Staves.
Equipment: Quarterstaff.
Equipment: Quarterstaff and dagger.

Threat: Minor Threat: Moderate

CPhlaaypitnegrt1h2e- gAdamveerseries 271


Brigands These stats provide a baseline for any group of thugs,
raiders, or thieves. Most groups of brigands are a motley
Unpatrolled roads and dark alleys across Thedas crawl with sort, so mix up their gear and abilities for some variety. The
all sorts of raiders and thugs. From Orzammar’s Carta to Brigand Types and Weapons table offers some suggestions
Kirkwall’s coterie to countless bands of slavers and thieves, for focuses to add and weapons to change to make certain
these unscrupulous souls keep honest people on guard. Though types of brigands.
many of them turned to banditry out of desperation, almost all
of them love the life of violence and larceny they lead. Avvar Hunter

BRIGAND LIEUTENANT Almost never encountered unless one happens to be trav-
eling through the heights of the Frostbacks, Avvar are skilled
Abilities (Focuses) hunters and fierce combatants who exult in battle. They raid
2 Communication (Leadership) the Fereldan lowlands under the cover of heavy storms, using
2 Constitution the great cold to their advantage, as their mountain homes
1 Cunning have all but inured them to its bite.
2 Dexterity (Light Blades)
0 Magic Their treacherous homeland has taught them to avoid heavy
0 Perception armor. They prefer strong chain links, dwarven wrought if
3 Strength (Heavy Blades, Intimidation)
1 Willpower (Morale) BRIGAND THUG

Speed Health Defense Armor Rating Abilities (Focuses)
10 28 12 5 –1 Communication
2 Constitution
Weapon Attack Roll Damage –1 Cunning
Longsword +5 2d6+3 1 Dexterity (Brawling, Light Blades)
Throwing Knife +4 1d6+3 0 Magic
0 Perception
Special Features 3 Strength (Bludgeons, Intimidation)
–1 Willpower

Favored Stunts: Advance (2 SP) Disarm, Seize the Initia- Speed Health Defense Armor Rating
tive, and Taunt. 10 15 11 4

Battle Leader: An ally within 2 yards of a battle leader Weapon Attack Roll Damage
gains a +1 bonus on Willpower tests, and +1 SP whenever Maul +5 1d6+6
stunt points are generated. An ally can’t benefit from more +3 1d6+3
than one battle leader. Throwing Knife

Advance: A brigand lieutenant can reposition their allies as Special Features
a special stunt for 2 SP. A number of allies equal to their
Communication (+2 if he has the Leadership focus) within Favored Stunts: Mighty Blow and Threaten.
12 yards can move 2 yards in any direction.
Gang Mentality: A brigand thug gets a bonus on damage
Gang Mentality: A brigand lieutenant gets a bonus on rolls equal to the number of their allies adjacent to the
damage rolls equal to the number of their allies adjacent to target (to a maximum of 2) and a +2 bonus on Willpower
the target (to a maximum of 2) and a +2 bonus on Commu- (Morale) tests if the brigands outnumber their enemies.
nication (Leadership) and Willpower (Morale) tests if the
brigands outnumber their enemies. Weapon Groups: Bludgeons, Brawling, Light Blades, and
Staves.
Weapon Groups: Brawling, Heavy Blades, and Light Blades.
Equipment: Maul, throwing knife, light shield, and heavy
Equipment: Longsword, throwing knife, medium shield, leather.
and light mail.

Threat: Moderate with other Brigands, Minor Alone Threat: Minor

Brigand Types and Weapons

Type Focus Thug Archer
Carta Constitution (Stamina) Battle Axe Crossbow
Highwayman Longsword Short Bow
Raider Dexterity (Riding) Shortsword Crossbow
Urban Constitution (Swimming) Shortsword Crossbow

Dexterity (Stealth)

272 ChapterPL12ay-inAgdvtheresGeraimees


they can get it, wrapped in warm furs. The Avvar favor axes AVVAR HUNTER
and spears over swords. Their bows are heavy, with long
shafts capable of piercing a man’s torso at great distance. Abilities (Focuses)
1 Communication (Animal Handling)
Some holds train their hunters in falconry; it is nearly impos- 2 Constitution (Drinking, Stamina)
sible to catch these Avvar unawares, and they will nearly 0 Cunning
always have a mountain eagle or two, highly clever and 1 Dexterity
well-trained birds that scout for them. Indeed, the Avvar are 0 Magic
far more likely to ambush others than be caught themselves. 1 Perception (Seeing, Tracking)
The Avvar have a sophisticated relationship with spirits, to 2 Strength (Axes, Climbing)
whom they give offerings in return for guidance and favor, 1 Willpower (Morale)
and for help in keeping demons at bay. The Avvar value skill
in song or crafting just as they do skill in warfare. A clever Speed Health Defense Armor Rating
player can attempt to impress the Avvar to avoid combat 9 20 11 (13 w/ shield) 3
with them.
Weapon Attack Roll Damage
Note that a player character Avvar is a wild card in any Battle Axe +4 2d6+2
encounter with their kin. The character’s presence may Long Bow +1 1d6+4
defuse a tense situation—or escalate it, if the hunters are from
a rival clan! Special Features

Chasind Stalker

The Korcari Wilds do not suffer fools lightly and the Favored Stunts: Mighty Blow and Skirmish.
Chasind peoples who make their home there are a hard
folk, ill disposed towards outsiders. The harsh conditions Talents: Animal Training (Journeyman), Armor Training
of the Wilds and the primitive nature of the Wilders incline (Novice), and Weapon and Shield Style (Novice).
them to take by force or stealth anything they cannot grow
or build for themselves—which is to say, almost everything Weapon Groups: Axes, Bows, Brawling, and Spears.

Equipment: Battle axe, light chain, long bow, and medium
shield.

BRIGAND ARCHER Threat: Minor

Abilities (Focuses)
–1 Communication
–1 Constitution
0 Cunning
3 Dexterity (Bows, Light Blades)
0 Magic
2 Perception (Seeing)
1 Strength
0 Willpower

Speed Health Defense Armor Rating
13 12 13 3

Weapon Attack Roll Damage
Crossbow +5 2d6+3
Dagger +5 1d6+2

Special Features

Favored Stunts: Pierce Armor, Rapid Reload, and Skir-
mish.

Gang Mentality: A brigand archer gets a bonus on damage
rolls equal to the number of its allies adjacent to the target
(to a maximum of 2) and a +2 bonus on Willpower (Morale)
tests if the brigands outnumber their enemies.

Weapon Groups: Bows, Brawling, and Light Blades.

Equipment: Crossbow, dagger, and light leather.

Threat: Minor

CPhlaaypitnegrt1h2e- gAdamveerseries 273


CHASIND STALKER worth having. Chasind raiders, known within Ferelden as
“stalkers,” often slip out of the Wilds, traveling in small scav-
Abilities (Focuses) enging parties to search for easy targets amidst the freeholds
0 Communication of the south. The Wilders are famed (and cursed about) for
2 Constitution (Stamina) their stealth and hunting skills, both of which they employ
1 Cunning to track down suitable targets. They favor vicious ambushes
3 Dexterity (Bows, Light Blades, Stealth) using short bows with wickedly hooked arrows. Stalker
1 Magic groups are invariably small, to deflect attention, and likely
3 Perception (Searching, Seeing, Tracking) to be lightly armored in patchwork leather, so as to move
2 Strength (Climbing) with speed.
1 Willpower (Morale)
Dalish Raider
Speed Health Defense Armor Rating
13 20 13 (14 with shield) 3 It is true that the wandering elven folk known as the Dalish
elves will antagonize humans occasionally; however, real
Weapon Attack Roll Damage bloodshed is a rarity far more often talked about by humans
Short Bow +5 1d6+4 than actually encountered. This is due in part to the Dalish
Shortsword +5 1d6+4 deeming it beneath them, but mainly because they are vastly
outnumbered and know it. In Ferelden, where the city elves
Special Features have more freedom than in many other countries and the
people give the Dalish at least some modicum of respect, it
Favored Stunts: Pierce Armor and Skirmish. is rarer still.

Talents: Archery Style (Journeyman), Armor Training With that said, the typical arrogance of the Dalish will at
(Novice), and Scouting (Journeyman). times rub a bann the wrong way or an aravel will be passing
by when an ill happenstance strikes a group of freeholders,
Weapon Groups: Bows, Brawling, and Light Blades. who will lay it at the wanderers’ door. If cooler heads are
kept, the Dalish will simply be asked to move on—but the
Equipment: Light leather, light shield, short bow, and short- Fereldan are a hot-blooded people. Any violence to their folk
sword. will provoke swift retribution from the Dalish, whose arrows
are deadly swift and exceedingly accurate. The Dalish carry
Threat: Minor bows shaped of wood, bone, and leather, that humans cannot
duplicate. They disdain to injure the weak and helpless, but
DALISH RAIDER all others are fair game when the Dalish are moved to seek
Abilities (Focuses) vengeance.

2 Communication (Persuasion) A raiding force of Dalish elves is easily identifiable as such,
0 Constitution as opposed to city elves turned to banditry, by the vallaslin
1 Cunning (Natural Lore) or “blood writing” that they mark themselves with. Vallaslin
3 Dexterity (Bows, Initiative,
Light Blades, Stealth) are tattoos representing the ancient gods that the Dalish still
1 Magic worship and they make a point of inking them on their fore-
2 Perception (Hearing, Tracking) heads so there can be no mistaking their allegiance to the old
1 Strength (Climbing) ways. After the Dalish feel that they have made their “point”
3 Willpower (Self-Discipline) they will move on swiftly.

Speed Health Defense Armor Rating Qunari & Tal-Vashoth
13 16 13 5
The imposing Qunari make the people of Thedas wary, and
Weapon Attack Roll Damage their beliefs make them seem even more foreign than their
Long Bow +5 1d6+5 often-monstrous appearance would alone. The followers of
Shortsword +5 1d6+3 the Qun philosophy quash any deviation from their rigid
caste structure. They feel that the scheming and ambition of
Special Features the other races of Thedas makes them weak, and that they
could become useful if conquered and bound under the Qun.
Favored Stunts: Lightning Attack and Rapid Reload.
Talents: Archery Style (Journeyman), Armor Training Qunari avoid magic because of its corrupting nature. The
(Novice), and Single Weapon Style (Novice). rare few Qunari mages are called saarebas (or “dangerous
thing”), and are treated with extreme restriction by Qunari
Weapon Groups: Bows, Brawling, Light Blades, and Staves. society. It is not unheard of for a Qunari mage’s lips to
Equipment: Light mail, long bow, and shortsword. be sewn shut or bound in restrictive armor. An arvaarad
watches over a saarebas to prevent their perceived evil
Threat: Minor from getting loose, using a control device to restrain the
mage if necessary.

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TAL-VASHOTH MERCENARY Special Features

Abilities (Focuses) Favored Stunts: Knock Prone, Mighty Blow (1 SP), and
–1 Communication Threaten.
3 Constitution (Stamina) Magic Susceptibility: Qunari suffer a –1 penalty on all
0 Cunning ability tests to resist spells and other magical effects.
1 Dexterity Talents: Armor Training (Novice) and Two-Hander Style
–1 Magic (Journeyman).
1 Perception Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades,
3 Strength (Heavy Blades, Intimidation) and Spears.
2 Willpower Equipment: Two-handed spear and light leather armor.

Speed Health Defense Armor Rating Threat: Moderate
8 40 11 3

Weapon Attack Roll Damage
Two-Handed Spear +5 2d6+3

SAAREBAS

Abilities (Focuses)
–1 Communication
0 Constitution (Stamina)
1 Cunning (Qun)
0 Dexterity (Brawling)
4 Magic (Primal)
1 Perception
1 Strength
3 Willpower

Speed Health Defense Armor Rating
10 40 10 2

Weapon Attack Roll Damage
Gauntlet +2 1d3+2

Special Features

Spellpower: 14 (16) Mana: 38

Spells: Lightning, shock.

Favored Stunts: Knock Prone and Mighty Blow.

Knockback Spell: A saarebas can knock back targets as
a special spell stunt for 2 SP. Each target hit by the spell
moves 2 yards away from the saarebas and is knocked
prone (as the Knock Prone stunt).

Flash of Movement: A saarebas can spend 1 MP to run as a
minor action instead of as a major action.

Shackled Will: A Qunari control device attuned to a
saarebas can prevent them from taking any action its
controller doesn’t desire.

Saarebas Armor: The restrictive armor a saarebas must
wear gives it an Armor Rating of 2.

Weapon Groups: Brawling.

Equipment: Gauntlet.

Threat: Moderate

CPhlaaypitnegrt1h2e- gAdamveerseries 275


Though most humans know only the name “Qunari,” Templars
only those who submit to the Qun bear that name. The
Tal-Vashoth reject its teachings and become exiles. Most The Templar Order within the Chantry hunts down apostates
Tal-Vashoth take up roles as mercenaries far from Qunari- that threaten the safety of the people of Thedas. To the people,
controlled lands. Some of these Tal-Vashoth look to the old they may seem like shining heroes. Among the mages and
ways before the proliferation of the Qun. Others simply those who keep their company, that reputation quickly
struggle to survive on their own. becomes tarnished. Templars—even the well-meaning ones—
can be overzealous in their pursuit of mages. They don’t need
The physical abilities of the race are comparable whether or to find any evidence of wrongdoing on the mage’s part; an
not they follow the Qun. apostate is an apostate. Mages who escape the Circle have an
even tougher time. The templars keep phylacteries that allow
KNIGHT-CAPTAIN them to trace the whereabouts of Circle fugitives easily.

Abilities (Focuses) A templar undergoes thorough preparation before earning
3 Communication (Investigation, Leadership, the right to hunt mages. Beyond their extensive weapons
and armor training, recruits ingest lyrium to raise their
Persuasion) resistance against magic. Templars become addicted to
2 Constitution the magical mineral, and going without it sends them into
1 Cunning (Religious Lore) a state of delusion. The Order boasts of their brave and
0 Dexterity (Bows, Initiative) incorruptible forces, but a great many templars abuse their
4 Magic power. They might be sadistic mage-haters or corrupt; in
2 Perception either case, many in the Order put rooting out corruption
5 Strength (Heavy Blades) low on their list of priorities.
3 Willpower (Courage, Faith)
TEMPLAR

Speed Health Defense Armor Rating Abilities (Focuses)
5 50 12 10 0 Communication (Investigation)
2 Constitution
Weapon Attack Roll Damage 0 Cunning (Religious Lore)
Bastard Sword +7 2d6+5 0 Dexterity
+7 1d6+7 3 Magic
Crossbow 0 Perception
3 Strength (Axes, Heavy Blades)
Special Features 2 Willpower (Faith)

Favored Stunts: Disarm, Righteous Fervor (2 SP). Speed Health Defense Armor Rating
6 25 12 8
Righteous Fervor: A knight-captain can fill herself and her
allies with righteous fervor as a special stunt for 2 SP. The Weapon Attack Roll Damage
knight-captain and allies within 6 yards of her gain a +1 Longsword +5 2d6+3
bonus to attack rolls and a +2 bonus to speed on their next Throwing Axe +5 1d6+5
turns.
Special Features
Mage Slayer: When a knight-captain damages a mage or
other creature that has mana points, that target loses 1d6+4 Favored Stunts: Cleansing Strike (2 SP) and Disarm.
MP.
Cleansing Strike: The templar can dispel magic as a special
Cleanse: A knight-captain can cleanse an area of ongoing stunt that costs 2 SP. All ongoing spells affecting the target
magic. This is a major action that causes the knight-captain and spells that target is casting end immediately.
to suffer a –2 penalty to Defense until the beginning of her
next turn. All ongoing spells and spells that are partially Mage Slayer: When the templar damages a mage or other
cast within 6 yards of the knight-captain end immediately. creature that has mana points, that target loses 1d6+3 MP.

Essence of Lyrium: A knight-captain gains a +2 bonus on Essence of Lyrium: The templar gains a +1 bonus on tests to
tests to resist spells and other magical effects. Templars resist spells and other magical effects.
within 6 yards of a knight-captain increase their essence of
lyrium bonus by 1. A creature can benefit from only one Weapon Groups: Axes, Bludgeons, Brawling, Heavy Blades,
essence of lyrium. and Spears.

Weapon Groups: Axes, Bludgeons, Bows, Brawling, Heavy Equipment: Longsword, throwing axe, medium shield, and
Blades, and Spears. light plate.

Equipment: Bastard sword, crossbow, medium shield, and
heavy plate.

Threat: Moderate, Major against Threat: Minor, Moderate against
mages and other mana-users mages and other mana-users

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Beasts of Thedas

Even before the First Blight, Thedas was a dangerous place.
The swiping claws of a great bear can ruin your day just
as effectively as the smashing fists of an ogre. This section
includes game stats for beasts, from work animals like horses
and dogs to more threatening specimens like giant spiders
and great lions.

Black Bear

Large, dangerous, and frequently hungry, bears are a force Bear, Great
to be reckoned with. The bears of Ferelden’s lowlands have
shaggy black fur, the better to survive the harsh winters. The great bear is a rarer, larger, and more powerful type of
They have little to no fear of men and frequently make bear found in the wilds of Thedas. Like their lesser cousins,
their homes along the borders of the forests near human great bears do not seek to attack humans, but also do not take
settlements, where they can more easily poach stores from intruders near their lairs or hunting grounds lightly. They
outlying cabins. Bears are omnivorous and seldom picky are fierce and attack creatures failing to show them proper
eaters, willingly consuming carrion when fresher fare is not deference, or who present any kind of threat.
available.
Bronto
It is neither their great strength, nor their sharply curving
claws that most concern the hunters of Ferelden (though Bronto are beasts of burden that were painstaking “engi-
only a fool reckons either lightly)—it is their attitude. Bears neered” over many centuries by the dwarven scholars known
are unpredictable, belligerent, and regard the bulk of crea-
tures that they meet as potential food sources. They are
canny foes and quick to double back on their own tracks,
taking those who would dare to hunt them unaware. They
are at the top of the natural food chain, and they act like it.

BLACK BEAR GREAT BEAR

Abilities (Focuses) Abilities (Focuses)
0 Communication 0 Communication
6 Constitution (Stamina) 7 Constitution (Stamina)
–1 Cunning 0 Cunning
2 Dexterity (Bite) 2 Dexterity (Bite)
–1 Magic –1 Magic
2 Perception (Smelling, Tasting) 2 Perception (Smelling, Taste)
6 Strength (Claws, Intimidation, Might) 7 Strength (Claws, Intimidation, Might)
2 Willpower 2 Willpower

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
13 60 12 0 13 75 12 0

Weapon Attack Roll Damage Weapon Attack Roll Damage
Bite +4 1d6+6 Bite +4 1d6+7
+8 2d6+6 +9 2d6+7
Claws Claws

Special Features Special Features

Favored Stunts: Knock Prone (1 SP) and Quick Bite. Favored Stunts: Knock Prone (1 SP) and Quick Bite.

Quick Bite: A black bear can follow up a successful attack Quick Bite: A great bear can follow up a successful attack
with its claws with a Quick Bite as a special stunt costing with its claws with a Quick Bite as a special stunt costing
2 SP. This bite attack must be taken against the same target 2 SP. This bite attack must be taken against the same target
as the original attack. Doubles on the bite attack roll don’t as the original attack. Doubles on the bite attack roll do not
generate more stunt points. generate more stunt points.

Threat: Moderate Threat: Moderate

CPhlaaypitnegrt1h2e- gAdamveerseries 277


CAVE BEETLE SWARM

Abilities (Focuses)
–2 Communication
3 Constitution (Stamina)
–1 Cunning
3 Dexterity (Bite)
–1 Magic
2 Perception (Smelling, Touch)
–1 Strength
0 Willpower

Speed Health Defense Armor Rating
12 25 11 0

BRONTO Weapon Attack Roll Damage
Swarm +5 1d6 Penetrating

Abilities (Focuses) Special Features

–1 Communication Favored Stunts: Knock Prone and Pierce Armor (1 SP).
5 Constitution (Stamina)
–1 Swarm Attack: A cave beetle swarm covers an area with
3 Cunning a rough diameter of 3 yards, and can attack all creatures
0 Dexterity inside or adjacent to that area on its turn as a single major
2 action.
5 Magic
2 Perception (Seeing) Swarm Defense: A cave beetle swarm suffers only 1 point of
Strength (Gore, Might) damage from any sort of attack that targets a single point,
Speed save that a Mighty Blow inflicts 2 points of damage and a
12 Willpower Lethal Blow 3 points. Only area attacks, or magical attacks
with a broad effect (like Shock, for example), inflict full
damage on the swarm.

Health Defense Armor Rating Threat: Moderate
40 13 3

Weapon Attack Roll Damage Cave Beetle Swarm
Gore +7 2d6+5

Special Features Scavengers and carrion eaters, the black hard-shelled cave
(or “rock”) beetle is little more than a nuisance on its own.
Favored Stunts: Mighty Blow and Pierce Armor. Dwarves are even known to roast and eat them out of the
Tough Hide: The bony skin of a bronto gives the creature shells. However, an entire swarm of cave beetles, such as a
an AR of 3. stirred-up nest, is capable of stripping an animal to the bone
in minutes. Such a swarm is relentless and capable of moving
Threat: Minor quickly along a tunnel floor, wall, or even ceiling in pursuit
of prey.
as the Shapers of Memory, by selectively exposing now lost
breeding stock to raw lyrium. The bronto were originally Dog/Mabari War Dog
intended only to haul ore and serve as food sources when
necessary; however, other lines have since been bred to serve Many breeds of guard and hunting dogs can be found in
as sure-footed dwarven mounts. They are strong and hardy Thedas. The general set of statistics presented here can
creatures requiring little sustenance. Indeed, dwarves from represent most of these.
Orzammar often refer to bronto as “rock-lickers” due to their
ability to derive scant amounts of edible organic material But of all the dog breeds that the Fereldan have produced,
from stone. none are so highly regarded or so widely famed as the
Mabari. Justly renowned, the Mabari are intelligent war
Bronto are four-legged beasts with thick folds of tough skin, hounds fully capable of understanding speech and inter-
speckled with bony extrusions. They are fairly placid animals, preting complex commands. The bulk of Mabari will bond
except when provoked. Unfortunately, while domesticated with a single warrior, whom they will fight beside and
bronto tend to have an affable temperament, it is often diffi- follow until death takes them, for there are many stories of
cult to determine what might set off a wild bronto—and a Mabari avenging a fallen master before lying down beside
charging angry bronto is a foe to be reckoned with. their corpse to join them.

278 ChapterPL12ay-inAgdvtheresGeraimees


DOG Abilities (Focuses)
Communication
–2
1 Constitution (Running)
–3 Cunning
2
–1 Dexterity (Bite)
2 Magic
1
0 Perception (Smelling, Tracking)
Strength (Jumping)
Speed Willpower
16
Health Defense Armor Rating
Weapon 15 12 0
Bite
Attack Roll Damage
+4 1d6+1

Special Features
Favored Stunts: Knock Prone and Skirmish.

Threat: Minor

MABARI WAR DOG FALCON
Abilities (Focuses)
Abilities (Focuses)
0 Communication –2 Communication
2 Constitution (Running) –1 Constitution
–1 Cunning –3 Cunning
3 Dexterity (Bite) 3 Dexterity (Acrobatics)
–1 Magic –1 Magic
2 Perception (Smelling, Tracking) 3 Perception (Searching, Seeing)
2 Strength (Jumping) –2 Strength
1 Willpower (Morale) 1 Willpower

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
16 25 13 0 4 (Flying 20) 10 13 0

Weapon Attack Roll Damage Weapon Attack Roll Damage
Bite +5 1d6+4 Bite +3 1d6-2

Special Features Special Features

Favored Stunts: Knock Prone and Mighty Blow. Favored Stunts: Pierce Armor, Skirmish.

Threat: Minor Threat: Minor

Mabari are huge mastiffs with a touch of wolf blood that stand Falcon
as tall as a dwarf and just as wide. Their masters (or “part-
ners” as many of those paired with Mabari prefer) will often Falcons can be found in many parts of Thedas. The Avvar are
choose a distinct style of war paint to mark them with so that known for their skill at training them for hunting. Noblemen
they can better pick them out from other Mabari at a distance in other parts of Thedas have also adopted the practice,
in the midst of a combat. Correspondingly, many Fereldan though they view it as a sport.
that frequently fight alongside Mabari will scent themselves
with distinctively pungent body paint called “kaddis” which You can use this stat block for falcons and similar types of
allows the dogs to easily mark them as allies. raptors.

CPhlaaypitnegrt1h2e- gAdamveerseries 279


HALLA DRAFT HORSE NON-COMBATANT

Abilities (Focuses) Abilities (Focuses)
–1 Communication
3 Constitution (Running, Stamina) Communication –3, Constitution 6 (Stamina),
0 Cunning Cunning –3, Dexterity –2, Magic –2, Perception 1,
3 Dexterity
2 Magic Strength 5 (Might), Willpower 1
3 Perception (Hearing, Smelling)
4 Strength (Jumping) Speed Health Defense Armor Rating
2 Willpower 8 50 8 0

Weapon Attack Roll Damage
Kick +0 1d6+5

Favored Stunts: Knock Prone.

Speed Health Defense Armor Rating MULE NON-COMBATANT
18 35 13 0

Weapon Attack Roll Damage Abilities (Focuses)
Gore +4 1d6+4
Kick +4 1d6+4 Communication –3, Constitution 5 (Stamina),
Cunning –3, Dexterity –2, Magic –2, Perception 1,

Strength (Might) 4, Willpower 2

Special Features Speed Health Defense Armor Rating
10 40 8 0
Favored Stunts: Knock Prone and Trample (4 SP).
Weapon Attack Roll Damage
Trample: Halla can perform a special Trample stunt for 4 Kick +0 1d6+4
SP after a successful attack. The target is knocked prone
and struck by the halla’s hooves for an additional 1d6+4 Favored Stunts: Knock Prone.
damage.

Threat: Minor RIDING HORSE

NON-COMBATANT

Abilities (Focuses)

Communication –3, Constitution 4 (Stamina),
Cunning –3, Dexterity 0, Magic –2, Perception 1 (Hearing,

Seeing), Strength 4, Willpower 1

Speed Health Defense Armor Rating
18 40 10 0

Weapon Attack Roll Damage
Kick +0 1d6+4

Favored Stunts: Skirmish.

Halla

The Dalish elves revere the halla, or white stags, ridden by
elven knights in days long past. Now the noble creatures
mainly draw Dalish aravels in the elves’ wanderings. In
spite of this, the elves still consider halla proud and noble
creatures. Halla horn is a prized material for elven carvings,
and jealously guarded from outsiders.

Since the Exalted March’s end in 2:20 Glory, belligerent halla
have been unknown in Thedas. Though they might fight for
a Dalish tribe that found itself under attack, aggressive halla
have faded from the world.

Horses

Several basic types of equine creatures populate the varied
nations and enclaves of Thedas.

280 ChapterPL12ay-inAgdvtheresGeraimees


GREAT LION GIANT SPIDER

Abilities (Focuses) Abilities (Focuses)
0 Communication –1 Communication
6 Constitution (Stamina) 3 Constitution
1 Cunning –2 Cunning
4 Dexterity (Bite, Stealth) 4 Dexterity (Bite, Stealth)
–1 Magic 0 Magic
2 Perception (Smelling, Taste) 3 Perception (Touching)
5 Strength (Claws, Might) 3 Strength (Intimidation, Jumping)
2 Willpower 1 Willpower

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
15 65 14 0 14 35 14 5

Weapon Attack Roll Damage Weapon Attack Roll Damage
Bite +6 1d6+5 Bite +6 2d6+3
+7 2d6+5
Claws Special Features

Special Qualities Exoskeleton: The tough exoskeleton of a giant spider gives
the creature an AR of 5.
Favored Stunts: Skirmish (1 SP), Knock Prone (2 SP), and
Quick Bite (2 SP) Favored Stunts: Knock Prone and Poison Bite.

Quick Bite: A great lion can follow up a successful attack Poison Bite Stunt: A giant spider can inject poison as a
with its claws with a Quick Bite as a special stunt costing special stunt costing 2 SP. The poison debilitates the victim,
2 SP. This bite attack must be made against the same target who suffers a –2 penalty to Dexterity until the end of the
as the original attack. Doubles on the bite attack roll do not encounter or until they receive a heal spell.
generate more stunt points.
Wall Crawler: A giant spider can walk up walls and even
Threat: Moderate on ceilings.

• Draft Horse: Draft Horses can pull or carry a heavy Web: As a major action, a giant spider can shoot a web at
load but are ponderous creatures. a visible enemy within 12 yards. The target must make a
successful TN 11 Dexterity (Acrobatics) test or become
• Mule: Mules are favored pack animals in rough country immobilized. The target or an ally can free the victim
like hills and mountain trails. by taking a major action and making a successful TN 13
Strength (Might) test. This is the only action the immobi-
• Riding Horse: Riding horses can get you from place to lized character can take until freed.
place but they are not trained for war.
Threat: Minor
These animals are commonly available for purchase in most
settles of substantial size. Prices for these animals can be
found in Chapter 4: Weapons, Armor, & Gear.

Lion, Great

Great lions are rare types of great cats found in the wilds
of Thedas. Both larger and more ferocious than more
common cousins—like regular mountain lions—great
lions are masterful hunters with enormous appe-
tites. They may stalk prey for great distances,
waiting for the right time to strike, whether
alone or as part of a pack. Combine the Knock
Prone and Skirmish stunts to depict a great
lion’s attempts to drag a target into the under-
brush to finish it off.

Spider, Giant

Once found only in the depths of the dwarven Deep Roads,
these huge arthropods were originally raised by the dwarves

CPhlaaypitnegrt1h2e- gAdamveerseries 281


to prey on the numerous species of large bats that plagued Darkspawn
their caverns. The dwarves called them “deep crawlers” and
for many centuries their numbers were carefully controlled. With the First Blight came the darkspawn and they have been
When the dwarves were forced to retreat by the steady a plague on the world ever since. The Chantry teaches that the
advances of the darkspawn, though, the deep crawlers’ darkspawn cannot be utterly vanquished until sin has been
numbers soon ran out of control as they acquired a new food banished from the world, for they are man’s hubris made flesh.
source: genlocks. They are now found throughout the Deep Regardless of where they first came from, the legions of the
Roads and their numbers are so vast that they’ve spilled into darkspawn now make war upon all other races, emerging
many forests on the surface. from the dwarven Deep Roads in vast numbers with each
Blight. Darkspawn are cold, heartless creatures, regarding all
These giant spiders use sticky silken webs, which they are species not their own as little more than fodder. Their behavior
clever enough to attempt to camouflage, in order to trap prey suggests they even look upon their fellow darkspawn with
unaware. They are also quite adept at spitting their webs to disfavor. When darkspawn travel together in force, they are
capture a target, a racial skill acquired from many generations often observed grouped together with their own kind (genlocks
of hunting bats in the caves beneath Thedas. with genlocks, hurlocks with hurlocks, and so forth). Fortu-
nately for the other sentients of Thedas, darkspawn despise the
Rat, Giant sun and their vision is impaired in daylight.

While common rats can be found in just about any civilized Basic Darkspawn
area of Thedas—and can be dangerous in their own right in
the correct circumstances—the giant variety are a whole other This section covers the most basic varieties of darkspawn, the
level of threat. most numerous of their foul breed, and the most likely to be
commonly encountered.
Giant rats are most commonly found in the Deep Roads, but
they breed quickly enough that they inevitably spill into the Broodmother
surface world. They are scavengers par excellence, seeking
food wherever it may be found—and their definition of just While most people prefer to avoid thinking about the dark-
what constitutes food can be pretty varied. An individual spawn, the question of how they multiply has been a matter
giant rat is not much of a threat, but they hunt in packs and of grotesque speculation among the less squeamish. The idea
can be fearsome opponents in large numbers. that they were natural creatures seemed impossible, given their
lack of usual biology, and their wanton destructiveness. Some
RAT, GIANT theorized that the darkspawn somehow converted the people
that they dragged off into more of their legions, but this could
Abilities (Focuses) not explain their massive numbers. The darkspawn being
–3 Communication simply born from the taint seemed, for a time, the only expla-
2 Constitution nation that actually fit. Then, however, the terrible truth was
–2 Cunning discovered—the broodmothers.
2 Dexterity (Bite, Stealth)
0 Magic A broodmother is a form of ghoul that has been twisted to
2 Perception (Smelling) perpetuate the darkspawn. They are captured and taken by
1 Strength the darkspawn beneath the earth, where they are forced to
1 Willpower absorb an immense amount of the taint. They are forced to
eat the flesh of darkspawn, or even of other people (including
Speed Health Defense Armor Rating friends and family members) who have been corrupted by
14 12 12 0 the taint. The increasing taint causes cannibalistic urges and
sickens them, twisting their thoughts until they have no will
Weapon Attack Roll Damage of their own. However, unlike most ghouls, they do not die
Bite +4 1d6+1 from the taint. Instead, their bodies are twisted into massive,
grotesque forms capable of birthing thousands of darkspawn
Special Features over the course of their lives. Each type of darkspawn comes
from a broodmother that was originally a different race:
Favored Stunts: Knock Prone and Mighty Blow. Genlocks are born of broodmothers that were once dwarves,
hurlocks from human broodmothers, shrieks from elves, and
Swarm Tactics: A giant rat can perform Swarm Tactics as a ogres are born of Qunari broodmothers.
special stunt costing 3 SP. This stunt allows any other giant
rat adjacent to the target to make an immediate attack. Massive and all but immobile, broodmothers are still
Rolling doubles on these bonus attacks does not generate extremely dangerous. They are generally found in chambers
stunt points. Giant rats that haven’t taken their turns yet deep within the earth, in the Deep Roads. From these cham-
this round can still take their actions as normal even after bers, they give birth to litters of two or three dozen dark-
benefiting from Swarm Tactics. spawn at a time. The darkspawn guard the broodmothers

Threat: Minor

282 ChapterPL12ay-inAgdvtheresGeraimees


BROODMOTHER DARKSPAWN
Abilities (Focuses)
Special Features
0 Communication
8 Constitution (Stamina) Thicket of Tentacles: A broodmother can have a half-
0 dozen or more tentacles that move through the walls
–2 Cunning and floor of her chamber, bursting out from anywhere.
1 Dexterity (Brawling) Because of this, she can make two melee attacks with a
2 single action, and her melee attacks can reach targets up
6 Magic to 4 yards away. She uses Strength (Might) to make these
2 Perception (Detect Darkspawn) attacks.
Strength (Intimidation, Might)
Speed Crush: For 3 SP, a broodmother can perform a crush stunt
1 Willpower (Morale) after a successful tentacle attack. She grabs the target and
inflicts 1d6+6 penetrating damage. She can maintain the
Health Defense Armor Rating crush and inflict this damage as a major action each round,
100 8 6 maintain the grab without causing damage as a minor
action, or release the grab for free at the start of her turn.
Weapon Attack Roll Damage On the target’s turn, it can escape by using a major action
Tentacle +8 1d6+6 to make a Strength (Might) or Dexterity (Acrobatics)
Caustic Spit +2 1d6+4 Penetrating test, opposed by the broodmother’s Strength (Might).
An ally adjacent to the target can also make a special 2 SP
Special Features stunt to break the grab.

Favored Stunts: Crush (3 SP), Knock Prone, and Mighty Caustic Spray: As a major action, the broodmother can let
Blow. out a spray of caustic venom, 4 yards long and 6 yards
wide. Anyone caught within the spray suffers 1d6+4
Immobile: Due to her massive size, and the way she is penetrating damage, or 1d6–2 penetrating damage if they
anchored into the earth by her tentacles, a broodmother is make a successful TN 12 Dexterity (Acrobatics) test. A
immune to the combat stunts Skirmish and Knock Prone. target grabbed by the broodmother cannot make this test.
She cannot move itself using the Skirmish stunt, though she
can use the stunt to move her opponents. A broodmother Hideous Scream: As a 4 SP special stunt, a broodmother
cannot use the run action. can let out a terrible scream that leaves her opponents
cowering and covering their ears. Everyone within 15
Corrupted Body: A broodmother’s thick, mutated flesh yards of the broodmother must make a TN 13 Willpower
gives her an armor rating of 6. (Courage) test. Anyone who fails cannot take a major
action on their next turn. This scream will also alert dark-
Caustic Spit: A broodmother can spit caustic venom at her spawn in hearing distance that the broodmother is in
enemies as a ranged attack. This attack has a short range of danger.
12 yards and a long range of 24 yards. The attack is based
on her Perception. Threat: Dire

CPhlaaypitnegrt1h2e- gAdamveerseries 283


GENLOCK DARKSPAWN

Abilities (Focuses)
0 Communication
2 Constitution (Running)
1 Cunning (Military Lore)
1 Dexterity (Brawling)
2 Magic
2 Perception (Smelling)
3 Strength (Axes, Intimidation)
2 Willpower

Speed Health Defense Armor Rating
7 22 11 (13 with Shield) 5

Weapon Attack Roll Damage
Battle Axe +5 2d6+3
Throwing Axe +5 1d6+5

GENLOCK ALPHA DARKSPAWN Special Features

Abilities (Focuses) Favored Stunts: Knock Prone and Mighty Blow.
0 Communication (Leadership)
3 Constitution (Running) Magic Resistance: A genlock gets a +2 bonus on ability
1 Cunning (Military Lore) tests to resist the effects of spells and other magical attacks.
2 Dexterity (Brawling)
2 Magic Talents: Armor Training (Journeyman) and Weapon and
2 Perception (Seeing, Smelling) Shield Style (Novice).
4 Strength (Axes, Intimidation)
2 Willpower Weapon Groups: Axes, Brawling, and Bludgeons.

Equipment: Battle axe, light mail, medium shield, and
throwing axe.

Threat: Minor

Speed Health Defense Armor Rating carefully, and it is certain that any encounter with a brood-
6 55 11 (13 with Shield) 7 mother will also involve large numbers of darkspawn. The
broodmothers themselves are extremely strong, and have
Weapon Attack Roll Damage massive tentacles with which they can attack enemies within
Battle Axe +6 2d6+4 their birthing chambers. While destroying a broodmother can
Throwing Axe +6 1d6+6 certainly slow the hordes of the darkspawn (and is certainly a
kindness to the poor, corrupted broodmother herself), anyone
Special Features who sets out to do so had best be well prepared.

Favored Stunts: Cripple (3 SP) and Dual Strike. Genlock

Cripple: A genlock alpha can make a crippling attack as a special Most numerous of the darkspawn by far, genlocks are tough
stunt for 3 SP. The target suffers a –2 penalty to attack tests and and stocky fighters with a penchant for wickedly hooked axes.
damage, and moves at half speed. The penalty to attack tests Unlike the majority of their brethren, they are swift to take up
and damage expires after three rounds, but the movement the more complicated weapons of their enemies, employing
penalty persists until the target is able to take a breather. siege engines in battle and using clever traps to defend any
terrain they control. Ferelden’s Circle of Magi believes that
Magic Resistance: A genlock alpha gains a +2 bonus on their propensity to mine the Deep Roads for lyrium has given
tests to resist the effects of spells and other magical attacks. genlocks a resistance to magic, for they’ve been known to
shrug off spells in battle with little effect. Genlocks tend to be
Tactical Skirmish: A genlock alpha can move another dark- slightly shorter than dwarves, with pale white or yellowish
spawn under its command 2 yards using a Skirmish stunt (in skin. They are invariably bald, with deep-set eyes and sunken
addition to being able to move itself or its target as normal). cheeks. Their voices are low and harsh, punctuated by occa-
sional grunts.
Talents: Armor Training (Journeyman) and Weapon and
Shield Style (Journeyman). Genlock alphas are the strongest, quickest, and most cunning
of their kind, bullying their way into the leadership of
Weapon Groups: Axes, Brawling, and Bludgeons bands of lesser genlocks. They tend to be taller and more
Equipment: Battle axe, heavy mail, medium shield, and
throwing axe.

Threat: Moderate

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GENLOCK EMISSARY DARKSPAWN HURLOCK DARKSPAWN

Abilities (Focuses) Abilities (Focuses)
1 Communication 0 Communication
2 Constitution (Running) 3 Constitution (Stamina)
1 Cunning (Military Lore) 1 Cunning
1 Dexterity (Brawling) 2 Dexterity (Brawling)
4 Magic (Entropy) 1 Magic
2 Perception (Smelling) 2 Perception (Smelling)
3 Strength (Heavy Blades, Intimidation, Staves) 4 Strength (Heavy Blades, Intimidation)
2 Willpower 3 Willpower (Courage, Morale)

Speed Health Defense Armor Rating Speed Health Defense Armor Rating
6 50 11 4 10 30 12 5

Weapon Attack Roll Damage Weapon Attack Roll Damage
Longsword +5 2d6+3 Short Bow +2 1d6+5
Quarterstaff +5 1d6+4 Two-handed Sword +6 3d6+4

Special Features Special Features

Spellpower: 14 (16 for Entropy) Mana: 60 Berserk Strike: A hurlock can perform the Dual Strike
stunt for 3 SP instead of the usual 4 when wielding a melee
Favored Stunts: Knock Prone and Mighty Blow. weapon.

Magic Resistance: A genlock gains a +2 bonus on ability Favored Stunts: Dual Strike and Mighty Blow.
tests to resist the effects of spells and other magical attacks.
Talents: Armor Training (Jour-
Spells: Affliction hex, blood sacrifice, drain life, heal, lightning, neyman), Two Hander Style
vulnerability hex, and weakness. (Novice), and Weapon and
Shield Style (Novice).
Tactical Skirmish: A genlock emissary can move another
darkspawn under its command 2 yards using a Skirmish stunt Weapon Groups: Bows,
(in addition to being able to move itself or its target as normal). Brawling, and Heavy
Blades.
Talents: Armor Training (Journeyman), Blood Magic (Jour-
neyman), and Entropy Magic (Journeyman). Equipment: Light
mail, short bow, and
Weapon Groups: Brawling, Heavy Blades, and Staves. two-handed sword.

Equipment: Longsword, quarterstaff, and heavy leather armor.

Threat: Moderate Threat: Minor

heavily muscled than their brethren, and have a more
commanding presence, although their demeanor is
more swagger and bluster than cool leadership.

Particularly cunning genlock alphas cultivate skill
as sorcerers, mainly in entropy magic. However,
emissaries generally only appear during a Blight,
acting to rally darkspawn and carry out the more
sensitive or intricate plans of the rising Archdemon.

It’s not clear how genlock emissaries—said to arise from dwarf
broodmothers—are able to cast spells so effectively given their
natural magic resistance, and how they are able to cast spells so
effectively even though most are usually seen armored. Some
Grey Warden scholars theorize that the emissaries’ magic is
similar enough to blood magic that the emissaries can ignore
the magic-damping effects of armor by simply pillaging their
minions’ life force to fuel their spellcasting.

Hurlock

The shock vanguard of the darkspawn, hurlocks are burly
soldiers far stronger than the average human. They are deadly

CPhlaaypitnegrt1h2e- gAdamveerseries 285


fighters who wield massive two-handed blades in battle, and deviousness. They are often deployed as an Archdemon’s
scar or tattoo themselves regularly to denote their kills. They enforcers, to ensure that the Archdemon’s generals and
typically have to wear patchwork armor, as few full sets that other minions do not become fractious or distracted. As
can fit one of them exist. Their skin tone ranges from pale with genlock emissaries, hurlock emissaries are thought to
white to dark brown. If they are not bald, which is common, practice a magic akin to blood magic, channeling energy
then their hair is always black. from their minions into their spells so they can gain the
protective benefits of armor that would normally hamper
Champions of the darkspawn, hurlock alphas are fearsome their spellcasting efforts.
warriors who lead marauding war bands—if not entire
armies—of lesser hurlocks and genlocks. Ogre

A particularly cunning hurlock alpha, rather than becoming These massive darkspawn tower twice the height of a human,
a fearsome warrior, may learn the arcane arts, becoming an their bestial, primitive faces crowned with heavy, curving horns.
emissary. Hurlock emissaries are among the most feared The darkspawn born of Qunari broodmothers, ogres are dim
darkspawn, not only for their magical powers or their and savage creatures, prone to dealing with any obstacle—
command over others of their kind, but also for their sinister including their own allies—by crushing or smashing it.

Ogres are a rare sight in most of Thedas, appearing during a
Blight as shock troops in darkspawn armies.

Some ogres are believed to lair in the Deep Roads and high
mountain peaks, as well as the depths of isolated forests.

HURLOCK ALPHA DARKSPAWN
Abilities (Focuses)

2 Communication (Leadership)
4 Constitution (Stamina)
2 Cunning
3
1 Dexterity (Bows, Brawling)
2 Magic
5
3 Perception (Smelling)
Strength (Heavy Blades, Intimidation, Might)
Speed
8 Willpower (Courage, Morale)

Health Defense Armor Rating
70 12 (15 with shield) 8

Weapon Attack Roll Damage
Short Bow +5 1d6+3
Two-handed Sword +7 3d6+5
Longsword +7 2d6+5

Special Features

Favored Stunts: Dual Strike, Mighty Blow (1 SP), and Rally
(3+ SP).

Rally: A hurlock alpha can perform a special rally stunt
for 3 SP (or more), inspiring its minions such that all
darkspawn within 10 yards who can see the alpha regain
lost Health equal to the alpha’s Communication plus the
number of SP spent.

Talents: Armor Training (Journeyman), Two-Hander Style
(Journeyman), and Weapon and Shield Style (Journeyman

Weapon Groups: Bows, Brawling, and Heavy Blades.

Equipment: Light plate, short bow, and two-handed sword
(or light plate, short bow, longsword, and heavy shield)

Threat: Moderate alone, Major with allies

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OGRE DARKSPAWN

Abilities (Focuses) Special Features
0 Communication
8 Constitution (Stamina) Favored Stunts: Crush (3 SP), Lethal Blow (3 SP), and
–1 Cunning Stomp (2 SP).
1 Dexterity (Throw)
1 Magic Regeneration: An ogre can take a breather as a minor
2 Perception (Smelling) action, regaining 5 + Constitution (typically 13) Health.
9 Strength (Intimidation, Might)
3 Willpower (Courage, Morale) Crush: For 3 SP, an ogre can perform a special Crush stunt
after an Smash attack. It grabs the target and begins to
Speed Health Defense Armor Rating squeeze, inflicting 1d6+9 penetrating damage. The ogre
12 80 11 7 can maintain the crush as a major action and inflict this
damage each round, or hurl away a grabbed target as a
Weapon Attack Roll Damage minor action, inflicting 1d6+9 penetrating damage, but
Club +9 3d6+9 (obviously) letting go of the victim. To escape on their
Smash +11 2d6+9 own, a victim must use a major action to make an opposed
+3 3d6+9 Strength (Might) or Dexterity (Acrobatics) test vs. the
Thrown Rock ogre’s Strength (Might). An adjacent ally can also perform
a special 2 SP stunt to automatically free the victim.
HURLOCK EMISSARY DARKSPAWN
Smash: The Ogre’s strength is so overwhelming they can
Abilities (Focuses) use Strength (Might) instead of Dexterity (Brawling) for
2 Communication (Leadership) unarmed attacks.
3 Constitution (Stamina)
4 Cunning Stomp: As a major action, an ogre can stomp the ground with
2 Dexterity (Brawling) great force and knock all targets within 6 yards to the ground.
4 Magic (Entropy)
2 Perception (Smelling) Tough Hide: Their hardened, calloused hides give ogres an
3 Strength (Heavy Blades, Intimidation) Armor Rating of 7.
3 Willpower (Courage, Morale)
Equipment: Massive club.

Threat: Major

Speed Health Defense Armor Rating
8 66 12 4

Weapon Attack Roll Damage
Arcane Lance +4 1d6+4
+5 2d6+3
Longsword

Special Features

Spellpower: 14 (16 for Entropy) Mana: 92

Spells: Affliction hex, drain life, heal, horror, lightning, weak-
ness, and wrack.

Favored Stunts: Dual Strike and Mighty Blow.

Powers: Arcane Lance (as the level 1 mage power except no
staff is required).

Talents: Armor Training (Journeyman), Blood Magic (Jour-
neyman), and Entropy Magic (Journeyman).

Weapon Groups: Brawling, Heavy Blades, and Staves.

Equipment: Longsword and heavy leather armor.

Threat: Major

CPhlaaypitnegrt1h2e- gAdamveerseries 287


SHRIEK DARKSPAWN

Abilities (Focuses)
0 Communication
1 Constitution (Running)
2 Cunning
5 Dexterity (Initiative, Light Blades, Stealth)
2 Magic
3 Perception (Hearing, Tracking)
2 Strength
1 Willpower

Speed Health Defense Armor Rating
16 35 15 3

Weapon Attack Roll Damage
Arm Blade +7 1d6+4

Special Features

Shriek Favored Stunts: Lightning Attack (2 SP) and Poison (2+ SP).

These gaunt and animalistic darkspawn are sometimes Frenzy: Shrieks can perform the Lightning Attack stunt for
known as sharlocks, but most call them “shrieks” due to their just 2 SP.
loud, wailing cries. Darkspawn assassins born from elven
broodmothers, shrieks prefer to approach their victims under Poison: As a special stunt for 2 or more SP, a shriek can poison
the cover of darkness using their echoing wails to unnerve the target of a blade attack that deals at least 1 damage point.
and terrorize their prey before they strike. They are swift and When poisoned, a victim must make a TN 13 Constitution
deadly, capable of using the jagged blades mounted on their (Stamina) test at the beginning of each of their turns or suffer
arms to slice foes to ribbons. Shrieks are known to use poison 1d6+2 penetrating damage that turn. This lasts for a number
distilled from their own tainted blood on their blades. of rounds equal to the number of stunt points spent.

Tainted Darkspawn Shriek: A shriek’s namesake screaming and moaning
requires a minor action, and forces anyone who hears it
The majority of darkspawn carry within them a manifesta- to make a TN 11 Willpower (Courage) test or suffer a –1
tion of the Blight, a sickness that is frequently fatal to all other penalty to attack tests and Defense until the end of the
beings. Those unfortunate enough to succumb to this “taint” encounter. These effects are not cumulative.
soon collapse into agony and madness. In Ferelden, the term
“ghoul” refers to a creature that was infected by the dark- Tough Hide: Shrieks have an Armor Rating of 3.
spawn, but somehow managed to survive. Animals invari-
ably turn into voracious predators, unnaturally slaughtering Weapon Groups: Light Blades.
all in their path. More intelligent victims eventually seek
out darkspawn to join their ranks, usually as slaves, though Threat: Moderate
warriors of exceptional prowess may become foot soldiers
instead. They are wretched beings whose eyes swim with Bereskarn
madness over what they
Bereskarn are tainted bears, similar in their nature to blight
wolves and other ghouls. They look like massive bears with
bony spikes that protrude from their fur and glisten with
blood. The blood that constantly seeps from these wounds
wets and mats their fur, giving them a terrifying, repulsive
appearance and a nauseating smell. Bereskarn are slothful
creatures when left alone, but fierce and unyielding when
they attack. They are often enraged and prodded into battle
by other darkspawn.

Blight Wolf

Scholars believe that animals cannot truly hate themselves,
but if there was any beast that could, surely it would be
blight wolves. These tainted animals will have almost invari-
ably slaughtered their original pack, the focus of a wolf’s
life, before being forced to join with other equally miser-

288 ChapterPL12ay-inAgdvtheresGeraimees


BERESKARN TAINTED DARKSPAWN BLIGHT WOLF TAINTED DARKSPAWN

Abilities (Focuses) Abilities (Focuses)
–2 Communication
7 Constitution (Stamina) 0 Communication
–2 Cunning 3 Constitution (Running)
3 Dexterity (Bite) –2 Cunning
–1 Magic 2 Dexterity (Bite, Stealth)
3 Perception (Smelling, Tracking) 0 Magic
7 Strength (Claws, Intimidation, Might) 3 Perception (Hearing, Smelling)
2 Willpower (Courage) 2 Strength (Jumping)
1 Willpower
Speed Health Defense Armor Rating
13 70 13 4 Speed Health Defense Armor Rating
14 25 12 3
Weapon Attack Roll Damage
Bite +5 1d6+7 Weapon Attack Roll Damage
+9 2d6+7 Bite +4 1d6+4
Claws

Special Features Special Features

Favored Stunts: Knock Prone (1SP), Quick Bite, and Thun- Favored Stunts: Knock Prone and Lightning Attack.
derous Bellow.
Tough Hide: The bony spines of a blight wolf give the crea-
Quick Bite: A bereskarn can perform a special quick bite stunt ture an AR of 3.
for 2 SP following a successful attack. The creature makes an
additional bite attack against the same target. Doubles on the Threat: Minor
second bite attack do not generate stunt points.
GHOUL TAINTED DARKSPAWN
Thunderous Bellow: A bereskarn can perform a special
thunderous bellow stunt for 3 SP. All who hear this mighty Abilities (Focuses)
roar must make a TN 10 Willpower (Courage or Self- 0 Communication
Discipline) test or find themselves unable to attack the 2 Constitution (Stamina)
bereskarn until after the end of the next round, though they –1 Cunning
can defend themselves as normal in the meantime. 2 Dexterity
1 Magic
Tough Hide: The bony spines of a bereskarn give the crea- 2 Perception
ture an Armor Rating of 4. 2 Strength (Bludgeons, Intimidation)
1 Willpower (Morale)
Threat: Major

able blight wolves at the behest of their darkspawn masters. Speed Health Defense Armor Rating
The darkspawn use them for hunting, a task at which they 10 20 12 3
excel. A lone blight wolf is a slavering horror that will attack
anything of living flesh that it can smell and their senses are Weapon Attack Roll Damage
keen. Fist +2 1d6+2
Maul +4 1d6+5
Ghoul

All ghouls were invariably tough once in either mind or Special Features
body, or they would not have survived the Taint; however,
their former selves are usually all but spent on the struggle to Crazed: Ghouls have little sense of self-preservation. If a
live through the blight’s ravages. Ghouls are drawn to their ghoul or group of ghouls fails a Willpower (Morale) test,
darkspawn makers and serve them until death, which usually the dice can be re-rolled. The result of the second roll is
comes within a few months of their transformation. Many final.
ghouls are simply insane, and they claw at their enemies with
broken fingernails, like animals. Others retain some of their Favored Stunts: Disarm and Knock Prone.
intelligence and they use weapons and sometimes even craft
them for their darkspawn masters. have become. Many are Talents: Unarmed Style (Journeyman).
physically changed by the taint, slowly growing bony spines
Weapon Groups: Bludgeons and Brawling.
or other signs of their twisted state.
Equipment: Light leather, maul.

Threat: Minor

CPhlaaypitnegrt1h2e- gAdamveerseries 289


Unique Darkspawn

While every darkspawn is unique to some degree, there
are some that defy categorization. They are detailed in this
section.

The Architect

The darkspawn known as the Architect is a truly unique
being: a darkspawn born with his own will, able to think
independently of the group-mind caused by the darkspawn
taint. Immune to the call of the Old Gods, the Architect is
driven, intelligent, and ruthless in pursuit of his goals.
Being singular among the darkspawn has left the Architect
lonely, always on the outside from his own race. However,
he still carries the taint, and understands that the races of

THE ARCHITECT UNIQUE DARKSPAWN

Abilities (Focuses)
4 Communication (Persuasion, Leadership)
3 Constitution (Stamina)
5 Cunning (Arcane Lore, Research)
2 Dexterity (Brawling)
6 Magic (Entropy, Primal)
2 Perception (Detect Darkspawn, Smelling)
5 Strength (Intimidation)
2 Willpower (Courage, Self-Discipline)

Speed Health Defense Armor Rating
10 (Fly 8) 80 12 7

Weapon Attack Roll Damage
Claws +4 1d6+4
Arcane Lance +4 1d6+4

Special Features

Spellpower: 16 (18) Mana: 105

Spells: Affliction hex, arcane shield, death syphon, drain life,
fireball, flame blast, glyph of neutralization, inferno, misdirection
hex, paralyze, vulnerability hex, and weakness.

Favored Stunts: Mighty Spell (1 SP), Imposing Spell,
Arcane Armor, and Lethal Spell.

Darkspawn Resistance: The Architect’s tough, Taint-
infused body has a natural Armor Rating of 4 which stacks
with whatever armor he may be wearing.

Vicious Caster: The Architect can use the Mighty Spell
stunt for 1 SP (instead of 2) and Lethal Spell for 4 SP (instead
of 5) when casting Entropy and fire-based Primal spells.

Arcane Lance: As the level 1 mage power, but no staff is
required.

Talents: Entropy Magic (Journeyman) and Primal Magic
(Journeyman).

Equipment: Light Leather Armor.

Threat: Legendary

290 ChapterPL12ay-inAgdvtheresGeraimees


Thedas could never accept him. His goal is create a peace Joining ritual with an Archdemon, cutting the Calling off at
between darkspawn and the other races, and he believes the its source, directly led to the Fifth Blight. While the Architect
Grey Wardens are the key. The Grey Wardens represent a considers this regrettable, he is not deterred. He will find a way
bridge between the darkspawn and the other races. They are to free the darkspawn from the influence of the Old Gods, even
humans, elves, and dwarves, but they can use the taint to if he has to kill the entire continent to do it.
find the darkspawn. They bear the taint, but are able to resist
its call, retaining their free will. If all Thedas could be made The Mother
like the Grey Wardens, then perhaps the darkspawn and the
other races would not have to war. This is the Architect’s It is unknown who The Mother was when she was still
ambitious and terrible dream. human. Taken by the darkspawn, she was forced to eat their
tainted flesh, accelerating the taint within her. She watched
The Architect has many schemes in play. He attempts to spread as her family was destroyed, and she was forced to devour
the taint in human cities, hoping that those who survive will the bodies of those she knew. She became a broodmother,
be able to work with the darkspawn. He has created his own bound to the taint that drove all of the darkspawn, with no
version of the Joining ritual, giving darkspawn drinks of Grey will of her own. And she would have remained so, if not for
Warden blood. He created the Disciples, darkspawn who the Architect.
have gained their own will. He also freed the broodmother
known as The Mother from the taint. The Mother was among those that the Architect awakened,
freeing from the control of the taint. She was not as a grateful
The Architect truly believes that what he is doing is in the best as he expected. Driven mad by her memories of what she once
interests of not only darkspawn, but all of Thedas. He is polite was and what she had been forced to endure, she now was
and persuasive when confronted about his plans, always trying denied the only solace she had remaining, the “sweet music”
to convince others of the righteousness of his cause. However, of her corruption, which had allowed her to remain unaware
he is also a fanatic who does not truly understand other races. of what she had become. She, and others who had been freed,
He is coldly pragmatic, willing to sacrifice vast numbers of turned on the Architect, sparking a civil war among the dark-
people in pursuit of his goals. His attempts to conduct his

THE MOTHER UNIQUE DARKSPAWN

Abilities (Focuses) Special Features
2 Communication (Leadership)
8 Constitution (Stamina) Corrupted Body: The Mother’s thick, mutated flesh gives
2 Cunning her an armor rating of 8.
0 Dexterity (Brawling)
5 Magic (Entropy, Creation) Thicket of tentacles: The Mother has more than a half-
3 Perception (Detect Darkspawn, Seeing) dozen tentacles that move through the walls and floor of
8 Strength (Intimidation, Might) her chamber, bursting out from anywhere. Because of this,
4 Willpower (Courage, Morale) she can make two melee attacks with a single action, and
her melee attacks can reach targets up to 4 yards away. She
Speed Health Defense Armor Rating uses Strength (Might) to make these attacks.
1 180 10 8
Crush: For 3 SP, The Mother can perform a crush stunt after
Weapon Attack Roll Damage a successful tentacle attack. She grabs the target and inflicts
Tentacle +10 1d6+8 1d6+6 penetrating damage. She can maintain the crush
Caustic Spit +3 1d6+4 Penetrating and inflict this damage as a major action each round, main-
tain the grab without causing damage as a minor action,
Special Features or release the grab for free at the start of her turn. On the
target’s turn, it can escape by using a major action to make a
Spellpower: 15 (17) Mana: 85 Strength (Might) or Dexterity (Acrobatics) test, opposed
by The Mother’s Strength (Might). An ally adjacent to the
Spells: Daze, death cloud, drain life, glyph of neutralization, target can also make a special 2 SP stunt to break the grab.
glyph of repulsion, horror, miasma, and stinging swarm
Caustic Spray: As a major action, The Mother can let out
Favored Stunts: Crush (3 SP), Knock Prone, Mighty Blow, a spray of caustic venom, 4 yards long and 6 yards wide.
and Mighty Spell. Anyone caught within the spray suffers 1d6+4 penetrating
damage, or 1d6–2 penetrating damage if they make a
Immobile: Due to her massive size, and the way she is anchored successful TN 12 Dexterity (Acrobatics) test. A target
into the earth by her tentacles, The Mother is immune to the grabbed by The Mother cannot make this test.
combat stunts Skirmish and Knock Prone. She cannot move
herself using the Skirmish stunt, though she can use the stunt Hideous Scream: As a 4 SP special stunt, The Mother can let
to move her opponents. She cannot use the run action. out a terrible scream that leaves her opponents cowering and
covering their ears. Everyone within 15 yards of her must
Caustic Spit: The Mother can spit caustic venom as a make a TN 13 Willpower (Courage) test. Anyone who fails
ranged attack. This attack has a short range of 12 yards and cannot take a major action on their next turn. This scream will
a long range of 24 yards. It uses her Perception to hit. also alert any nearby Children that their Mother is in danger.

Threat: Legendary

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CHILDER HATCHLING DARKSPAWN

Abilities (Focuses)
–2 Communication
2 Constitution (Running, Stamina)
0 Cunning
3 Dexterity (Claw)
1 Magic
2 Perception (Smelling)
3 Strength (Bite, Intimidation)
3 Willpower (Morale)

Speed Health Defense Armor Rating
18 25 13 3

Weapon Attack Roll Damage
Bite +5 1d6+4
+5 2d6+3
Foreleg Claw

Special Features

Favored Stunts: Skirmish, Knock Prone, Pierce (1 SP),
and Gorge (2 SP).

Gorge: When adjacent to a prone character, a childer
can make a bite attack as a special 2 SP action.

Exoskeleton: A childer’s tough, beetle-like shell
gives it an armor rating of 3.

Needle Sharpness: A childer’s insectile legs come to
exceptionally sharp, strong points. A childer can
perform the Pierce combat stunt for 1 SP instead of 2 when
attacking with a foreleg stab.

Threat: Minor

The Children

spawn. She has spawned The Children, strange, twisted dark- The Children are strange, mutated darkspawn born of The
spawn, and hopes to use them to destroy the Architect. Mother that do her bidding. While most human brood-
mothers birth hurlock darkspawn, The Mother’s unusual
The Mother is undeniably mad. She wishes only to be able to abilities and free will allow her to change her own offspring
hear the call of the Archdemon again, and hopes that the death into horrors that merge insect-like bodies with a disturbingly
of the Architect will grant her that. If not, she will continue to human-looking face. These twisted creatures daunt even
spawn her children, sending them to attack the thaigs and the other darkspawn, as they will attack and feed on anything
cities of the surface, until someone destroys her. Perhaps, in that comes near.
death, she will hear the music again.
While The Children, like The Mother, seem to be free of the
The Mother is unique, and has abilities beyond those of the influence of the taint that drives all of the other darkspawn,
other broodmothers. While she has the same basic physical they are not any more intelligent than other darkspawn. They
abilities as they do, she is also able to cast spells. Who she was are monsters that only do as the Mother wishes, and have no
is unknown, so there is no way of knowing if her proficiency goals of their own but to destroy, maim, and feast on anything
with magic is something from her previous life, or if it is a that comes near them. If they are allowed to eat and grow, and
side effect of the Architect’s Awakening of her. Either way, it if their number continues to multiply, they could become a
can only be hoped that it is a unique event. Were more brood- horde as terrible as any Blight.
mothers able to learn spells, fighting the darkspawn would
become even more dangerous. The Children start their life as childer grubs, cockroach or
beetle-like forms that hibernate in cocoons after they have
been birthed. However, if they sense movement or heat from
living beings near them, they will awaken and crawl out of
their cocoons. They have humanoid faces and are usually
about a half-meter to a meter long, with thick, heavy bodies.
They can use their bulk to knock over any creatures near

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CHILDER GRUB DARKSPAWN CHILDER ADULT DARKSPAWN
Abilities (Focuses)
Abilities (Focuses)
–2 Communication –2 Communication
1 Constitution (Stamina) 2 Constitution (Running, Stamina)
1
0 Cunning 3 Cunning
1 Dexterity 1 Dexterity (Claw, Initiative)
1 Magic 2
2 Perception (Smelling) 4 Magic
3 Strength (Bite) 3 Perception (Smelling)
3 Willpower (Morale) Strength (Bite, Intimidation)
Speed Willpower (Morale)
Speed Health Defense Armor Rating 18
8 15 11 3 Health Defense Armor Rating
30 13 5
Weapon Attack Roll Damage
Bite +5 1d6 + 4 Weapon Attack Roll Damage
Bite +5 1d6+5
Special Features +6 2d6+4
Foreleg Claw
Favored Stunts: Knock Prone and Gorge (2 SP).
Special Features
Gorge: When adjacent to a character who is prone, a childer
can make a bite attack as a special 2 SP action. Favored Stunts: Skirmish, Pierce (1 SP), and Lightning
Attack (2 SP).
Exoskeleton: A childer’s tough, beetle like shell gives it an
armor rating of 3. Exoskeleton: An adult childer’s hardened carapace gives it
an armor rating of 5.
Threat: Minor
Needle Sharpness: A childer’s insectile legs come to excep-
them, and then maul them with their sharp teeth, messily tionally sharp, strong points. A childer can perform the
eating chunks of their victims’ flesh. Pierce combat stunt for 1 SP instead of 2 when attacking
with a foreleg stab.
If a childer grub eats the blighted, the grub then swiftly
metamorphoses into a larger form, the childer hatchling. The Multiple Limbs: An adult childer can use its additional,
hatchlings can run on long, thin insect legs, allowing them insect-like limbs to make a flurry of attacks. The Lightning
to cover ground with terrifying swiftness. The childer hatch- Attack combat stunt costs an adult childer 2 SP instead of 3
lings can stab and slash with their forelegs, as well as biting when attacking with its forelimbs.
their targets. Their jaws unfold even more dramatically than
before, opening outward into four sharp, mandible-like fangs, Threat: Moderate
with smaller, shark-like teeth within. The hatchlings will also
still knock their foes to the ground, gorging on anyone that transforming them from a hive-mind of violent monsters into
they can make vulnerable. a disciplined army. This campaign becomes the Blight and will
not stop as long as the Archdemon lives. Their mental control
The final life stage of The Children comes when they have and commands to their followers are often intercepted by the
again gorged themselves on a darkspawn or other tainted Grey Wardens in the form of disturbing visions and dreams.
target. Their outward carapace hardens, giving them stronger
protection against anyone they attack, and they sprout addi- Each Archdemon has its own name and personality, though it is
tional sharp, stabbing insect legs. If they see a moment of said that they all seek to destroy and corrupt all non-darkspawn.
weakness in a foe, they will unleash a furious assault with Archdemons from previous ages were Dumat, the Dragon
these additional legs, stabbing and mauling their enemies. of Silence; Zazikel, the Dragon of Chaos; Toth, the Dragon of
This final form of The Children is by far the most dangerous. Fire; and Andoral, the Dragon of Slaves. The Archdemon of the
current age is Urthemiel. Originally the Tevinter goddess of
The Archdemon beauty, she is now terrifying, evil, and hungry.

Masters of darkspawn and bringers of the Blight, there are Facing the Archdemon of the Fifth Blight should be the climax
few things in Thedas as dangerous as an Archdemon. Created of the campaign. It is not a fight the PCs should take lightly.
when the darkspawn find one of the Old Gods and corrupt it, In Dragon Age: Origins, the heroes did not go to the battle
these ultimate foes take the form of great, blighted dragons. alone. They had allies to keep the darkspawn busy while
they concentrated on the Archdemon. In your campaign, you
Terrifying to behold and vastly powerful, Archdemons are can decide where and when the climactic confrontation takes
incredibly intelligent and unrelentingly evil. Using their powers place. It is likely that at least some characters will die but you
and cunning, they control and coordinate the darkspawn, should make sure that the PCs have a chance. Questing for
potent magic items and allies before the encounter is more
than appropriate.

CPhlaaypitnegrt1h2e- gAdamveerseries 293


ARCHDEMON CORRUPTED OLD GOD

Abilities (Focuses) Special Features
0 Communication
9 Constitution (Stamina) Detonate Darkspawn: As a minor action an Archdemon can cause a
5 Cunning darkspawn within 24 yards to explode. Anyone within 4 yards of the
6 Dexterity (Bite, Corruption Blast) exploding darkspawn takes 2d6+7 damage.
7 Magic
5 Perception (Hearing, Seeing) Large and in Charge: Few creatures compare to the size and
10 Strength (Claws) strength of an Archdemon. It is immune to the combat stunts Skir-
7 Willpower (Courage, Morale) mish and Knock Prone. It also treats enemies up to 4 yards away
as adjacent.
Speed Health Defense Armor Rating
14 (Fly 15) 300 16 12 Corruption Breath: An Archdemon can spew a coruscating purple
flame either in a wide arc (4 yards long and 6 yards wide) or a
Weapon Attack Roll Damage narrow stream (8 yards long and 2 yards wide) as a major action.
Bite +8 3d6+10 Those caught in the area take 2d6+4 penetrating damage, or 1d6+2
+12 2d6+10 penetrating damage if they make a successful TN 18 Dexterity
Claws +8 4d6+5 (Acrobatics) test.
Corruption Blast +6 1d6+10
Nigh Immortal: It is a closely guarded secret of the Grey Wardens
Tail Bash Special Features that if anyone but a Warden kills an Archdemon, its soul travels
to the nearest tainted creature. This is usually a darkspawn and in
Favored Stunts: Lethal Blow (5 SP), Lighting Attack (3 SP), Tail time the Archdemon will return to its former might. The only way
Bash (2 SP), Vortex (2 SP). to permanently destroy an Archdemon is to have a Grey Warden
make the killing blow. In this case, the Archdemon’s soul will enter
Buffet: As a minor action, an Archdemon can flap its wings and the Grey Warden’s body and both souls will be destroyed. This is
buffet nearby creatures. Anyone within 4 yards of it must make a fatal for the Warden.
successful TN 16 Strength (Might) test or be knocked back 1d6
yards. Those that fail their tests and have a Dragon Die result of 1 Tail Bash: As a special 2 SP stunt, an Archdemon can make a tail
or 2 are also knocked prone. bash attack against any adjacent opponent. Doubles on this attack
do not generate stunt points.
Corruption Blast: An Archdemon can spit purple flame as a
ranged attack. The corruption blast has a short range of 16 yards Tooth and Claw: An Archdemon is a vicious opponent. It can
and a long range of 32 yards. attack with a claw and a bite as a single major action. Both attacks
can generate stunt points.
Roar: The mighty bellow of an Archdemon can freeze the blood of
its enemies. It can roar as a major action. All enemies within 24 yards Tough Hide: An Archdemon is protected by the toughest dragon
must make a TN 17 Willpower (Courage) test. Those that fail cannot scale. It has an Armor Rating of 12.
take any major action except run.
Vortex: An Archdemon can create a swirling vortex of corrupt energy
as a special stunt costing 2 SP. The vortex, which has a 4 yard radius,
appears anywhere within 24 yards of the Archdemon. Enemies within
it take 1d6 penetrating damage, while wounded darkspawn within it
gain 1d6 Health. It has no effect on the Archdemon itself.

Threat: Legendary

294 ChapterPL12ay-inAgdvtheresGeraimees


Dragons Drake

From dragonlings to the great high dragons, dragons in Drakes are mature male dragonlings. Unlike females, which
Thedas are central to its history and lore. Thought hunted continue to grow into the winged dragons of legend, males
to extinction by the Nevarran hunters during previous ages, only grow vestigial spurs where females develop wings, and
these true dragons have returned to herald the beginning of a otherwise stop developing. Mature drakes seek out the lairs of
new age. Dragons and similar creatures are always dangerous adult females, joining their harems, defending their lairs and
and the most powerful of them can only be defeated by the young, and hunting for them. Drakes fight with sharp claws
greatest heroes or most legendary of dragon hunters. and crushing bites. They can spit gouts of flame and strike
pulverizing blows with their tails.
Dragonling
DRAKE DRAGON-KIN
Dragonlings are four-legged reptilian beasts that live in the
cave networks and occasionally the forests of Ferelden. They Abilities (Focuses)
are quick and vicious predators about the size of a young 0 Communication
deer. Dragonlings frequently hunt in small packs of three to 5 Constitution (Running)
five members, but even a solitary one is not to be underesti- 0 Cunning
mated as they have hooked claws and sharp teeth. They are 5 Dexterity (Fire Gout, Initiative)
fairly clever creatures, but not especially tough, just very fast. 1 Magic
Like the near-legendary dragons from which they take their 4 Perception (Seeing, Tracking)
name, they can spit small gouts of fire. 5 Strength (Claws, Jumping)
2 Willpower (Courage)

DRAGONLING DRAGON-KIN Speed Health Defense Armor Rating
16 55 15 5
Abilities (Focuses)
–1 Communication Weapon Attack Roll Damage
2 Constitution (Running) Bite +7 2d6+5
–1 Cunning +7 2d6+5
5 Dexterity (Initiative) Claws +7
0 Magic Fire Gout +7 3d6
3 Perception (Seeing) Tail Strike 1d6+5
2 Strength (Claws, Jumping)
1 Willpower Special Features

Speed Health Defense Armor Rating Favored Stunts: Pierce Armor, Rake (2 SP), and Tail Blow
16 15 15 3 (3 SP).

Weapon Attack Roll Damage Fire Gout: A drake can spit a gout of flame as a ranged
Bite +5 1d6+2 attack with a short range of 6 yards and a long range of
+4 2d6+2 12 yards. For 2 SP, a drake can spread the flames to cover
Claws +5 an area with an 8-yard diameter centered on the original
Fire Gout 2d6 target. Targets other than the primary target who fall inside
this area can make an opposed Dexterity (Acrobatics) vs.
Special Features Dexterity (Fire Gout) test to take only half damage. The
drake never takes damage from such a stunt, even if inside
Favored Stunts: Mighty Blow and Pierce Armor. the burning area.

Fire Gout: A dragonling can spit flame as a ranged attack. Rake: A drake can perform a special Rake stunt for 2 SP
The fire gout has a short range of 6 yards and a long range following a successful claw attack. The creature makes
of 12 yards. an additional, raking claw attack against the same target.
Doubles on the raking attack do not generate stunt points.
Quick Bite Stunt: A dragonling can follow up a successful
attack with its claws with a Quick Bite as a special stunt Tail Blow: A drake can perform the Knock Prone and
costing 2 SP. This bite attack must be taken against the same Mighty Blow stunts simultaneously for 3 SP by striking a
target as the original attack. Rolling doubles on the bite lashing blow with its tail.
attack roll does not generate more stunt points.
Fire Resistance: A drake suffers no damage from fire-based
Tough Hide: The scaly skin of a dragonling gives the crea- attacks.
ture an AR of 3.
Tough Hide: The scaled hide of a drake gives it an Armor
Rating of 5.

Threat: Minor Threat: Moderate

CPhlaaypitnegrt1h2e- gAdamveerseries 295


HIGH DRAGON DRAGON-KIN

Abilities (Focuses)
–1 Communication
8 Constitution (Stamina)
–1 Cunning
5 Dexterity (Bite, Fire Gout)
3 Magic
4 Perception (Hearing, Seeing)
9 Strength (Claws)
6 Willpower (Courage, Morale)

Speed Health Defense Armor Rating
14 (Fly 15) 200 15 11

Weapon Attack Roll Damage
Bite +7 2d6+9
+11 2d6+9
Claws +7 3d6+4
Fire Gout +5 1d6+9
Tail Bash

Special Features

Favored Stunts: Lethal Blow (5 SP), Lighting Attack (3 SP),
Pierce Armor (2 SP), and Tail Bash (2 SP).

Buffet: As a minor action, a high dragon can flap its wings
and buffet nearby creatures. Anyone within 4 yards of the
dragon must make a successful TN 15 Strength (Might) test
or be knocked back 1d6 yards. Those who fail their tests and
have a Dragon Die result of 1 or 2 are also knocked prone.

Fire Breath: A high dragon can spew flame either in a wide arc
(4 yards long and 6 yards wide) or a narrow stream (8 yards
long and 2 yards wide) as a major action. Those caught in the
area take 2d6 penetrating damage, or 1d6 penetrating damage
if a successful TN 18 Dexterity (Acrobatics) test is made.

Fire Gout: A high dragon can spit flame as a ranged attack.
The fire gout has a short range of 12 yards and a long range
of 24 yards.

Fire Resistance: A high dragon suffers no damage from
fire-based attacks.

Large and in Charge: Few creatures compare to the size
and strength of a high dragon. It is immune to the combat
stunts Skirmish and Knock Prone. It also treats enemies up
to 4 yards away as adjacent.

Roar: The mighty bellow of a high dragon can freeze the
blood of its enemies. It can roar as a major action. All enemies
within 24 yards must make a TN 15 Willpower (Courage)
test. Those that fail cannot take any major action except run.

Tail Bash: As a special 2 SP stunt, a high dragon can make
a Tail Bash attack against any adjacent opponent. Rolling
doubles on this attack does not generate stunt points.

Tooth and Claw: A high dragon is a vicious opponent. It
can attack with a claw and a bite as a single major action.
Both attacks can generate stunt points.

Tough Hide: Dragon scale is legendary for its toughness,
giving a high dragon an Armor Rating of 11.

Threat: Dire

296 ChapterPL12ay-inAgdvtheresGeraimees


The armies of Andraste and Maferath gathered in the West. And the Prophet went alone into
the mountains to sing to the Maker.  She would take no one but Justinia and Maferath with her.
They climbed until they came to a hanging valley with a small lake—still and clear, perfectly
reflecting the sky—and there Beloved Andraste said they would rest. She sat down on the
lakeshore and said to her dear companions, “Wait with me, my friends. And whatever happens,
have no fear.” Then she began to sing.
As she sang, the mountains bent to listen. Stars came down from the heavens to be near her.
Birds and beasts of every variety came forth and knelt at Andraste’s feet. Justinia and Maferath
witnessed this and were afraid.
Then from the sheer cliffs a great wyvern appeared, baring its fangs and drowning out the
Prophet’s song with its roars. The beast descended from the cliffs like a thunderbolt from the sky.
Maferath drew his sword and struck at the wyvern, slicing off part of its hood.
But the Prophet put her hand on Maferath’s sword arm and stopped him. And the wyvern came
to Andraste’s feet and knelt, and when it rose, it left blood on the ground, dripping from the
wound Maferath had given it. And Maferath was ashamed that he had given in to fear despite
Andraste’s words.  He drew his hand along the blade of his sword, spilling his own blood and
adding it to the wyvern’s. At this, the beast nodded once in acknowledgement and then vanished
as swiftly as it had appeared.

Drake scales form a tough natural armor and their hides are squarish with a split-mandible mouth and protruding fins.
prized for making suits of highly effective armor, described in These are colorful creatures, garish and fierce.
greater detail in Chapter 13: Rewards.
Although historically categorized as smaller cousins of
High Dragons drakes and dragons, wyverns differ distinctly from other
dragon-kind in both physical form and demeanor. Wyverns
The most ancient and powerful of their kind, High Dragons lead solitary existences, stubbornly defending their territory
are always female. Male dragons never evolve beyond the against trespass by other creatures, including other wyverns.
wingless drake stage, but eventually a female who survives to Bullish wyverns even defend their turf against dragons that
advanced age will sprout wings, grow in size and power, and might well be able to best them in battle. Wyvern territories
become a High Dragon. At this stage of development, these sometimes overlap with each other, as multiple wyverns may
females are rarely seen outside their lairs. This makes their be drawn to the same feeding grounds or water source, but
appearance a significant and ominous event. not for long. Showy, noisy displays of dominance and foul-
smelling wyvern spoor serve to settle most contests between
Most of the time, there is little to fear from a High Dragon, their kind, driving each wyvern to ferociously defend what-
despite its power, unless encountered in its lair. It spends ever ground it can claim.
decades in seclusion and hibernation in lairs found only in
the wildest areas of Thedas. However, when preparing to The wyvern’s natural habitat lies within only a few moun-
hatch a clutch of eggs, these creatures will leave their homes tain ranges of Thedas—rocky lands, in some places barren, in
and fly across the land seeking prey to feed themselves and others verdant, where the wyvern can dwell as an apex pred-
their newborns. ator. Wyverns typically do not discern between intelligent
and unintelligent prey. They are as likely to eat ranging cattle,
High Dragons are formidable foes and make for an extremely feral wolves, family pets, and civilized folk, if given the need
challenging fight, Elite, Heroic, and Epic versions even more and the opportunity. Often, wyverns inflict their venom on
so. Unlike some dragons of stories and legend, the High prey and then leave them to wander and die, perhaps as some
Dragons of Thedas aren’t much for conversation. They have base animal sense of sport or perhaps out of simple ease.
no use for humans or other beings as anything but food. You
never deal with a dragon; you just try to survive the encounter. Wyvern wings are hardy but imprecise things. A wyvern does
not truly fly, but glide. With a suitable perch and favorable
Wyvern winds, a wyvern can glide over many miles, stalking prey
and surveying its territory. With their strong claws they can
The wyvern (wih-vern) is a member of the dragon family and grip and climb even vertical stone to achieve good perches
especially important to Orlesian culture. and altitude.  A wyvern can also leap many times its own
body length, not unlike a dragon. They are quick, powerful
An adult wyvern is nearly the size of a dragon, but where a skirmishers, seldom staying put during a contest of might.
dragon is saurian and lithe, a wyvern has thicker muscula-
ture and a more sinewy bulk. A wyvern’s head is stout and Despite all that, the most dangerous aspect of a wyvern is its
venom.  When provoked, wyverns spit poison out to a range
of several yards.  Left untreated, this poison is fatal. 

CPhlaaypitnegrt1h2e- gAdamveerseries 297


WYVERN DRAGON-KIN

Abilities (Focuses) Special Qualities
–1 Communication
7 Constitution (Stamina) Inject Venom: As a 3 SP stunt, a wyvern that succeeds on a
–2 Cunning bite attack can inject its venom in a target, starting the clock
5 Dexterity (Bite, Initiative) on a slow death. Afflicted targets suffer a –4 to Dexterity for
0 Magic the rest of the encounter and drop to 0 Health after a number
4 Perception (Smelling) of hours equal to 1d6 + Constitution (minimum 1 hour.)
7 Strength (Claw, Jumping)
3 Willpower (Courage) Spit Venom: As a major action, a wyvern can spit its venom
in a spray at up to two targets within 10 yards. Potential
Speed Health Defense Armor Rating targets must succeed at either a TN 15 Dexterity (Acro-
18 95 14 5 batics) or a TN 15 Constitution (Stamina) test or suffer
the venom’s dizzying Dexterity penalty for the rest of the
Weapon Attack Roll Damage encounter. (Effects are not cumulative.)
Bite +7 2d6+7
+9 2d6+7 Tail Lash: With a tail lash attack, a wyvern can perform
Claws +7 1d6+7 the Knock Prone stunt for 1 SP each against any number of
Tail Lash adjacent targets it can afford to pay for with stunt points.
Targets can also be pushed 2 yards away as per the Skir-
Special Qualities mish stunt, if the stunt-point budget permits.

Tough Hide: A wyvern’s pebbly hide gives it an Armor
Rating of 5.

Threat: Major

Favored Stunts: Skirmish (1+ SP), Tail Lash (1+ SP), Rake
(2 SP), and Inject Venom (3 SP)

Rake: A wyvern can perform a special rake stunt for 2 SP
following a successful bite attack. The creature makes an
additional claw attack against any adjacent target. Doubles
on the rake attack do not generate stunt points.

Quick Skirmisher: A wyvern automatically generates 1
SP each turn to put toward the Skirmish stunt. It can only
move itself with this free stunt point and these free points
do not accumulate from turn to turn. It may move itself or
its foes with stunt points generated by the Dragon Die as
usual.

298 ChapterPL12ay-inAgdvtheresGeraimees


Evil Spirits & Hunger, Sloth, Desire, and Pride. Destroying a possessed
Possessed Corpses body sends the demon inhabiting it back to the Fade. The
following are some of the more common restless dead
The demons of the Fade have a terrible hunger for the plea- encountered in Ferelden.
sures of the world that they sense across the gulf of the
Veil. Their jealousy causes them to claw at the walls of their Animated Corpses
perceived prison, forever testing the boundaries of the Fade.
When a demon finally manages to break through, it must Hideous ravenous creatures, devouring corpses tend to
immediately seek out a form to possess lest it be pulled back congregate together and attack en masse, seeking to consume
across the Veil to the Fade. Unfortunately for the demons, any living beings they can reach.
the Veil is weakest in places where there have been a great Their voracious appetite for flesh
many deaths, such as battlefields and pestilence-ridden is endless and their hunger for
villages, and many demons end up possessing the forms life is so powerful that some
of the dead. The rage and frustration of such beings is near devouring corpses have even
unimaginable. To have finally broken through to the world shown the ability to drain their
of the living with all the delicious pleasures it holds only to opponents’ life forces merely by
be trapped within a corpse that can barely sustain it is infu- being in close proximity.
riating. Almost uniformly these demons go insane, aban- Devouring corpses typi-
doning even the strange reasoning of their kind for howling cally eschew weapons,
madness. preferring to tear their
victims apart and chew
The type of demon and the condition of the corpse it on the bloody chunks
inhabits determines the creature this horrifying union as swiftly as possible.
creates. The Chantry teaches that demons are aligned to
the Five Great Sins, in order of ascending power: Rage,

DEVOURING CORPSE HUNGER DEMON

Abilities (Focuses)
–2 Communication
4 Constitution (Stamina)
0 Cunning
2 Dexterity
2 Magic
0 Perception
3 Strength (Claws, Intimidation)
2 Willpower

Speed Health Defense Armor Rating
8 30 12 0

Weapon Attack Roll Damage
Claws +5 1d6+5

Special Features

Drain Life: A devouring corpse can suck the life force from
nearby enemies as a special stunt for 5 SP. All enemies
within 6 yards of the devouring corpse take 1d6 penetrating
damage and it regains Health equal to the total damage
inflicted.

Favored Stunts: Drain Life and Pierce Armor.

Howling Madness: The demon that inhabits the devouring
corpse is insane. A devouring corpse automatically passes
any Willpower (Morale) test it is required to take.

Threat: Minor

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