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Thread: The Age of the Blight v2- Fantasy RPG

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    Default The Age of the Blight v2- Fantasy RPG




    Age of the Blight - A Dragon Age RPG

    Forum Structure
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    Local Moderators

    Dark Storm
    Lelouch
    Rosenkruz
    Bjorn
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    Active Members

    Lelouch
    Rosenkruz
    Gainsey
    Vardo Mazin De Madman
    jakev2
    ♔Arthur Dent♔
    Sonke
    Watercress
    Narfi
    Dark Storm
    Bjorn

    The World Map (regional map coming soon)

    Warning! Rather Large
    Spoiler Alert, click show to read: 


    The Nations of Thedas
    (Highlighted red= NPC nations, Highlighted blue= In game nations, subject to change)
    Antiva
    Ferelden (Main Setting for the RPG)
    Kal-Sharok
    Nevarra
    Orlais
    Orzammar
    Par Vollen
    Rivain
    Seheron
    Tevinter Imperium
    The Anderfels
    The Free Marches

    Major Cities and places of Importance in Ferelden
    Denerim
    Ostagar
    Deep roads (stretches furhther than Ferelden)
    Vigils Keep
    Wardens Keep
    Amaranthine
    Dragons Peak
    Korcari Wilds
    Brecillian Forest

    Link to database of Information regarding the Fantasy world of Dragon Age
    Clicky

    You do not have to have played or know of Dragon Age to partake in this, it is like any other Fantasy RPG.







    The Rules







    The Rules

    Character Rules

    Everyone may have only ONE main character who is able to have skills, powers and possess titles. You must register your character in the appropriate thread and set-up the residential thread for your character and any family he may or may not have with your financial details clearly shown within. However you may also have retinue members, they shall be the same as your main characters however they cannot collect an income unless you give it to them yourself and they cannot own lands. Rules for these will be given later.

    Character Pathways

    The Chantry

    The Chantry, more specifically the Chantry ruled by the Divine in Orlais instead of the Imperial Chantry ruled from Minrathous. A player who wishes to follow this path may be either a member of the clergy or the Templar Order, depending whether or not you wish to preach the Chant or defend the faithful from maleficarum.

    Players will be members of the Orlesian chant, unless otherwise specified or convert to the Imperial Chant.

    *Anything above sister/brother is female only in the Orlesian Chant
    ** I have listed Catholic Church equilivents until the final ruleset

    Ranks of the Clergy:
    The Divine- Leader of the Chantry, equilivent to the Catholic Pope.
    Grand Cleric- Cardinals.
    Revered Mother- Archbishop
    Mother- Bishop
    Sister/Brother- Priests
    Lay Sister/Lay Brother

    Ranks of the Templars:
    Knight-Commander
    Knight-Captain
    Knight-Lieutenant
    Knight-Corporal
    Templar
    Templar Initiate


    The Nobility

    Making up most of the higher-class of the various Dwarven and Human nations, these are the land-holders and the possessors of power in these lands. They all have sworn allegiance to their respective Monarch.

    King/Queen/Empress
    Teyrn
    Arl
    Bann
    Ser
    Freeholder

    Mages

    Apostate- Mages outside the Circle, hunted by Templars although free to practice any form of magic.

    As magic had been the source of the Imperium's power, it was all but banned when the Chantry became the new dominant force in Thedas. Blood magic was completely forbidden, and those who practised any kind of magic were confined. At first, the Chantry detained mages and had them continuallly light the eternal flame in every chantry in Thedas, with all other forms of magic forbidden. For such powerful beings to only use their powers in such mundane ways, it surprised almost no one when the mages of the Grand Cathedral protested. Divine Ambrosia was surpised and almost ordered an Exalted March on her own Cathedral, until her own templars advised her otherwise. The Circle of Magi was established to regulate the use of magic throughout Thedas, and the Templars were created to catch mages who refused to join the Circle.

    The Chantry preaches that magic is a curse, though it appears impolite to say so in the company of mages.


    Circle Mages (Mages in the Circle, less freedom of choice due to Templar influence and control.)

    First Enchanter - The High Mage(s) who maintain the various circles throughout the realms, often being servants of the Templars to enforce their rule upon mages.

    The Adventurer/Hero

    The fierce or tactful warriors/adventurers who have no interest in politics or titles, they are the men who go exploring the realms for adventure, Quests and loot. They go round offering their help to various people in power and can be found hunting strong beasts of the wild or venturing through the dreaded Deep roads for the thrills.

    The Greywarden

    The Grey Wardens are an ancient organization of warriors of exceptional ability dedicated to fighting darkspawn in all of Thedas. They are headquartered in the very place of their founding, the Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character or ability.

    Despite their small numbers, the Grey Wardens have been instrumental in defeating each Blight so far, and thus are vital to the survival of the world as a whole. Most Dragon Age material released (novels, games, and comics) have been strongly centered around the Grey Wardens.

    First Warden
    Warden General
    Captains of the Grey
    Warden Commanders
    Senior Warden
    Junior Warden


    The Qun

    The Qun (kyoon) is a code of honor based on the writings of the Ashkaari Koslun. The Qun defines the role of everyone and everything in the society of the Qunari ("People of the Qun"), regardless of whether it is spiritual or mundane. For example, some Qunari are raised as soldiers from a very young age. They are expected to be strong, disciplined, and stoic, adhering without fail to the tenets of honor and duty as defined in the Qun. Fanatical in this devotion, the Qunari are prepared to wage war throughout their entire lives as part of their attempts to "enlighten" all other races in regards to their philosophy.


    Qunari Professions:
    *Qunari can convert to the Chant, but start off worshipping the Qun.
    ** Your rank/profession is your name. Example : Arishok, Sten while following the Qun (Several of their ranks are on the wiki)
    *** Tal-Vashoth- Those who have rejected the Qun, probably hunted by those who do for re-education or simply killed.

    Arishok - Leads the armies of the Qunari.
    Arigena - (Always female) Leads the craftsmen.
    Ariqun - (Usually female) Leads the priesthood.

    Sten - Standard Warrior of the Qun.
    Arvaard- Handler of a Sarebaas, the mages of Qunari society
    Beresaad: A type of scouting unit, sent to "answer questions" for the Arishok.
    Karasaad: Soldier rank.

    Tamassran: A priest who is charged with educating the young. Exclusively a role for women.

    Notable Races



    Humans

    Spoiler Alert, click show to read: 
    Humans are the most numerous, yet also the most contentious of all the intelligent races of Thedas. Only four times have they ever united beneath a single banner, the last being centuries ago. The monotheistic faith of the Chantry plays a major role in human society.

    Humans are able to play all three classes, warrior, rogue and mage.





    Elves

    Spoiler Alert, click show to read: 
    The Elves of Thedas are mortal, but elven legends state that this was not always the case. Once, they say, they were an immortal and magically talented race that lived in harmony with the natural world and followed the elven pantheon. The first shemlen (a term meaning "quick children" that was used by the ancient elves to describe the humans) they encountered were the mages of the Tevinter Imperium. They traded with the Imperium and grew friendly with humans, but soon discovered that breeding with humans produced only human babies, due to the elves' genetic adaptability, while exposure to the ‘quick children’ caused the elves to quicken themselves. For the first time, elves began to age and die.

    In fear, the elves withdrew from human contact, but the Imperium interpreted this as a sign of hostility and invaded Elvhenan, the elven homeland, and enslaved its people. The elven people lost their immortality and their gods forsook them. As a final insult the mages of the Imperium sank the elves capital city of Arlathan into the ground never to be seen again. The exact details of the war are lost to history, though artifacts found in Imperium ruins suggest Elvhenan was looted, or that some Elves joined the Imperium bringing artifacts with them.

    Elven slaves were among the most fervent supporters of the Prophetess Andraste's uprising against the Tevinter Imperium. The elves joined Andraste in her quest to depose the Tevinter magisters, and they were rewarded for their loyalty by being granted land in the Dales upon Andraste's victory. Ironically, though the elven slaves won Andraste's favor, it was the Chantry which was responsible for the second downfall of the elves.The only known elf from the time of Andraste was named Shartan.

    In the Dales, the elves created a second elven homeland and began to restore the lost lore and culture of Elvhenan, including the worship of their former Gods. For some years, humans loyal to Andraste's memory respected their elven allies. But over the generations and as the Chant of Light and the religion of the Maker spread throughout human nations, the diplomatic relationships between the Dales and surrounding human nations turned cold, as the elves refused to be converted. The Chantry eventually led an Exalted March against the elves, claiming they had been attacked by the Dales. As the Dales fell and the elves had to abandon their second homeland, their culture was irrevocably schismed. Many elves accepted the terms of their human aggressors, going to live in the Alienages inside human cities and worshipping the Maker. Those elves who resisted became the nomadic Dalish, maintaining the worship of the elven gods and continuing their efforts to recover the lost culture of Elvhenan.






    Dwarves

    Spoiler Alert, click show to read: 
    They are a race in decline, once boasting an underground kingdom spanning much of Thedas, but devastated during the First Blight and still losing both lives and territory to the darkspawn every day. In the dwarven language, they refer to themselves as the dwarva.

    Dwarves have an innate resistance to magic, preventing them from becoming mages; dwarven characters can still be either warriors or rogues, however.






    Qunari

    Spoiler Alert, click show to read: 
    The kossith are the predominant demographic within the Qunari (literally, "People of the Qun"), a term which can refer to a member of any race, not just the kossith, who adheres to the teachings of the Qun. They have metallic-hued skin (bronze, gold and silver have been observed), white hair, slightly pointed ears, and vivid eyes with colors like violet, red, or yellow. They primarily inhabit the island nations of Par Vollen, Seheron in northern Thedas, as well as the settlement of Kont-Aar in northern Rivain. The kossith are very rarely seen in Ferelden, with the exception of some high-class mercenaries (such as the Kadan-Fe).

    Taller and considered to be more physically robust than humans, the kossith are commonly referred to as Qunari, and indeed all Kossith who are followers of the Qun call themselves Qunari. Those who have abandoned their belief in the Qun are considered by other Qunari to be Tal-Vashoth, and deemed outcasts. The Qunari do not have a concept of personal identity, and use titles rather then names to identify and present themselves. Their "names" are in fact strings of genealogical information used by the Tamassrans for record-keeping.




    Classes



    The Mage

    Spoiler Alert, click show to read: 
    Intense training and discipline make up the foundation of a mage. Without either one, the magic would rule the mage, rather than the other way around. The mages of Thedas are distrusted by many and feared by nearly all. All mages wishing to pursue studies of more powerful magics must undergo a mysterious ritual called The Harrowing. Those that choose to follow the paths of magic and gain control of the forces within them make valuable allies and fearsome enemies.

    Restrictions: Due to their natural resistance to magic, dwarves are unable to cast spells. Because of this, dwarves cannot be mages.


    Specializations: Shapeshifter, Spirit Healer




    The Warrior

    Spoiler Alert, click show to read: 
    Every game needs a true tank and the warrior fits that role perfectly. Designed to both dish out and absorb massive amounts of damage, the warrior is the perfect companion to any adventurer. Their stalwart nature and skill with weapons and armor has saved the hide of their comrades more times than anyone could count. Masters of tactics and strategy, no party can afford to be without one.


    Specializations: Berserker, Templar




    The Rogue

    Spoiler Alert, click show to read: 
    Able to pick the sturdiest of locks and spot insidious traps, the rogue is an invaluable asset to any party. And if you want to be able to explore every nook and cranny of the game, you're going to need one with you at all times, for you never know when their unique skills will come in handy. They may not be the best choice for your frontline defense, but they're deadly adversaries when allowed to sneak up on an opponent.


    Specializations: Assassin, Bard


    Magic

    Since there is so many different spells and types of magic, we will allow you free reign on the matter and what ones you use as long as they are realistic to the game world and suitable. If you wish to use magic for any reason which might affect the game such as for example Calling the Dead when talking to someone and then to attack them, a Moderator would assess the chance of successfully casting the spell and then roll to see whether it worked or not. Only Mages can use Magic with a few exceptions which may occur.

    Retinue
    Your retinue are other characters that you either employ or meet in RP's. At the start of the game you shall recieve 50 retinue points, and you shall be able to choose retinue out of this list;

    Level 1 Warrior- 5 points (useful for adventurers)
    Level 1 Rogue- 10 points (useful for adventurers)
    Level 1 Mage- 15 points (useful for adventurers, or those in the mage profession)
    Regent- 5 points (useful for Lords, whilst you are away these men will take care of your lands)
    Special Characters- 0 points ( You are only allowed one of these, and they should have two player made negatives, and three player made positives, within reason)
    etc, this is still a wip however soon i'd like to add race specialised things, for example a Dalish elf may have hunters.

    You do not have to spend retinue points all at the start however, as you are going through Rp's and if you create a character you like specifically for that Rp but then wish to continue using them, or encounter an unimportant npc, you can spend Retinue points on these, however mods will decide how much they are worth.

    Each year you shall gain and extra retinue point, however some mod rolls can change this.

    The DarkSpawn

    The common enemy of all nations and the main cause of battles and fighting throughout the RPG, they are unplayable unless you ask really nicely and know a lot about the Dragon Age world since they are mainly killing-machines.

    The darkspawn are a race of mostly-humanoid tainted creatures that dwell in the Deep Roads. According to the Chantry, they were created when the magisters of the Tevinter Imperium opened a portal into the Golden City, tainting the realm of the Maker with their corruption and returning as the darkspawn, their evil transfiguring them into the monsters they became. When they uncover one of the Old Gods, they expose it to the taint, changing it into an Archdemon, which then leads them in an attack against the surface world called a Blight. The darkspawn are perhaps the greatest single threat to all of Thedas; they are bloodthirsty, exceptionally numerous and willing to indiscriminately kill or corrupt all in their path.

    The Blights

    Throughout the course of the RPG and at the start, there will be times when the Darkspawn have found these 'Gods' and have awakened an archdemon which is effectively the leader of all the Darkspawn. These 'special' creatures are able to command the Darkspawn to rush to the surface in what is called a blight and ravage random nations at will. The Blight is only stopped usually by killing the archdemon and is very dangerous and heavy in numbers.

    A Blight is distinct from the occasional darkspawn raids, in which the darkspawn are few, scattered, and disorganized, plaguing only the Deep Roads, underground highway tunnels constructed by the dwarves at the height of their empire. These tunnels—and natural caverns connected to them—extend throughout Thedas.

    When the darkspawn discover one of the Old Gods—ancient draconic creatures slumbering in the depths of the earth—they infect it with their taint, and it rises as an archdemon. Unified by its will, the darkspawn surge up from their tunnels and spread across the surface of the lands, destroying all in their path. Survivors are dragged underground to be eaten or turned into Broodmothers, water sources defiled, crops are spoiled, the land is poisoned and animals sicken. With each passing day, a blight grows. The earth itself withers and dies; the land is leeched of moisture, turning everything dry and brown. The sky fills with rolling black clouds that block out the sun, making it easier for the darkspawn to surface. As this wasteland spreads, the disease of the Blight spreads with it, corrupting all in its path.

    The only way to end a Blight is to slay the archdemon, and the only ones who have ever managed such a feat are the Grey Wardens. For this reason, the order holds the respect of most nations, though their presence in Ferelden in recent decades has been weak, due to local political struggles. The power vaccuum after Teyrn Loghain's defection from the Battle of Ostagar left only two Wardens in Ferelden to defeat the Fifth Blight (The Warden and Alistair).

    Items

    Throughout the RPG it is possible to acquire special items from quests or buy them in the Official Store thread, these can give you numerous number of special perks and abilities such as increasing attack and magic for example. To use these during quests/battles or duels they must be listed in your characters inventory and visible to the Moderators, however there may be instances where they are unable to be used which would be explained by a moderator.

    All items must be listed in your Characters 'Home' thread!

    Quests

    Throughout the course of the RPG there will various opportunities for your character and his companions to partake in Quests. These may be for a varied number of reasons such as being tasked by the King to explore the Deep Roads to find ancient artifacts. You will be allowed to take a certain number of items and will be required to RP throughout as you progress; encountering various enemies which will require you to battle. These 'mini' battles will be explained in the Battle section.

    If you complete the Objective of the quest you will be granted a reward of currency from either your contractor or as loot you may find plus special items you may find. The more quests you complete the more XP you will accumulate which may be able to be used to give your character further abilities.

    If you fail a quest ('Die') you will be given a failure roll which will decide the level of the consequence of your actions which could result in death if you are really unlucky. If you succeed your relations with NPC's or even entire nations will improve which will be noted in the Mod's hovel.

    Mini Battles

    When a 'mini' battles occurs whether in a quest or during certain RP or as a duel you will be able to use all the Abilities and Items you have to good use. All characters start at a standard of 100 Hit Points, with this subject to change if you have items/abilities which affect this.

    If attacking

    Your Attack points will be times by whatever you get from a d20 Roll. If your enemies defense points x by roll of a d20 is lower then you will be able to give them damage equal to your attack times by a d6.

    If Defending

    Vice Versa.

    Once you or your enemies HP has reached 0 it is over and you may progress or retreat depending on whether you won or not. however during prolonged battles against 'tough' enemies you may be able to use an equipped Item.


    Army Battles

    Battles will be RP'd/played out in a Interactive History Style where a Neutral Moderator will take into account the strength of the forces and terrain , players will send in plans and the moderator will give the results of each stage of the battle taking into account all these factors. Main Characters may influence results using their abilities if a detailed plan of action is given for them.

    After the battle the Moderator will decide the Impact of the result and account the losses for each side and if there were any notable deaths.

    Income

    Regarding income, most characters and classes will have to make their mince meat by completing quests and by various opportunities which may allow you to earn more money. However certain titles and positions give a sustained annually income such as a Noble/Royal title or heading one of the many orders. The Staple currency used is Gold Sovereigns, however some nations may refer to them as other things.

    The Divine - 300 Sovereigns
    Grand Cleric - 100 Sovereigns
    Revered Mother - 40 Sovereigns

    Knight-Commander - 150 Sovereigns
    Knight-Captain - 75 Sovereigns

    King/Queen/Empress - 250 Sovereigns
    Teyrn - 120 Sovereigns
    Arl - 80 Sovereigns
    Bann - 50 Sovereigns
    Ser - 25 Sovereigns
    Freeholder - 5 Sovereigns

    First Enchanter - 100 Sovereigns

    First Warden - 300 Sovereigns
    Warden General - 200 Sovereigns
    Captains of the Grey - 100 Sovereigns
    Warden Commanders - 50 Sovereigns

    Arishok - 150 Sovereigns
    Arigena - 100 Sovereigns
    Ariqun - 100 Sovereigns


    Troops

    You can earn troops by either being granted them by those with Power (Kings, Guard Captain etc.) or via quests and RP. These are payed by their respective owners and those loyal to you require no upkeep, however they are not replaceable except for gaining more via Quests and RP. Your troops will also gain various abilities and skills over strings of battles which may help in battle over time.

    Assassination/Captures and Other Stuff Etc.

    If you wish to do anything of this nature please inquire via PM to a mod, they will give you your chances by taking into account all factors etc and then do the necessary roles. Any proposals or ideas can also be sent to the Mods who will discuss it privately.


    WIP Ideas
    Spoiler Alert, click show to read: 

    Quote Originally Posted by jakev2 View Post
    Possible merchant rules (in brief):
    Quote Originally Posted by jakev2 View Post

    Any player wishing to be a merchant starts by giving details on their character (as normal) and then deciding whether to be a travelling merchant or a shop-owning merchant.

    1) Travelling merchants are able to move around to players, making more deals possible, and can potentially find and barter for rarer goods, however they are also more likely to fall victim to bandits. As a result, travelling merchants should definitely hire some mercenaries/guards to protect them on their travels - these can be players or NPC's. Over time, a travelling merchant may gain enough money and power that he/she can simply fund trade expeditions, land or sea, carrying massive amounts of goods from nation to nation. This has potential to make masses of money, but is very high risk. It is also very hard to obtain enough money to fund such expeditions.

    2) Shop-owning merchants must first decide where their shop is based, what it sells, and give it a name. Owning a shop is far less risky than travelling around, and (in theory) provides a more reliable and constant income. However, there is less chance of finding rare items, without having to pay a lot for them. A shop-owning merchant is also unable to sell to players or buy from them, unless the player goes to their shop. This means that being a large or specialist shop (i.e. one which sells rare books) will attract more customers, as they will feel it is worth their while to go to you. Over time, you can gain the funds to set up multiple stores.

    Both types of merchants should start with a set amount of gold and a number of wares, chosen by both the player and mod so that their value is roughly around a set amount for all new merchants.

    Being a merchant is not all about sitting around and saying what to buy - there is bound to be competetion. Constantly changing prices, running promotions, and possibly even sabotaging your competitors may be the only way to succeed.
    Quote Originally Posted by Bjorn View Post
    Thanks for the faith in me I can definitly try, with your help of course, make some good rules But as I said before, I am not the Mechanics Guy, I am more of the Story Teller guy That's not gonna be used as an excuse to not do anything, but since you guys have more capacity in the Mech then I do, you could help me, aye?
    Quote Originally Posted by Bjorn View Post

    My Two Cents on General Topics:

    First we need to decide our CURRENCY VALUES. For me, before we do that everything else is just a bunch of hot air. Does anyone know enough of the Currency in DA to give me some examples of costs (weapons, armours, food, anything)? We could use that to get a notion of price and set up the base economy.

    The Dalish Hippies:

    I'm racionalising with four premises

    1) The Dalish are a Nomad People
    2) They live in large groups, Clans
    3) They are good artisans
    4) They are hated by a bunch of people

    These premises need to have an equivalent effect in molding how they work in game mechanics. So Im gonna put a bit of my opinion on each topic.

    1)
    i. Being Nomad makes the Dalish not be able to cultivate land. In other words, no income on land.
    ii. Being Nomad means they would have a good bit of expenses in taking care of the resources of all their people, so I propose that they have a set Cost based on their population. Why not make it just pure Income? Because one day they might not have any money, and they'd have problems in maintaining themselves.

    2)

    i. These large groups would function in many ways as a protection. In other words, part of the population (I judge about 1/3 being adult males) would be functional as Soldiers in the Defence of the Clan. Now here's some thin Ice we're trending, because we cannot confuse the clans in ANY WAY with the Lords. The Clan wouldn't be your peasent soldier forced to fight for you. They're fairly independent individuals who actually need a reason to fight. Most of the time the Clan would only fight to Protect itself or because the player convinced them it will benefit them to do so (some rp necessary, judged by the mods)
    ii. If the player is a Keeper or a Keeper's Apprentice, life shouldn't be easy for him (Im wanting to be a Keeper, so you see Im being as impartial as possible. Hit me ). He would be constantly facing the Day to Day problems of the Clan. Clansmen may ask them to go on certain "quests" of sorts, by asking them help, guidance, or company in their troubles.
    iii. Question, How would the deficit effect the population? I think that a part of the population would die out little by little as they don't have what they need to survive. But the exact rate is hard to say without the fleshing out of our currency.

    3) Rather self explanetory. As our friend up there said, they would build their things with resources they collect. They would then sell the excedent and use the money for whatever they want (including buying the things they need.)

    4) In other words, being a Dalish would be hard. We'd have to survive the ocassional attack by templars, nobles and bandits (being nomads. So we'll need good and balanced mods (not easy on the player, nor excruciatingly ruthless enough in point of hitting them to oblivion without much cause or chance.

    Well, that's it for now, what do you guys think?
    Quote Originally Posted by Bjorn View Post
    I have a proposal. We are gonna have Merchants right? I'd like to subdivide merchants into different specializations.
    Quote Originally Posted by Bjorn View Post

    First: Blacksmiths (makes weapons, armour, shields, arrows and spears)
    Second: Gemcutter (makes jewelry, decorates swords and etc [making it worth more to sell for npcs, or even players, if the jewels are enchanted])
    Third: Carpenter (makes wooden things, arrows and spears*, Sword hilts, sword guards, sword Sheathes)
    Fourth: Leather worker (makes leather armour, boots, shields, gloves, Sword Sheathes, Leather for Sword Hilts)
    Fifth: Tailor (makes clothing and anything made of cloth)

    * the Blacksmith makes arrow and spear points, the carpenter makes the shafts. A blacksmith could buy shafts from the carpenter and make his arrows and spears, or a carpenter can buy arrow heads and spear heads from a blacksmith and make his weres)

    Now, I know what you're thinking: WTF?! You want to limit the characters to only one of these things?

    Nope, I want to give them the opportunity to ivnest points on these things seperatly. A Merchant is a Merchant, but he can be a Merchant that has invested more in being a Blacksmith then a Tailor, or who combined Blacksmith and Leather working to make a full armour arrey, or Blacksmith and Carpentry to work autonomously with arrows and spears, and so on. But one can also focus on only one specialisation and be good as hell in it.

    Another thing that they should be able to do (and will probably be more important for Gemcutters) would be to enchant their wares with magic (if they have that power, or if they know someone who would do that for them, for a price). In other words, being a Merchant will be something VERY dynamic, because, as you can see, each field is inter dependent, so the Merchant will have to have one of two things:

    1)A lot of contacts that would give these things to his store in exchange for money or other wares.
    2)Will have to move a lot, being a reason for them being adventuring merchants.

    what do you guys think?
    Quote Originally Posted by jakev2 View Post
    I think those should be professions slightly seperate from the other two merchant classes. Those two are dedicated to buying and selling wares - one, to buying and selling at the right place and time, the other to buying in bulk for cheap and selling on.
    Quote Originally Posted by jakev2 View Post

    Thse are all bases on buying a raw material, refining it, then selling on the end product. I think that people who want to do these things should not be specifically called "merchants", and should maybe be restricted to selling a small variety of goods, because they can only sell what they make. In fact, this brings me onto a point about the economy as a whole:

    There need to be different economic "Tiers", with different roles in each one that all lead to a player getting a finished product. Of course, we'll never get enough players to fill all these roles, so we will need some NPC's. I also think many of these roles will be pretty boring, so maybe tier one and two should be NPC only.

    Tier one: Gathering raw materials. Every item sold needs to start somewhere, with a number of ingredients. To make a sword, you need leather or something similar for the grip, iron or another metal for the blade, various metal tools to make it, fuel for the furnace etc. This all comes from somewhere.

    Miners (metals, coal, jewels etc)
    Hunters (meat, furs and pelts, as well as stuff like ivory)
    Farmers (food, cotton etc)
    Woodsmen (lumber, forest herbs & mushrooms used in potions)
    Others

    Tier two: Those who refine the basic goods into something a bit more useful.

    Smelters (making ores into workable metal)
    Tanners (turn pelts and hides into usable variants, like leather. Possibly also parchment)
    Weavers (make cloth and fabrics)
    Others

    Tier three: Finally, the people who make an ens product which players can use.

    Brewers (make ale and wine)
    Blacksmiths (make weapons, armour, anything out of metal really)
    Tailors (turn cloth into clothing)
    Shoemakers (make basic shows - basic foot armour)
    Enchanters (only available to mages, add special magic properties to gems, jewellery or weapons/armour)
    Carpenters (get wood, make wooden stuff)
    Others

    Tier four: basically the merchants who take goodds from tier three and move them around.
    Quote Originally Posted by Bjorn View Post
    Cool, I liked it!
    Quote Originally Posted by Bjorn View Post

    But one thing we can add, is that a person shouldn't be obligated to stick with one Tier. They should be able to invest XP points in each area they want, being that specialisation would come naturally when they want to get better and concentrate more in one Tier. But we can't discard the "Jack of all trades" who were pretty common in those times (even though it is strange for us to imagine that living in a very well function-divided post-modern world), so a Blacksmith would usually know his bit of Carpentry, the Hunter would usually also be the Tanner, and the Miner would also be a Metal worker. So the player would be able to chose if he wishes to be very very good in one aspect of the production process, or become completely independent in the production process, sacrificing with that quality.

    And I think being a Miner can be very cool if we use our imagination ^^ Imagine what one WOULDN'T find in the abandoned mines of the dwarves! One could be looking for one specially precious metal that is known only to be found in that region, and he has to go past hell to find it
    Quote Originally Posted by Smile View Post
    Ok i just made a table to make Character immersion and creation easier. Explained fast:
    Each race should have differend bonuses depending on what they have been raised to do. What they have learned. I mean ALL Qunari don't have +2 to magic. it is far from all that do magic. And a Archer should not be super strong just becouse hes human, no a warrior that have trained hes muchels should be strong, So:
    AttributeClass Bonus
    StrengthWarrior
    DexterityRogue
    MagicMage
    LifeNone

    Class Attribute Bonuses:Human:Dalish Elf:City Elf:Dwarf:Qunari:
    Warrior Racial Bonus:Strength: + 2

    Dexterity: + 2
    Magic: + 0
    Life: + 10
    Strength: + 1
    Dexterity: + 3
    Magic: + 1
    Life: + 0
    Strength: + 1
    Dexterity: + 2
    Magic: + 1
    Life: + 10
    Strength: + 3
    Dexterity: + 0
    Magic: + 0
    Life: + 40
    Strength: + 4
    Dexterity: + 1
    Magic: + 0
    Life: + 10
    Rogue Racial Bonus:Strength: + 1

    Dexterity: + 3
    Magic: + 0
    Life: + 10
    Strength: + 1
    Dexterity: + 4
    Magic: + 1
    Life: + 0
    Strength: + 1
    Dexterity: + 3
    Magic: + 1
    Life: + 5
    Strength: + 2
    Dexterity: + 2
    Magic: + 0
    Life: + 30
    Strength: + 2
    Dexterity: + 3
    Magic: + 0
    Life: + 10
    Mage Racial Bonus:Strength: + 0

    Dexterity: + 1
    Magic: + 2
    Life: + 10
    Strength: + 0
    Dexterity: + 2
    Magic: + 3
    Life: + 0
    Strength: + 0
    Dexterity: + 1
    Magic: + 3
    Life: + 5
    Strength: + 0
    Dexterity: + 0
    Magic: + 0
    Life: + 0
    Strength: + 1
    Dexterity: + 1
    Magic: + 3
    Life: + 5

    ClassesHumanQunariDwarfCity ElfDalish Elf
    Warrior:YesYesYesYesYes
    Mage:YesRareNoYesRare
    Rogue:YesYesYesYesYes
    Mage Specializations:

    Arcane Warrior:
    NoNoNoRareRare
    Blood Mage: RareRareNoRareRare
    Shapeshifter:RareRareNoRareYes
    Spirit Healer:YesYesNoYesRare
    Battlemage:YesYesNoYesYes
    Keeper:NoNoNoNoYes
    Force Mage:YesRareNoYesRare
    Warrior Specializations:

    Berserker:
    RareNoYesNoNo
    Champion:YesRareRareYesRare
    Reaver: RareRareRareRareRare
    Templar:YesNoNoRareNo
    Spirit Warrior:RareRareRareRareRare
    Guardian:YesYesYesYesYes
    Rogue specialization:

    Assassin:
    YesRareRareYesRare
    Bard:YesRareYesYesYes
    Ranger:RareRareRareYesYes
    Duelist:YesRareRareYesRare
    Shadow:YesYesYesYesYes
    Legionnaire Scout:NoNoRareNoNo
    Quote Originally Posted by Smile View Post
    Haha i'll make a small animation and advertise there Thanks Bean and Rosen!
    By the way, i've worked alittle more on the levels. Don't fret its not as complicated as it looks:
    Level Attributes: AdventurerRequired XP


    This is how we will balance people with more influence, land, other kind of powers. Adventurers XP requirements will grow with 20%.
    A Lord will maybe have 30% growth and a Smith something else Ect... Ect...
    You get:
    1100

    (0xp-100xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities(Like smith, Lord Ect. We will make tech trees and such for those profession classes..)
    220%+100= 120

    (100xp-220xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities
    320%+120= 144

    (220xp-364xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities
    420%+144= 173

    (364xp-537xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities
    520%+173= 208

    (537xp-745xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities
    620%+208= 250

    (745xp-995xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities
    720%+250= 300

    (995xp-1295xp)
    + 1 in Attributes
    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities
    Ect...Ect... Ect...+ 1 in Attributes

    + 1 Ability (New or Upgrade)
    + 1 in Profession Abilities




    I know you asked for a completely new OP and that will be worked on however for the moment, i'll edit what we have here, as time passes until we have a clearer structure.
    Last edited by Dark Storm; November 11, 2011 at 06:50 PM.
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2

    Okay then, any queries PM me and i'll answer them, any rules ideas or character questions, post here so we can all discuss
    Last edited by Dark Storm; November 03, 2011 at 05:36 PM.
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG



    Maraas

    Last edited by Narf; November 03, 2011 at 08:36 PM.

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    Default Re: The Age of the Blight v2- Fantasy RPG

    Name : Uth'en Assanlen (Son of Assan)
    Race : Elven
    Culture : Dalish, Clan Based
    Items of Import: Seth - The Keeper's Sword.
    Class: Mage, the Keeper's Apprentice
    Clan: The Inan Clan

    Relations:

    Assan - His Mentor, Keeper and Father.
    Enansal - His older daughter
    Era - Younger daughter
    Fen'elgar - Son (middle child)
    Inan - Younger Sister (middle child)
    In'mi - Younger brother
    Revas - his Halla
    Samahl - Mother
    Suledin - his cousin, a warrior
    Last edited by Bjorn; November 03, 2011 at 06:25 PM.

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    Default Re: The Age of the Blight v2- Fantasy RPG

    Reserved
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Your reserveing in your own thread? x)

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    Default Re: The Age of the Blight v2- Fantasy RPG

    Ok i want everyone to first of all give a basic idea of what they want to be, so Race and background(long or short) then it'll give me a good idea of what people want to see. Also i'd like to expand the Dalish so that you can run your own clan i might add some more of these as i think of them

    Edit: at Narf, i need a character too lol
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Quote Originally Posted by Smile View Post
    Your reserveing in your own thread? x)
    He's a very reserved man, Narf

  9. #9

    Default Re: The Age of the Blight v2- Fantasy RPG

    Right well I know nothing about DA, I'm only here because you huys needed a Nazi mod who likes smashing things with hammers when they step out of line. So if someone can fit the following character into a DA appropriate mould then that'd be good, feel free to all chip in with your ideas if you wish.

    Basic, city guardsmen (Harold Drake for those who knew him in GSTK) starting as a soldier, then a sergeant, captain, commander, leader of wherever he's based. So what would be best for me? I'm thinking Ferelden's capital, whatever that is. Either a Human or Dwarf warrior, whatever's more appropriate for the area.
    Creative Writing: (Currently on hold)
    The Domini Sepulchre
    The Sword and Quill

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    Default Re: The Age of the Blight v2- Fantasy RPG

    I put some things in my reserved spot \o\

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    Default Re: The Age of the Blight v2- Fantasy RPG

    Human or dwarf warrior doesn't matter really as their are many however human is probably more likely , Denerim, the capital, good to see you here, and thats a good character
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Okay then another thing to add- Guard career, thanks for the idea Gainsey

    Edit- And another, theres the cult of Andraste, so maybe if someone wants to make their own cult, though thats pretty low down on priorities it's an idea
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Let such things be created ingame. Cults i mean
    Last edited by Narf; November 03, 2011 at 06:37 PM.

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    Default Re: The Age of the Blight v2- Fantasy RPG

    Yeah thats what i meant, but have it in the rules like the order rules in GSTK
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Yea, one should be able to make both cults and Orders

  16. #16

    Default Re: The Age of the Blight v2- Fantasy RPG

    Quote Originally Posted by Gainsey View Post
    Right well I know nothing about DA, I'm only here because you huys needed a Nazi mod who likes smashing things with hammers when they step out of line. So if someone can fit the following character into a DA appropriate mould then that'd be good, feel free to all chip in with your ideas if you wish.

    Basic, city guardsmen (Harold Drake for those who knew him in GSTK) starting as a soldier, then a sergeant, captain, commander, leader of wherever he's based. So what would be best for me? I'm thinking Ferelden's capital, whatever that is. Either a Human or Dwarf warrior, whatever's more appropriate for the area.
    Orzammar is the Dwarven City. Guards there have to deal with Casteless or the lowest caste riots or thieves, nobles trying to kill each other(more via their supporters whenever there is a issue in the Senate), and possibly other things.(I think)

    Denerim is the capitial of Ferelden. Has some thieves guilds, potential Tevinter slavers for some issues.

    So either one could work.

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    Default Re: The Age of the Blight v2- Fantasy RPG

    Quote Originally Posted by Smile View Post
    Yea, one should be able to make both cults and Orders
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Quote Originally Posted by Bjorn View Post
    I put some things in my reserved spot \o\
    I like it, tell you what, to help and seeing as you suggested it, can you possibly work on a clan idea to go in the rules to help those in future? It'd be a great help
    Last edited by Dark Storm; November 03, 2011 at 06:51 PM.
    ...treasure, pleasure, leisure, les yeux;
    It's all in your eyes.




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    Default Re: The Age of the Blight v2- Fantasy RPG

    Quote Originally Posted by Dark Storm View Post
    I like it, tell you what, to help and seen as you suggested it, can you possibly work on a clan idea to go in the rules to help those in future? It'd be a great help
    It is very hard to make a Clan idea from what I know so far of the Dalish Clans :S Rosen probably knows a lot more then me in this subject.

    From what I understand, hierarchy is very loose in the Clan structure. The Keepers are kinda like "leaders' but not like one would think. They aren't the Masters of the people. They're kinda like Guides, advisers, and people that the clans listen to because they are wise and because it is traditional to listen to them. Bellow them, it seems, there is simply the normal clansman, although there also is the Elders (who, from what I understood are just older more respected clansmembers). There are usually only two mages in any Clan, the Keeper and the Keeper's Apprentice, being that the Apprentice doesn't have any power yet, since he's still just an apprentice. Everyone would do his part to contribute to the Nomad existance.

    One of the functions of the Keepers is to preserve and, well, KEEP the knowledge of the ancients. And also to search for it. They reunite each decade or so in the Arlathvhen. All the clans come together, their leaders, their Elders and Keepers, to trade information and lore. Which usually ends up badly and with a lot of bickering since no one agrees with anything lol

  20. #20

    Default Re: The Age of the Blight v2- Fantasy RPG

    During such a time, the clans will recall and record any lore they have relearned since the past meeting, along with reiterating what lore they know already to keep their traditions as accurate and alive as possible. During such time, the clans will exchange relics dating from the two elven nations for safekeeping. The Dalish believe that all the relics they've preserved from the Dales and Arlathan belong to all the Dalish; such trades are seen as much of an act of sharing as is a matter of trade, and the same is true even for talented elves. Merill for example was born in the Alerion clan, but due to her magical talents she was given to the Sabrae clan to be the First of Keeper Maretharias clan Alerion already had a number of gifted elves.
    From the wiki.

    But essentially they don't interact with each other or humans much, unless it's their gathering or out of necessity it seems.They also will change locations, so Bjorn's clan(if approved) would have to keep moving every so often or possibly risk humans discovering them or a potential issue arising.

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