|in death, sacrifice. (greywardens) wrote,|
@ 2009-12-02 02:36:00
M = Mage (3)
W = Warrior (4)
R = Rogue (5)
link = taken
THE ALIENAGE ELF § (lalin) You are a second-class resident of the city, born and living in subpar conditions of the Denerim Alienage, under the rule of your human masters. Racial tensions are higher than ever, and in response to whispers of rebellion, guards have been posted around the Alienage to watch for suspicious behavior. After being accused and swiftly arrested by the guard, sharing a cell with the DENERIM COMMONER, you have been conscripted by the Warden-Commander to prevent prosecution and what looked like an inevitable death sentence for a crime you may or may not have even committed.
THE ANTIVAN CROW § (savio) You hail from the seaboard kingdom of Antiva, and were bought at an early age by the infamous guild of assassins known as the Crows of Antiva. Trained to kill or be killed and use your elven beauty to fool and seduce others, your latest target was the FERELDAN NOBLE. Though you make your way to the estate and come close to finishing the job, you manage to fail in your assignment, which means your life is now forfeit -- until the Warden-Commander decides that you would be better suited for Conscription than left to die at the hands of your former guild.
THE APOSTATE MAGE § (arandil) You are a Dalish elf, raised by your nomadic clan in the wilds of the Brecilian Forest, and are the Keeper's apprentice. Considered a hedge mage, having been raised outside of the Circle and the control of the Chantry, you have hidden your magical powers from the non-Dalish for most of your life. However, a recent and violent incident with a band of shemlen travelers has led to the exposure of your gifts, causing the Chantry to take notice and send a band of Templars to retrieve you. The DALISH ELF, your childhood friend and fellow clan member, has become deeply involved in preventing your capture.
THE CIRCLE MAGE § (bethe) You are a Mage and have spent most of your life within the confines of the Tower on Lake Calenhad, after being taken from your family at a young age to learn to master your abilities. Seeking aid from the Circle of Magi, the Warden-Commander has arrived at Kinloch Hold and was given permission to take a few of the brightest mages, including you, to aid in the fight against the oncoming Blight. Joined by the TEMPLAR, who was present at your Harrowing and has been assigned by the Knight-Commander to make sure the mages don't go rogue while away from the Tower, you both have been recruited to join the Grey Wardens.
THE DALISH ELF § (tahal) You belong to a wandering clan of Dalish elves, whose aravel has been traveling over the Brecilian Forest for as long as you can remember and have always thought you would remain doing so. The wilds are your domain, and those shemlen intruders who seek to invade your home are always swiftly taken care of by your blades and arrows. But your lifestyle is threatened when the apprentice to the Keeper, the APOSTATE MAGE, becomes the target of the Chantry and the Templars. You have sworn to your clan that you would protect your childhood friend from all harm, even if that means eventually joining the Grey Wardens to face the Blight.
THE DENERIM COMMONER § (conlandelaine) You are an average human who resides in Denerim, and while your life is still substantially better than any lowly elf, you aren't exactly rolling in sovereigns and sleeping in silk sheets. Everyone has to find a way to get by, even if the methods aren't exactly honest, right? Unfortunately for you, those running the city don't agree, and you have been caught by the authorities and put in jail, right next to the ALIENAGE ELF. If it weren't for the intervention of the Warden-Commander and his Right of Conscription, you'd probably still be sitting in that cell, though it's still unclear if that would be that much worse than being sent off to fight the darkspawn.
THE DWARF COMMONER § (falinabjyr) You are a low-class commoner of Orzammar, and as all dwarves know, the caste you were born to will dictate the rest of your life. But a deal your brother made with a crime lord in Dust Town has gone sour, and his actions result in his death and the slander of what little remained of your family's name and honor. With nothing left for you in the city, you seek the surface to start anew as a merchant, joining cousins that you have not seen or heard from in decades -- after all, it could be no worse than life below as a casteless. On your way, you have taken up unexpected traveling companions in the shape of the DWARF MAGE and ORZAMMAR NOBLE.
THE DWARF MAGE § (signyature)You were once thought impossible to exist, given that the dreamless dwarves have never been able to access the Fade on their own and harness its powers to use magic. But with the rise of the young Paragon Dagna and her extensive experimentation with the dangerous mineral lyrium, you are one of only a handful of dwarves who have been successfully altered by exposure to this manipulated ore, granting you the ability to cast spells as a human or elf would naturally. However, after an apostate mage became a violent abomination who managed to kill several people before being put down itself, you and your kind have now been branded as casteless. Sent to live in exile on the surface, you have taken up unexpected traveling companions in the shape of the DWARF COMMONER and ORZAMMAR NOBLE.
THE FERELDAN NOBLE § (coan) You are a member of the high ranking Fereldan nobility, born to a name and a life of wealth, luxury, prestige and power that many would be envious of and few will ever attain. Because of the political and personal ties between your families, you are currently allowing the ORLESIAN BARD to take refuge in your home until they can return to their own. Groomed in diplomacy and in combat, though your latter skills have not been used often, you are well prepared to take over the estate should the need arise. All seems well, until you find yourself at the tip of the ANTIVAN CROW's blade, as the assassin has been hired to make an attempt on your life. With both of your lives at stake, the Warden-Commander has seen fit to induct you into his ranks, stripping you of your title and your wealth. At least you still have your trusty Dog at your side.
THE ORZAMMAR NOBLE § (rhocanth) You and your family, the descendants of a Paragon, have seen the benefits of belonging to the noble caste for generations. But these are dangerous times to be in a position of power and influence. The assassination of the King only months ago has sent Orzammar into a state of civil war, pitting House against House in a struggle for control that goes beyond settling in the Proving Grounds. Though you argue it was an act of self-defense, killing the noble of another House has given your enemies in the Assembly reason to exile you to the Deep Roads without trial. Cast out of Orzammar, you have taken up unexpected traveling companions in the shape of the DWARF COMMONER and DWARF MAGE.
THE TEMPLAR § (alderic) You belong to a special order of warriors dedicated to serving the Chantry, a sworn protector of the world against the dangers of foul magics. Driven by a nearly unshakable faith, it is a Templar's duty to hunt down apostate mages and carefully watch over the Circle of Magi. After taking your sacramental vows, you were sent to the Circle Tower to guard the apprentices and mages within its high walls, and keep those outside safe from them. You were present at the Harrowing of the CIRCLE MAGE, and perhaps not so coincidentally, have now been assigned to keep watch over the same mage and several others as you all leave the Tower to join the ranks of the elite Grey Wardens.