Dragon 4ge Day Charity Conversions

Happy Dragon 4ge Day! We designed a few items for the Dragon Age RPG for charity!

As a thank you for the donors to Child’s Play, donating on Dragon 4ge Day during the livestream of Ghil Dirthalen, we promised to make a custom magic item every time someone made a donation of $10 or more after Reyn came on the stream at 2PM! We had four total donors after their appearance donate $10 or more, so here are four new items for the Dragon Age RPG!


  • Battle Axe
  • Masterwork Benefits: +5 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level:  One Level
  • Focus Benefit: Yes
  • Rune Slots: 0

Holding this axe seems to make you thirsty for some reason. When the axe is used in battle the wielder’ thirst seems to disappear. Blood seems to fountain from strikes with this axe, and it leaves your foes reeling and afraid. The wielder gains access to the Messy Kill stunt for 4 SP. The next time the wielder kills a target, they nearly explode in a shower of gore. For one round after, all enemies involved in the conflict (and potentially allies) who witness this kill must make A Willpower (Courage) test with a TN of 10+your Strength to attack the wielder. Those who fail must take the Defend or Move action instead.

Blade of the Many

  • Dagger
  • Masterwork Benefits: +3 Attack, +3 Damage
  • Talent Level:  Two Levels
  • Focus Benefit: Yes
  • Rune Slots: 2

Many weapons become legends because they had a great owner who performed impressive deeds with the weapon. This weapon did not have a single great owner, but many capable ones. The dagger has a thick ruby in its hilt, that legend claims holds a piece of the soul of every warrior and thief who died with the dagger in hand. Focusing on the ruby brings voices into your mind that call for vengeance. The wielder of this dagger may whisper to the ruby as a minor action, calling for aid. Ghostly figures shift in and out of focus behind the wielder of the dagger and their allies within 10 yards, granting the wielder and their allies the dagger’s damage and talent bonuses for one encounter, as these ghostly spirits guide their weapons and spells. This weapon has been taken by the Templars more than once, and anyone caught with it is quick to be labeled an apostate or maleficar.

Hood’s Message to the King

  • Long Bow
  • Masterwork Benefits: +2 Attack +5 Damage
  • Superior Benefits: Minimum Strength
  • Talent Level:  Two Levels
  • Focus Benefit: Yes
  • Rune Slots: 2

The existence of this weapon is as much myth as history. It is a story passed down among the Free Marches, the identity of “Hood” changing with the city, the bards telling the stories, or the passions of the world’s current troubles. The message is varied but clear: the people want a change, and they will have it. This bow’s construction is very stiff, and pulling back a shot takes a full round, but a shot from this bow flies far and punctures like a qunari cannon. The bow’s range is is incredible, with a short range of 45 yards and a long range of 1117 yards. Finally, the wielder may perform the Pierce Armor stunt for 1 SP, and the Lethal Blow stunt for 3 SP when firing this bow.H


  • Staff
  • Masterwork Benefits: +3 Ice Damage
  • Talent Level:  One Levels
  • Focus Benefit: Yes
  • Rune Slots: 3

The mage who created this staff was famed to have escaped the Templar of his Circle by retreating into one of the coldest winters the Free Marches had seen in decades. While the Templars came for him in the spring, that long and brutal winter was not an idle one. The mage was well-versed in blood and primal magic before he left, and by the time the Templar found him he was a master of both. Using this staff as a focus, and several other items he crafted himself with blood magic, he slew the Templars who gave chase, leaving them frozen outside his hiding place as a warning to those who might come too close. He eventually settled down and passed down several powerful creations to his children, one of whom was supposedly a mage. While this staff only makes one part of the Regalia of the Frozen Heart, it is still a potent magical item. Whenever the wielder casts a Blood or Primal spell, they may perform the Fast Casting stunt for 2 SP instead of 4, but only if the spell they cast with the stunt comes from the other school (if the spell that generates the points is a Primal spell, they must cast a Blood spell with the stunt). Additionally, whenever the wielder of the staff enters Blood Magic mode, they may choose a single element to which they become immune to. Damage from spells, hazards, bombs, or other sources that come from the corresponding element deal no damage to the wielder.

We hope these items help inspire you to make your own! Have fun playing the Dragon Age RPG, and we wish you lots of 6s on that Dragon Die!

The Back Shelves Vol 7: Axes from Origins

Welcome back to the Back Shelves, where we reach far into the back to bring you the best magic items in Thedas! If you’ve played Dragon Age: Origins you should recognize this collection of blades and beards! Cleave the opposition in twain with these mighty weapons, and carve out your own legends!

To see the rest of the collection: click here!

Optional House Rule:

  • Mastery benefits: If you cannot benefit from a weapon’s talent or focus bonuses, you gain a cumulative +1 to attack and damage with the weapon for every degree of talent or focus you cannot benefit from.
    • For example: Your character has the Master degree of Single Weapon style and they pick up a magic sword. That magic sword gives two degrees in a talent and a focus bonus. Your character could not benefit from 2 degrees of talent and 1 degree of focus, so they get a total bonus of +3 to attack and damage with that sword.

Weapons Group: Axes

Ancient Dwarven Waraxe (Level 5)

  • Battle Axe
  • Masterwork Benefits: +3 Attack and +4 Damage
  • Superior Benefits: Minimum Strength 0
  • Talent Level: One

This axe is well used, but the superior craftsmanship ensures that no matter how many hands it passes through, the blade still bites deep. It has likely seen much action in the Deep Roads, in the hands of the Legion of the Dead. These axes grant a +3 social bonus when speaking to Orzammar dwarves with the axe visible on a belt.

Ash Warrior Axe (Level 1)

  • Battle Axe
  • Masterwork Benefits: + 1 Attack and + 0 Damage
  • Superior Benefits: Minimum Strength 0

These Axes are given to prominent members of the Ash Warriors, the most well-known of mercenary companies in Ferelden. The fine blade is decorated with images of Ash Warriors fighting alongside their mabari allies, and the hafts typically are marked with notches to record the kills taken by the wielders.

Axameter (Level 15)

  • Battle Axe
  • Masterwork Benefits: +2 Attack and +5 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level:  Three Levels
  • Focus Benefit: Yes
  • Rune Slots: 2

This glittering silverite axe is thrumming with power, but also carries an unfortunate history of bad luck for its bearers. Its last bearer was discovered dead in an old spider’s web, his skeletal hand still clutching the axe. Once per encounter, when the bearer generates stunt points, the bearer may reroll their Dragon Die to determine how many stunt points they generate. If the reroll results in a 1, some manner of bad luck befalls the bearer. What this bad luck is (losing a piece of gear that would be useful for a later encounter, taking a wrong turn in the wilderness, disturbing an extra encounter with an ornery beast) is up to fate to decide (GM’s discretion).

Axe of the Grey (Level 10)

  • Battle Axe
  • Masterwork Benefits: +2 Attack and +4 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level:  Two Levels
  • Focus Benefit: Yes
  • Rune Slots: 2

This glittering silverite axe has the emblem of the Grey Wardens on blade. These axes follow a design established back in the Fourth Blight, by one of the companions of Garahel, the Warden who ended the Blight. They cut cleanly through darkspawn and their armor, allowing the wielder to perform the Pierce Armor, Mighty Blow, and Lethal Blow stunts against darkspawn and blighted creatures for -1 SP.

Axe of the Vashoth (Level 10)

  • Two-Handed Axe
  • Masterwork Benefits: +2 Attack and +5 Damage
  • Superior Benefits: Minimum Strength 1
  • Talent Level:  Two Levels
  • Rune Slots: 2

This axe is the result of spite and rebellion. Taken from the Antaam, the Qunari military, by Tal-Vashoth, it has been corrupted by qunari standards. When once perfectly crafted and beautiful, the axe now has crude additions making it more brutal and less refined, and magical enchantments have been added for additional insult. The wielder of this axe gains a +3 bonus on positive and negative interactions with Tal-Vashoth. Against members of the Antaam, it may grant a +2 to negative social interactions, and certainly a -3 to positive interactions.

Barbarian Axe (Level 1)

  • Two-Handed Axe
  • Masterwork Benefits: +1 Attack and +1 Damage
  • Superior Benefits: Minimum Strength 2

A somewhat crude but well-balanced greataxe from the Avvar tribes. These axes usually have the crest or animal of an Avvar hold in the Frostbacks. These axes mark their wielder as a might warrior is service to that hold, or one who has earned the respect of that hold. The wielder gains a +2 bonus on positive social interactions with members of the hold this axe was earned from. If this axe was stolen, however, any interactiosn with Avvar who know this have a -5 penalty. The Avvar cleave in half those who are impolite.

Biteback Axe (Level 10)

  • Battle Axe
  • Masterwork Benefits: +2 Attack and +4 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level:  Two Levels
  • Focus Benefit: Yes
  • Rune Slots: 1

This axe was constructed to be concealed. While it is made of silverite, the metal has been purposefully stained to make it appear to simply be fine steel. The subtle magicks worked into the axe’s blade allow it to ignore 3 points of AR.

Bloodline (Level 15)

  • Battle Axe
  • Masterwork Benefits: +2 Attack and +4 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level:  One Level
  • Focus Benefit: No
  • Rune Slots: 1

This broad axe was not originally built for battle, but is covered in additions to make it battle-worthy. These additions do not quite hide the ugly stains on the edge, but the sigils inscribed in lyrium on the haft make it clear what this axe is for. The wielder’s swings seem to be drawn to the vitals of its targets. Whenever the wielder generates stunt points, they receive a free (0 SP) Lethal Blow stunt in addition to the normally selected stunts.

Daisycutter (Level 10)

  • Battle Axe
  • Masterwork Benefits: +2 Attack and +5 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level:  Two Levels
  • Focus Benefit: Yes
  • Rune Slots: 2

This axe is surrounded by a strange blue aura. This aura seems to animate the weapon to a degree, keeping it in safe hands. The wielder is immune to the Disarm stunt, as the axe seems to leap back into their hand. Additionally, the wielder may throw the axe with the same short and long ranges of a throwing axe, and the axe returns to the wielder at the end of their turn.

Dal’Thanaan (Level 1)

  • Two-Handed Axe
  • Masterwork Benefits: +1 Damage
  • Superior Benefits: Minimum Strength 2

This surprisingly well-balanced two-handed axe is the product of much expense among any Dalish clan. They only craft a few, as the materials for axe blades are hard to come by, but they are shaped well and carved with many holes to make them lighter, and conserve materials. A skilled wielder can make use of these gaps in the blade, allowing the wielder to perform the Disarm stunt for 1 SP instead of 2.

Dal’Thanu (Level 1)

  • Battle Axe
  • Masterwork Benefits: +1 Attack
  • Superior Benefits: Minimum Strength 0

These axes are made by rare Dalish smiths to be multipurpose. They can be used for battle, but are also used for cutting wood for crafting, being treated as a +1 masterwork tool for Dexterity (Crafting) tests involving woodcraft.

Darkspawn Battleaxe (Level 1)

  • Two-Handed Axe

Though intimidating, this large axe is poorly constructed by simple darkspawn smiths. If the wielder wishes it, they may break the weapon to throw the axe’s blade as if it were a throwing axe. The weapon can be put back together with a TN 13 Strength (Smithing) test and half an hour of work.

Darkspawn Waraxe (Level 1)

  • Battle Axe

This crude axe is melded, beaten, and even sewn together as simple weapons for darkspawn hands. The materials are stained as if the wood, metal, and leather used to make them were diseased. They very likely are. The wielder may perform the Mighty Blow Stunt for 1 SP instead of the usual 2, but the axe breaks if the damage roll with the stunt does maximum damage to the target.

Deygan’s Dal’Thanu (Level 10)

  • Battle Axe
  • Masterwork Benefits: +1 Attack +1 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level: One
  • Rune Slots: 1

This axe is a rare example of Dalish smithing at its finest. Clan legends handed down with the axe claim that it was used long ago to oppose Tevinter alongside Andraste herself. Although that alliance is long forgotten, especially by the humans, this axe still remembers. The wielder may use the Set Up stunt for 1 SP instead of the usual 3, and may spend an additional Stunt Point for every additional ally they wish to bestow it upon.

Dwarven Waraxe (Level 5)

  • Battle Axe
  • Masterwork Benefits: +1 Attack and +2 Damage
  • Superior Benefits: Minimum Strength 0
  • Rune Slots: 1

The dwarves are masters of smithing, and this simple steel axe is no exception. These are usually crafted for mercenary captains or soldiers with a bit of coin to toss around, but they are most often given to young members of the Warrior Caste.

Faith’s Edge (Level 15)

  • Two-Handed Axe
  • Masterwork Benefits: +3 Attack and +3 Damage
  • Superior Benefits: Minimum Strength 1
  • Talent Level: Three
  • Focus Benefit: Yes
  • Rune Slots: 2

This axe’s blade and bear feature dragon motifs and scenes. The dragon designs also seem to bleed down the haft of the large axe, like blood dripping down to the wielder’s hands. Some people have claimed that if one squeezes this silverite axe tight enough, their hands come away with red stains. It may have been crafted for the leader of one of the legendary dragon cults, but nothing can be proven. The wielder of this axe gains treats their Willpower as 2 higher. If the wielder has the Reaver specialization, their Journeyman power can now affect foes up to 20 yards away, and they gain an additional +3 Health from their kills as described in the Novice power.

Frenzy (Level 15)

  • Two-Handed Axe
  • Masterwork Benefits: +3 Attack and +5 Damage
  • Superior Benefits: Minimum Strength 0
  • Talent Level: Three
  • Focus Benefit: Yes
  • Rune Slots: 2

An Avvar barbarian by the name of Stiksma once wielded this axe. He used it in many campaigns against the Alamarri low-landers, carving bloody trails through any armies that stood in his way. His axe grew hungry for battle, and he only fed it more blood and gore from the low-landers, raiding them in the winters and repelling retaliations in the mountains. Some claimed that the axe even turned away magic, as spells hurled from shamans seemed to dissipate. During his final battle, he fought among a copse of trees in the mountain. He swung this axe so hard it not only sliced through his Alamarri foes, but the trees behind them. The falling trunks ended Stiksma, and the axe was claimed from his corpse. It has changed many hands, but always finds its way back to the fight. The wielder of this axe gains the Spell Turning stunt for 4 SP. This stunt grants the wielder a +5 bonus to resist enemy spells until their next turn.

Griffon’s Beak (Level 10)

  • Two-Handed Axe
  • Masterwork Benefits: +2 Attack and +2 Damage
  • Superior Benefits: Minimum Strength 1
  • Talent Level: Two
  • Rune Slots: 2

This glorious silverite two-handed axe is carved in the shape of the legendary griffons that symbolize the Grey Wardens. Only Grey Wardens and historians know that these axes commemorate the “aerials”, the mighty comrades and steeds of the Grey Wardens long past. The wielder of this axe can use this axe like a banner, inspiring their allies to fight against the Grey Wardens’ hated enemies: the darkspawn. If the wielder holds this weapon high and shouts a battle cry as a major action, allies within 10 yards of the wielder may reroll damage rolls against darkspawn for a number of round equal to the wielder’s Communication. If the wielder is a Champion, this benefit is constant as long as the wielder maintains their Rally mode.

 Hiersplitter (Level 15)

  • Battle Axe
  • Masterwork Benefits: +3 Attack and +5 Damage
  • Superior Benefits: Minimum Strength -1
  • Talent Level: Three
  • Focus Benefit: Yes
  • Rune Slots: 1

This axe has a bloody history, or at least several of them. The name “Heirsplitter” has been given to many axes that were not this one, but by Orzammar nobles commissioning an enchanted axe and claiming it was Heirsplitter to bully other noble houses into line. Though these imposter axes have seen some action, this one is the real deal, being used long ago to bisect a noble’s head. This axe has been lost and found more times than the Shaperate can keep up with, but debating whether the axe exists is splitting hairs. The wielder of this axe may perform a unique Destructive Blow stunt for 7 SP, adding +4d6 damage to the damage roll and halving the foe’s armor against the attack. This usually manifests as the target’s head being hit on the temple, and bisects their skull on a killing blow. Nasty!

Dossiers of Thedas: Brecilia (Fan-Made)

The elves have been without a home for too long. In your Dragon Age campaigns, that need no longer be the case. Welcome to Brecilia, third home of the elves.

Welcome to Dossiers of Thedas, where we talk about the people of Thedas working together for greater causes!

Today we’re touching on something from my home campaign, Dragon Age: Faith Misplaced. This is the new nation of Brecilia; the new home of the elves of Thedas!

(For your listening pleasure, we often use this track to portray the new home of the elves! The track comes from the video game Nier, which we also recommend you check out!)

Brecilia is the youngest of Thedas’ national powers, but it is also growing the most quickly. It is known throughout Thedas as a place where elves need no one’s permission to do anything. They can find jobs, learn the old ways of the Dales, and be accepted as full citizens for the first time in more than 700 years.


Brecilia as a nation would be nothing without its legendary founders, the High Keepers. A trio of elves who have made names for themselves as heroes of Thedas and beyond, they were Dalish and city elves long before Brecilia was even conceived. These are the heroes who built a revolutionary new nation:

Ashalla, Alora, and Kallian were all simple elves who either lived in or traveled through Ferelden at the wrong (or right) time. Circumstance saw them become honorable patrons of a Ferelden noble house, and their heroics only continued to spread as they visited towns and villages to right wrongs and save hundreds of lives.

These three were also not the only ones to travel among this group. An elven Grey Warden named Thelriel, a human thief named Jack, a Ferelden knight named Leona, and a Tal-Vashoth named Venak were all once companions of the High Keepers, but they have all (save Venak) left the public eye for one reason or another.

Few details are known exactly about their early adventuring days, but what came after them is well-documented.

In 9:33 Dragon, a Grand Tourney was held in Cumberland, and these three heroes participated. Taking a few small awards in early competitions, two of them took part on the Autumn Falls, the tournament combat competition. They competed against fellow Dalish, mercenary captains, noble dwarves of Orzammar, Legion of the Dead members, and even a Chevalier. After the dust cleared, Kallian was crowned the Master of Blades and given the grand prize: an ancient dwarven forge hammer, Anvilbreaker.

This victory would be overshadowed by the events that unfolded next.

As the fights had been waged, the weather had grown more turbulent. As the final battle began in the tourney grounds, it was discovered that a strange cult of elves had stolen qunari explosives and planted them around the stands of the tournament’s battlegrounds. As Kallian fought in the final match, Alora and Ashalla found allies among the Grey Wardens, the Circle of Magi, and even the Ben-Hassrath, if reports are to be believed, to disarm the gaatlok before hundreds of people were wiped out in what would soon be discovered to be a blood magic ritual.

Crashing down in a bolt of lightning was the one who would become known as the nemesis of Brecilia: a powerful elven figure called Kotin. Claiming to be the elven god of vengeance and promising to bring ruin to the people who had wronged the elves, Kotin and his close allies sacrificed dozens of his own followers to fuel the ritual that was supposed to use the spectators of the Tourney, as well as his greatest foes, to cast a great spell. This spell sent a message to the ears of every elf in Thedas- possibly, in the whole world:

“Thedas has stood on the ashes of everything we were for too long. The humans have taken everything we are and told us to be grateful for the pittance they have thrown at our feet. They stole Arlathan from us; then, they stole the Dales. Join me, and we will take it back. Join me, and the humans will know what it feels like to be nothing. Join me, and Thedas will be ours, like it used to be.”

Just like that, Kotin vanished into a bolt of lightning, careening into the sky and leaving Thedas dumbfounded.

After this, a chain of events took place that would end up creating the nation of Brecilia. In their campaigns to turn the elves of Thedas away from Kotin’s regime, Ashalla, Alora, and Kallian were inspired by a broken ruin in the Brecilian Forest to give all those who turn from Kotin somewhere to rally with their fellow elves. After some negotiation, Ashalla would receive the blessing of King Alistair to build within the forest that Ferelden had no real use for.

She would build somewhere for the elves to live.

First, the Dalish joined them. An emergency Arlathven was called, a meeting of all clans, to discuss what this message could mean. While some Dalish saw that they had a chance to reclaim was what long-lost from their people’s history, the three who would become the High Keepers convinced them that the cost was too high. A small army of rage demons assaulted the Arlathven, and all the clans of the elves fought back, clear in their intent to oppose Kotin.

These elves would begin what many would call the Second Long Walk; the several dozen clans who attended the Arlathven took everything from the Dales, across Ferelden, into the Brecilian Forest and settled into what would become the first permanent elven settlement in centuries that wasn’t an alienage. These clans were the first Brecilians.

This was when the nation that would become Brecilia truly began to grow. Small settlements were built, and Ashalla and her companions had begun to rediscover lost artifacts and magical techniques of the Dales (and, potentially, Arlathan itself). Magic was used to grow trees into buildings and tools. Halla were corralled in larger farms than had ever been attempted. The clans began to share more crafting secrets and ideas than they had ever had time for at an Arlathven. Some of the Dalish who could not reach the Arlathven came straight to Brecilia, weeping with joy as they crossed the gates into the new home of the elves.

It was about this time that the High Keepers had heard that the hahrens of several of the largest alienages in Thedas were going to meet in Val Royeaux’s alienage to discuss what the city elves of Thedas would do in the face of Kotin’s offer. They were rightfully angry, having had the Dales taken from them centuries earlier, only to be offered “mercy” in having slums to live in and scrape by on the humans’ kindness. The High Keepers rode into the alienage in a magically grown carriage, stepping from the vehicle as impressive but familiar legends of the elven people.

They spoke with Briala, servant to the Empress of Orlais, about the situation. Briala pointed out that no country, certainly not Orlais, would appreciate most of their cheap or free laborers disappearing overnight to leave for a mythical elven homeland. However, it was also known that the Empress’ new year’s ball was going to take place soon, and this would be an excellent opportunity to show that Brecilia was a national force to be reckoned (and, more importantly, negotiated) with.

The High Keepers joined the party as exotic emissaries of a place that almost seemed impossible. While they were expecting judgmental glances from the humans, the High Keepers began to notice strange looks from some of the elven servants, as well. These servants were, in reality, servants of Kotin and his cult, who intended to poison the party food with a dangerous disease called the “Amber Rage”. The High Keepers had dealt with this disease before and quickly moved to remove the contaminated food before the Rage caused the high-profile humans to tear each other apart in a blind fury.

With this scheme foiled, Kotin sent a small gift of his appreciation: a demon-possessed dragon to assault the Empress’s Winter Palace. With the Empress’s life on the line, the High Keepers displayed their unique heroics, slaying the dragon in the palace’s courtyard for all of the Orlesian elite to see.

The Empress was quick to praise them, reward them with titles, and even grant the city elves of Orlais the opportunity to migrate to Brecilia slowly, so that labor forces could be compensated appropriately. The High Keepers promised that Kotin, and the great threat he posed to Thedas, would be dealt with personally.

This event inspired movements from other nations, and city elves began to pour in from all across Thedas. Every nation had caravans of city elves traveling to the legendary Brecilia, home of the elves.

All nations would send some, except for the Tevinter Imperium.

The High Keepers visited Tevinter, knowing full well that most of the elves in Tevinter were slaves who would have heard Kotin’s message and would want to take revenge on their masters. Tevinter would be loath to part with their slaves, as they represented not only their workforce, but much of their trade. The High Keepers knew they would need to be careful and politic in this diplomatic mission.

Tevinter’s Archon expected the Brecilians, and invited them into the Imperial Senate to state their case to the Magisters of the Tevinter Imperium. The High Keepers would find machinations of Kotin’s cults very active in the Imperium, where resentment against humans was at a particular high. While the Keepers struggled to contain the actions of Kotin’s cult cells, they would fight to make friends with several of the magisters of Tevinter. After finding some support, they finally made a fateful visit to the Senate. Their entrance was made into a parade where the High Keepers were publicly celebrated as guests of honor, and privately be used by the Archon to draw out the stronger elements of Kotin’s rebel cells. The Archon’s plan worked, and the High Keepers fended off the attack, crippling the rebel cell’s leadership.

The rain began to pour as the High Keepers entered the Senate to discuss with the Magisterium their proposal: We can protect you from Kotin, if you periodically release slaves who wish to leave for Brecilia. The debate was heated, but the High Keepers remained resolute. The Archon brought the subject to a vote, and the High Keepers suggestion was put into motion by a slim margin.

Just then, the unthinkable happened, and Kotin himself struck the Senate building. The Magisters were distracted by planted servants throughout the Senate and were rattled by the storm gathering overhead. The High Keepers fought Kotin of top of the Imperial Senate, with the help of the Archon, and managed to defeat him.

The Archon quietly made sure that their actions would not be forgotten, and their plan to slowly release slaves to Brecilia was cemented.

Brecilia’s population swelled, and the small forest nation began to grow into a proper country- one that would soon have many children who would grow up without knowing the hardships of previous generations.

Kotin would make a final effort to crush Brecilia, tearing open the Veil in the Blackmarsh to summon an army of demons, but the High Keepers met him one last time, in his domain within the Fade itself and banished him forever.

Brecilia has only grown since that fateful battle. Elves from alienages as far as the Anderfels have made the Second Long Walk to the newest home of the elves, and the mages of Brecilia slowly uncover more magical secrets and artifacts from long ago.

Things seemed idyllic for the elves of Brecilia, until the world erupted into the Mage-Templar War. After the rebellion in Kirkwall, Brecilia received many uncomfortable requests of their mages and templars. As the restrictions on mages increased elsewhere, the Brecilian Circles were slow to enact any restrictions. Most could tell that mages were surprisingly free to do what they wished in Brecilia; they even ran the nation. Some of the more conservative Templars warned that Brecilia could become another Tevinter, with mages ruling over the mundane. Had the Kirkwall rebellion not taken place and distracted the Templars, it is likely that they would have cracked down harder on Brecilia and its lenient Circle.

The Templars of Brecilia were recruited from within, and their Knight-Commander was already friends with the High-Keepers. Their military also heavily benefited from ancient elven techniques of nature magic, concealing them from intruders and allowing deadly ambushes by the highly trained border guards, the Emerald Knights. These facts, in the face of the sudden restrictions on mages in nearly every other Circle, made Brecilia a considerable threat in the minds of the more conservative Templars. The situation was further complicated by the fact that Brecilia’s rulers had saved the world once and that they were very clever diplomats. Many favors were owed by powerful individuals like Archon Radonis, King Alistair, and Empress Celene I. When Divine Beatrix was replaced with Divine Justinia, her desires for reform also ended up distracting the Templars. No attacks could be officially mounted, which barely kept the Brecilians safe from an Exalted March.

Both sides of the Mage/Templar conflict requested aid or shelter from Brecilia. Rebel mages wished to take asylum or even support, and the Templars requested aid to fight the mages within Ferelden. Brecilia’s leaders officially claimed that they would not be aggressively joining the fight unless it was brought to them; that said, Brecilia’s support of mage rights was overt, and they provided a great deal of healing, shelter, and support to rogue mages during the conflict. These mages, and any Templars who wished asylum, were granted protection so long as they brought no harm to Brecilia.

The Templars could not distract themselves with fighting an additional conflict, and as the Circles dissolved, and the Templars broke from the Chantry itself, the fighting continued without much interference from Brecilia. Refugees still crossed Brecilia’s tree lines. Some agents had to remove innocent elves from the crossfire, bringing them back to Brecilia. Some Brecilians did have to fight and defend their borders, but overall, Brecilia managed to remove itself from the fight quite well until the Divine called for the Conclave.

In a move that few people understood, Brecilia did not send any delegates to the Conclave, despite their large mage population. Even less understood was that one of Brecilia’s agents still attended without authorization, sneaking into the Conclave to report the situation to the High Keepers. This was Sinclair Lavellan, and this poor sod became the Inquisitor for his troubles.

Having the Inquisitor be a Brecilian agent has only made Brecilia’s situation more precarious. With people calling a Dalish elf the “Herald of Andraste”, Brecilia received an unwelcome amount of attention from the fractured Chantry, with many claiming that the Breach may have been set up by Brecilia itself. With the War of the Lions in Orlais, and Tevinter preferring to let the south deal with its own problems, Brecilia can only look to Ferelden as an ally.

Brecilia stands firm but ready, waiting to see what else the Dragon Age has in store for it…

(The above timeline includes an elven Inquisitor ((Reyn’s Inquisitor)) as part of Brecilia’s story, but you could very easily swap him out for your own. A non-elven Inquisitor would likely reduce tensions, but may be less appropriate for campaigns that include Brecilia in the Inquisition storyline.)


These are the stat blocks for Brecilia during the year that the Dragon Age: Faith Misplaced campaign ended. The stat block following that is the kingdom during the time of Dragon Age: Inquisition. Feel free to use or adjust these as you need!

Brecilia (9:34 Dragon)

Abilities (Focuses)

Might 4 (Garrison)
Wealth 4
Influence 5 (Elves)
Intrigue 6 (Secrets)
Magic 5 (Lore, Mages)

Combat Ratings

Structure Stability Scope Troops
8 51 World 1300
Special Qualities
Stunt Bonus: May perform the Equip, New Focus, New Assets, Rebuild/Expand (gaining it once for free) Growth Stunts for -1 SP, and the Bolster (gaining it once for free), Devastate, Embarrass, Surgical Strike, Undermine Plot Stunt for -1 SP

Brecilia (9:41 Dragon)

Abilities (Focuses)

Might 7 (Garrison, Specialty Troops: Emerald Knights)
Wealth 7 (Goods)
Influence 8 (Elves, Foreign Power: Ferelden)
Intrigue 7 (Counter-Spies, Secrets, Spies)
Magic 8 (Lore, Mages)

Combat Ratings

Structure Stability Scope Troops
8 350 World 11000

Special Qualities

Stunt Bonus: May perform the Equip, Greater Assets, New Focus, Rebuild/Expand (gaining it once for free) Growth Stunts for -1 SP, and the Bolster (gaining it once for free), Devastate, Embarrass, Surgical Strike, Undermine Plot Stunt for -1 SP

Mighty: Brecilia has come a long way, and its people are fervent in its defense.  Stability is at least 350, and troop number is multiplied by 5.

Notable People

The following are important figures in Brecilia who can be used in your campaigns if you wish!

Hearthkeeper Ashalla

Ashalla of the Brightmores was the First of her clan; she set out to see the lands of Thedas before taking the responsibility of Keeper from her mother. She is a talented mage who calls upon spirits to keep herself and her allies alive, and she has incredible diplomatic skills, even earning herself an honorary induction into the Circle of Magi. She supposedly had many humans who loved her, but she eventually chose a handsome elven scout of the Emerald Brotherhood named Varel, who captured a rare red hart alive as his mating gift. Ashalla stands today as the Hearthkeeper, in charge of diplomatic relations and domestic administration. She is kind, caring for her people, and bold to most sensibilities, feeding her newborn during meetings without batting an eye and daring anyone to challenge her. She is a strong proponent of tolerance and diplomacy between races and factions, but she has little patience or mercy to offer those who intentionally threaten her people or her loved ones.

Hearthkeeper Ashalla (9:41 Dragon)

Communication 8* (Animal Handling, Etiquette, Leadership, Persuasion), Constitution 5 (Stamina), Cunning 6 (Arcane Lore, Cultural Lore, Healing, Historical Lore, Natural Lore, Religious Lore, Writing), Dexterity 3 (Stealth), Magic 9 (Creation, Primal, Spirit), Perception 0 (Seeing, Empathy), Strength 0, Willpower 6** (Courage, Self-Discipline)

*Because of her items and “High Keeper” title, add +1 to all Persuasion and Seduction tests, +1 to Persuasion tests vs. dwarves, and +3 to all Communication tests vs. elves.

.**Because of her “Unbent by Misfortune” title, add +2 to all Willpower (Courage) and Willpower (Self-Discipline) tests.

Steelkeeper Alora

Alora of the Goldenhawks was a hunter in service of her clan. Trained to fight and hunt, she protected her allies from danger in their early days, only to lose her mate to a demon’s clutches. Another of her clan, Eshara, the clan’s lorekeeper, became her new lover and mate. Alora has felled dragons, demons, and blood mages, only to walk away unscathed and determined. She now stands as the Steelkeeper, in charge of Brecilia’s growing military and defense projects (which may include a captured dragon). Alora is strong and no-nonsense, seeking results, but never at anyone’s expense or detriment. She pushes her soldiers because she knows what they must face, and she would never have them suffer loss like her people already have.

Steelkeeper Alora (9:41 Dragon)

Communication 5* (Animal Handling, Leadership, Seduction),Constitution 6 (Climbing, Drinking, Stamina, Swimming), Cunning 5 (Cultural Lore, Military Lore), Dexterity 4 (Acrobatics, Bows, Initiative, Ride), Magic 3 (Spirit), Perception 3 (Empathy, Hearing, Seeing, Tracking), Strength 6 (Climbing, Heavy Blades, Intimidation, Might), Willpower 4** (Courage, Self-Discipline)

*Because of her “High Keeper” title, add +3 to all Communication tests vs. elves.

**Because of her “Unbent by Misfortune” title, add +2 to all Willpower (Courage) and Willpower (Self-Discipline) tests.

Wealthkeeper Kallian

Kallian was an elf who grew up in Denerim’s alienage, with a hard-knock life just like any in a large city alienage. Despite this upbringing, she was noticed by a charitable human girl who desired to do some good. To this end, she taught Kallian swordplay until her father caught her. Kallian barely saw that young girl again, but she was more than prepared to take on anyone foolish enough to cross her or her friends. Joining the other High-Keepers as allies was through strange circumstance, but she keeps them close. She is openly known as the Wealthkeeper, in charge of the trade and businesses of Brecilia, but in the secretive underworld of Brecilia she is known as the Shadowkeeper. In this mysterious underworld, she runs spy networks, many of whom are clever children who can slip out of danger fast but remain unaccountable with innocent faces. Her lover is a former enemy, a powerful mage named Safina, known to be skilled in blood magic. It is rumored that she makes passes at any attractive personas who cross her path, but so far she seems to have remained loyal to Safina.

Wealthkeeper Kallian (9:41 Dragon)

Communication 5* (Deception, Etiquette, Investigation, Persuasion, Seduction), Constitution 3 (Running, Stamina), Cunning 5 (Cryptography, Evaluation, Healing, Poison Lore), Dexterity 8 (Acrobatics, Bow Group, Dueling Group, Initiative, Legerdemain, Ride, Stealth**, Traps), Magic -1, Perception 5 (Hearing, Searching, Seeing, Tracking), Strength 2 (Climbing, Intimidation, Jumping), Willpower 3*** (Courage, Self-Discipline)

*Because of her “High Keeper” title, add +3 to all Communication tests vs. elves.

**Because of her specialization and items, add +3 to all Dexterity (Stealth) tests.

***Because of her “Unbent by Misfortune” title, add +2 to all Willpower (Courage) and Willpower (Self-Discipline) tests.


The current de-facto head of the faction known as the Emerald Brotherhood is a handsome elven scout named Varel. While the current Emerald Keeper is away on expeditions, Varel remains to keep things running. He grew up in Denerim’s alienage as a city elf, but when he met a Dalish elf who claimed they were of the Emerald Brotherhood, he found his calling. He works long hours to ensure that new elven artifacts are well-cared for and catalogued. Most people do not know how he gets sleep, as he seems to work around the clock. He is quiet and polite, firm but kind. He is very protective of his home and family (particularly his mate Ashalla and their growing number of children), and his ability to disappear into the shadows is legendary.

Varel (9:41 Dragon)

Communication 2 (Deception, Persuasion),Constitution 4 (Stamina, Swimming), Cunning 5 (Cultural Lore, Natural Lore), Dexterity 7 (Bows, Initiative, Legerdemain, Light Blades, Stealth*), Magic 1, Perception 3 (Hearing, Tracking), Strength 3 (Climbing), Willpower 4 (Self-Discipline)

*Because of his specialization and items, add +3 to all Dexterity (Stealth) tests.

Lorekeeper Eshara

As Brecilia continues to reclaim much of the lost lore of the Dales or even Arlathan, the primary Lorekeeper is Eshara, a spunky and excitable Dalish historian. She works closely with Emerald Brotherhood agents to reclaim etchings, writings, or art from elven artifacts and temples discovered across Thedas. She is slowly attempting to create a timeline of elven history, but progress is difficult and sluggish. She is always ecstatic to find new recruits for her slowly emerging Lorekeepers faction, a group dedicated to the history and culture of the ancient elven peoples. She is delightful when working, but wilts when there is a lack of new information coming in. Fortunately, her mate Alora keeps her going when they find time to visit.

Lorekeeper Eshara (9:41 Dragon)

Communication 2 (Deception, Persuasion), Constitution 3, Cunning 6 (Cultural Lore, Historical Lore, Research), Dexterity 6 (Bows, Dueling, Light Blades, Stealth, Traps), Magic 0, Perception 4 (Seeing, Tracking), Strength 2, Willpower 4 (Courage)

Keeper Safina

Safina is one of the many elves in Brecilia who claims the title of Keeper, but she had lost her clan to Templars years ago. She attempted once to sway the Dalish elves to join Kotin’s crusade against Thedas, but now she fights for her new home. Very skilled in magic, even by Keeper standards, she provides much useful insight to magical theories and developments in Brecilia. It is somewhat known that she can use blood magic, and the fact that she attacked the Arlathven with an army of demons has kept her reputation sour. Only the High Keepers truly trust her, but she nevertheless is open to questions about magic, and assists the other Keepers with various magical experiments and projects. She has no formal title as of this moment, but is still considered an expert of note. She is reserved and slow to open to new people, preferring to remain indifferent until she knows that she can trust someone. She is disarmingly open to her lover, Kallian, and friendly to the other High Keepers.

Keeper Safina (9:41 Dragon)

Communication 4 (Persuasion), Constitution 3 (Stamina), Cunning 4 (Arcane Lore, Natural Lore, Poison Lore), Dexterity 2, Magic 7 (Arcane Lance, Blood, Entropy, Primal), Perception 2 (Tracking), Strength -2, Willpower 5 (Courage, Self-Discipline)


Thom (pronounced “Tom”) is a young human mage with the gift of dreaming. He spent his early childhood as an orphan in Denerim; in 9:32 Dragon, however, he was kidnapped by a demonic cult and would have faced certain death, had the High Keepers (then simple adventurers) not intervened. In the weeks that followed, Ashalla visited him frequently, taking a shine to his sweet, calm demeanor and artistic skills, and she decided to adopt him shortly thereafter. Not long after that, Thom’s unique magical abilities began to surface; he could travel the Fade in his sleep and unerringly sense the presence of spirits and demons. These abilities, along with his artistic skill, have made Thom an invaluable asset to the Brecilians in spite of his heritage. Now a sixteen-year-old boy, Thom is a beloved member of his community; he has honed his skills significantly, and it was his warning that kept his adoptive mother from attending the Conclave.

Thom (9:41 Dragon)

Communication 1, Constitution 1, Cunning 3 (Arcane Lore), Dexterity 2 (Calligraphy), Magic 4 (Arcane Lance, Spirit), Perception 2 (Empathy), Strength 1, Willpower 2 (Self-Discipline)

Brecilian Magic

Thanks to the tireless efforts of their mages, Brecilians have begun to unlock some of the more esoteric and ancient magical traditions of their ancestors. To represent this, consider allowing your Brecilian mage PCs access to the Wood Arcana talent tree from page 76 of the Fantasy Age Basic Rulebook.

In addition, while working with a friendly human mage in Tevinter, the High Keepers successfully developed a unique spell known as Spirit-Breaker. This spell, which allows a mage to drive out demonic and spiritual influences, has grown in popularity among Brecilian mages, due in no small part to its extreme usefulness in areas where the Veil is thin.


Magic School: Spirit

Spell Type: Utility   Mana Cost: 15 MP

Casting Time: Major Action    Target Number: 15

Test: Magic (Spirit)    Requirements: Spirit Magic (Journeyman)

You tighten the Veil around a possessed target, cutting any spirits inhabiting the subject off from their victim. This spell only works on targets who have spirits or demons inhabiting their physical form, including but not limited to abominations, spirit healers, and spirit warriors. The possessing entity makes a Magic (Spirit) test against the caster’s own Magic (Spirit). This is an opposed test that is in addition to the test required to cast the spell. If the caster wins the opposed test against the possessing entity, the entity is expelled from their victim/subject and banished back to the Fade. If the possessing entity wins the opposed test, the spell has no effect. This spell can reverse the transformation into an abomination if the spell is cast within 24 hours of possession. Restoring the subject to their full original self may require more than this spell is capable of.

The Brecilian Elf Background

(For games that include Brecilia, especially campaigns in the Inquisition years or later, you can include the following background to simulate an elf who is among the first in several hundred years to grow up among their own kind and in relative comfort and freedom!)

In the year 9:33 Dragon a trio of elven adventurers changed the world. With great wealth, political power, and diplomacy, they established the first home that the elven people have had in the last 700 years: Brecilia, named after the forest that was granted to them by the Ferelden crown. Though it is young, Brecilia has grown quickly, finding new immigrants from elven slaves in Tevinter, the downtrodden city elves, and the Dalish who originally settled the area. All of these and more have shared their various expertise to create a unique society of capable individuals whose parents fought against oppression and now fight to make sure their children never see that same struggle.

The people of Brecilia are fiercely proud of what they have built, and it shows. While most elves of Thedas tend to keep their heads down when in the company of other races, elves born in Brecilia never avert their eyes from outsiders. They are taught that the elves have been reborn in a sense, and they should feel proud to be elves. This does breed some isolationist resentment of other races, but education is heavily encouraged for all young peoples of Brecilia. Any hate to be found in Brecilia is usually from the older generations who remember what it was like before Brecilia existed. All Brecilians can agree on one thing, however: the elves are free, and never again shall they submit.

You do not have to have been born in the small gap of time between 9:33 and 9:41 to take this background. You could have been born before then but your formative years were spent walking the streets of Brecilian towns and cities, learning about the past and seeing a bright future ahead.

If you choose to play a Brecilian Elf, modify your character as follows:

  • Add 1 to Dexterity if you plan to play a Rogue or Warrior, or add 1 to Magic if you plan to play a Mage. Brecilia trains you with the best.
  • Pick one of the following ability focuses: Dexterity (Stealth) or Willpower (Self-Discipline)
  • You can read and speak Trade Tongue. You can speak Elven.
  • Choose a class. You can play a Mage, Rogue, or Warrior.

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

Brecilian Elf

2d6 Roll



+1 Perception


Dexterity (Traps)


Cunning (Cultural Lore)


+1 Willpower


+1 Cunning


Cunning (Arcane Lore)


Willpower (Courage)


Weapon Group: Bows*

*If you already have this Weapon Group, roll on the table again.

Adventures in Brecilia

Despite Brecilia often coming across as a mythical place where elves can live in peace, such is not always the case. With vastly different life experiences coloring the perceptions of its inhabitants, unrest exists within the tree-lines of Brecilia.

  • Brecilia’s population is sometimes split into four groups: Dalish, city elves, former slaves, and born Brecilians. These four social groups tend to congregate in their own sections of settlements and, despite the leaders’ best efforts, they don’t always mix well. The Dalish generally consider themselves the “true” Brecilians, as they settled first and taught the survival skills of living in a forest to the immigrants who came later. The city elves and the former slaves usually find the most in common, surviving lives of hardship and toil, finally finding some respite in their new home. They also brought many trade skills that the Dalish lacked that were necessary for establishing trade with other nations. Sadly, the city elves often seem to pity the former slaves, and the former slaves often criticize the city elves as having it easy before Brecilia. The slowly emerging group of born Brecilians come from all these walks of life, and many of them take the views of their parents. A growing number of them advocate for more unity, as this is what Brecilia is supposed to be about. They have some difficulty convincing their bitter seniors, and this unrest can sometimes calcify into bitter feuds between the proud Dalish and the city elves or former slaves. There is little violence, as the guards are well-trained to council unrest before locking anyone up, but sometimes these are unavoidable steps.
  • The Brecilian Forest is not everyone’s first choice of places to settle a people. While it was a somewhat natural fit for the Dalish settlers, some of the city elves and former slaves have begun to wonder loudly why this forest seemed like a good idea to live in. The verdant forest provides plenty of cover for bandits, assassins, and thieves to prey on the Brecilians who are ill-prepared to live in the woods. The Veil in the Forest is notoriously thin, and large predators like giant spiders, bears, or even the occasional dragon are often lesser concerns than spirits who dwell in the wood. Some animate the trees and attack travelers, and some lure lone elves into becoming lost. Tears in the Veil are also places where demon-summoning becomes a bit easier, and some dangerous mages have been known to sprout cults in the deeper parts of the wood. Despite this, many still try to explore the Forest further, as explorers are often turning up artifacts or temples of old elven make, and the Emerald Brotherhood and the Lorekeepers offer bounties for good finds.
  • Brecilia has an emerging upper class that helps govern the new kingdom. These leaders are the Keepers, Hahren, and skilled former slaves that are elected to speak for the needs of the Brecilian people. The needs are many, and this Council of Elders is always in need of good agents to to help enact the wills of the people. This upper class has created some gaps between the Council and the people they serve, and while it is far less of a gap than the established nations of Thedas, they are slowly starting to look down on the masses of clans, alienages, and slave groups that make up their charges. This can mean that some requests take long to be answered, and Keepers may end up “forgetting” to create projects to benefit neighborhoods where former city elves and slaves now live. Hearthkeeper Ashalla is always on the lookout for diplomatic individuals to help her ease tensions and promote more peace. Talented agents may find themselves representing the Council of Elders as diplomats to other nations.
  • As any nation starts to grow in prominence, so do its secrets grow with it. Lead by Kallian, publicly known as the Wealthkeeper, is a swiftly growing underworld of Brecilia known to some as the Dark Roots. This collection of shadowy figures doesn’t prey on elves, but on hostile foreigners and intruders, robbing them or even assassinating them in defense of the nation. Kallian secretly leads as the Shadowkeeper, the mysterious fourth High Keeper, and she maintains a powerful network of intelligence gathering, sabotage, and crime that not only keeps Brecilia safer, but richer. In Brecilia, it is generally accepted that these Dark Root agents are not harmful to the elves who live there, and they should be left alone if discovered for the good of the kingdom, although these are the few who whisper of their existence. Some accidentally stumble into this web of shadows and secrets, and often find themselves with a choice: join us and bolster Brecilia with intrigue and guile, or never find the Dark Roots again.
  • The Brecilian military is something to behold…if you can find them. Brecilia’s silent scouts and swift vanguards are all well-trained fighters, but what sets them apart is their magical aid: the Verdant. These war mages are trained in many forms of deadly nature magic, but also receive training in unique elven techniques of old, using them to hinder oncoming foes and hide their allies in the forest for easy ambushes and guerilla warfare. Nature magic conceals the approach of Brecilian forces, dropping during an assault, but causing them to fade back into the wood when they back off. This creates not only a very effective physical defense, but a psychological one as well. Few are brave enough to try to sneak into, let alone invade, the Forest when an elven war party could burst from the foliage at any moment. Training to become a Verdant is difficult, but some consider them to be Brecilia’s greatest defense.
  • The military has many posts that need filling, and are always looking for new blood during their semi-annual festival-like recruitment drives. Physical challenges are set up involving climbing trees with heavy armor, taking turns trying to appeal to ornery halla mounts, and some mock combats with training weapons.
  • Those who show not only great physical ability but a connection to the spirits of the forest are often inducted into Steelkeeper Alora’s personal platoon: the Emerald Knights. Based on an old border patrol tradition of the Dales, the Emerald Knights have truly become something new. Alora became a Spirit Warrior during her adventuring days, and she has passed on the secrets of calling spirits for aid in combat to her elite knights. They prove invaluable in battles against both demonic foes and more mundane threats. These exceptional warriors have been compared to the Legion of the Dead and even the Chevaliers, creating some tensions and suspicion that Brecilia practices dangerous magic to get an edge. Quite the opposite is true, however, as they are what keeps Brecilia safe from the more vile residents of the Fade.
  • The elven kingdom is always in need of good help, and none exemplify what Brecilia is meant for like the Justicars. After a successful mission helping Orzammar establish trade and also helping drive out the Carta, the agents who took the mission were called the Justicars, and now the name has stuck. Justicars of Brecilia are now a collective of exceptional agents who perform missions for Brecilia’s benefit. They go on diplomatic visits, clear out dangerous entities in the Brecilian Forest, drive off bandits, and even explore dangerous tombs of supposedly elven make. They are some of Brecilia’s most celebrated heroes, representing how far the elven people have come in a short time. When a Justicar steps into a room, Thedas stops to steal a glance. This means that many try to join the illustrious adventurers. Recruitment is grueling, and few make it in, but those who succeed have gone on to do much good for the elves.
  • There is an on-going project alongside Orzmmar to assist them in clearing out the Deep Raods to help them reclaim lost thaigs. Agents and volunteers are always needed, and paid quite well for the dangerous work of clearing out tunnels that the darkspawn have ruled for centuries.
  • Immigration is difficult for most of the elves of Thedas, who were usually poor to begin with. To alleviate the situation, Brecilia has a program called the Branch. Members of this organization are called Branches, and it is their job to scout new immigrants in other countries for Brecilian citizenship, and to assist those who are having trouble immigrating to Brecilia itself. They have their hands full organizing caravans, smuggling out elves who are being held in place against their will, and negotiating with foreign leaders about the elves making the move to a home that welcomes them with open arms. They must also separate families at times when some of the elven population of a settlement makes the move while other stay.

Thank you for reading, and tell us about your adventures in Brecilia any time!

Dossiers of Thedas Vol 1: Nations Great and Small

Welcome to the Wonders of Thedas, your one-stop-shop for all your Dragon Age RPG needs!

We begin a series of articles detailing potential stats for the various organizations of Thedas, from nations to families!

Relams and Organizations were the topic of one of our recent shows, and it carries quite a bit of potential for the future! Organizations can be anything from a street gang to the Orlesian Empire. Any group with a goal and a structure can work together to make their mark on the world of Thedas, and to do that they’ll probably want to get some stats!

Well that is where we come in! The Realms and Organization rules give you the chance to have the heroes affect large swathes of Thedas at once. We’ll give you a taste now and write more later, detailing Organizations like the Circle of Magi, the Templar Order, the Antivan Crows, the Grey Wardens, and more!

The following stat blocks represent the largest denominations of Thedas’ politics and borders. These represent innumerable peoples and smaller Organizations that band together to represent the people of an entire country when war comes or when the Blight returns to Thedas. These should be used only if the nation come together against a common enemy (like the darkspawn, or against the next qunari invasion!).

You may adjust these as needed, use them as backdrops for a campaign of war, as context for the greatest heights that Organizations may reach, or even as targets for particularly malicious campaigns of national espionage.

The Anderfels

Still haunted by the darkspawn, the Anderfels is a harsh place with a pious people watched over by the legendary Grey Wardens.

Might 5 (Garrison, Special Troops: Grey Wardens)
Wealth 3
Influence 3 (Chantry)
Intrigue 2
Magic 4
Structure 3    Stability 300    Scope National    Troops: 550
Blighted: Whenever the Anderfels rolls on the Organization Misfortune Table, replace any “New Arrivals”, “Attacks of Opportunity”, and “Rival Maneuvering” events with “Darkspawn Difficulties”.
Grey Wardens: Because of the Grey Warden presence, the Anderfels always gains a +3 bonus on Plots performed against darkspawn-based Organizations.


The wealthy nation of merchant princes is also home to Thedas’ greatest guild of assassins, the House of Crows.

Might 0
Wealth 11 (Goods, Treasury, Services)
Influence (State)
Intrigue 11 (Assassins, Counter-Spies, Spies)
Magic 2
Structure 7    Stability 375    Scope World    Troops: None
Stunt Bonus: Antiva may perform the Contacts, Equip/Supply (once for free), & Rebuild/Expand (once for free) Growth Stunts for -1 SP. May also perform the Bolster and Sabotage Operation Plot Stunts for -1 SP.
Profitable Returns: Antiva may perform the Greater Assets Growth Stunt for -1 SP if its Wealth ever falls below 9, and it uses it to add 1 to its Wealth.


A young nation of warriors who love their dogs and potentially produced the prophet Andraste, Ferelden is a place of strong wills and hearty people. Having fought off oppression from two enormous nations and

Might 9 (Garrison, Raiders Special Troops: Mabari Hounds)
Wealth 6
Influence 6 (Commonfolk)
Intrigue 4
Magic 3
Structure 6    Stability 500    Scope World    Troops: 2100
Stunt Bonus: Ferlelden may Perform the Bolster Infrastructure, and Rebuild/Expand (once for free) Growth Stunt for -1 SP; and the Devastate and Further Advantage Plot Stunts for -1 SP.
Hero of Ferelden: If the Hero of Ferelden is alive in this timeline, Ferelden may reroll any failed Plots that are lead by the Hero, taking the second result. If they are not alive, increase Structure by 1.

The Free Marches

The Free Marches are a collection of fiercely independent city-states, each with their own distinct cultures and governments, that rarely unite expect for the the legendary Grand Tourney. When they do unite, they cannot be ignored, for even the Blight may topple in the face of the Free Marches. (This stat block should be used only if the city-states come together. Each would likely have its own stats.)

Might 8 (Raiders)
Wealth 8 (Goods)
Influence 6 (Commonfolk)
Intrigue 5
Magic 4
Structure 5    Stability 500    Scope World    Troops: 22000
Stunt Bonus: The Free Marches may perform the Exciting Opportunities Growth Stunt for -1 SP. When the Free Marches are united against a common threat, the Free Marches may perform the Overwhelm and Rebuild/Expand (once for free) stunts for -1 SP.
Powerful: This Organization has centuries of history and culture. Stability is at least 500, and troop number is multiplied by 10.


Nevarra is a powerful nation of many calls to fame. They inter their dead in the Grand Necropolis, have had many grand dynasties and famous rulers like the Pentaghasts and the Van Markhams, and have a long history of dragon-hunting. They were once a Marcher city-state, but became their own nation to rival any in Thedas.

Might 9 (Garrison, Special Troops: Dragon Hunters)
Wealth 9 (Treasury)
Influence (State)
Intrigue 5
Magic 4 (Lore, Specialized Magic: Entropy)
Structure 6    Stability 600    Scope World    Troops: 26000
Stunt Bonus: Nevarra may perform the Devastate and Two-Pronged Plot Plot Stunts for -1 SP.
Death is Politics: If an important figure is killed who benefited the nation greatly, such as a powerful noble or someone who could be part of a New Hire of Best of the Best Growth Stunt, they are interred in the Grand Necropolis, and Nevarra gains +5 SP on their next Growth check for morale after a lavish festival-ceremony.
Powerful: This Organization has centuries of history and culture. Stability is at least 500, and troop number is multiplied by 10.


Might 10 (Garrison, Siege, Special Troops: Chevaliers)
Wealth 9 (Treasury, Services)
Influence 10 (Chantry, State)
Intrigue 11 (Counter-Spies, Secrets, Spies)
Magic 4 (Lore, Mages)
Structure 7    Stability 700    Scope World    Troops: 29000
Stunt Bonus: Orlais may perform the Exciting Opportunities and Useful Secrets Growth Stunts for -1 SP, and may also perform the Undermine and Power Shift Plot Stunts for -1 SP.
Political Savvy: Orlias’ elite are political masterminds, so Orlais may reroll a failed Influence test and take the second result.
Powerful: This Organization has centuries of history and culture. Stability is at least 500, and troop number is multiplied by 10.


The largest current kingdom of the dwarves has seen better days. It carries on despite centuries of attack by their darkspawn foes, and the constant, bloody turmoil of their rigid caste politics. The dwarves are still industrious, and Thedas’ supplier of lyrium, so they remain far from irrelevant.

Might 8 (Garrison, Raiders, Siege, Special Troops: Legion of the Dead)
Wealth 8 (Goods, Treasury, Services)
Influence (Dwarves, Foreign Power: Tevinter, State)
Intrigue 8 (Assassins, Spies)
Magic 6 (Enchanters)
Structure 8    Stability 500    Scope World    Troops: 12000
Stunt Bonus: Orzammar may perform the Exciting Opportunities, Equip, and Contacts Growth Stunts for -1 SP.
King of Orzammar: If Bhelen is King, increase Orzammar’s Influence and Wealth by 1. If Harrowmont is King, increase Intrigue and Might by 1.
Mighty: The Organization has a long history and strong culture. Stability is at least 350, and troop number is multiplied by 5.

Par Vollen

Par Vollen is the center of Qunari culture, and although it is not their birthplace, the Qunari consider it to be their new home. The capital of Qunandar is said to be one of the wonders of the world, and the intricate society of the Qunari works as a unified whole, with each person a part of the greater creature that is the Qun.

Might 12 (Garrison, Raiders, Siege, Special Troops: Saarebas)
Wealth (Goods)
Influence 5 (Qunari)
Intrigue 7 (Assassins, Counter-Spies, Secrets, Spies)
Magic 5
Structure 10    Stability 800    Scope World    Troops: 25000
Stunt Bonus: Par Vollen may perform the Useful Secrets, Extreme Devastation, and Overwhelm Plot Stunts for -1 SP.
Strong Military: Par Vollen is unparalled at warfare, so Par Vollen may reroll a failed Might test once every six months and take its preferred result.
Unshakable Faith: Par Vollen is the center of the Qun, and its strength can be felt here. Par Vollen may reroll a failed Growth test, taking the second result.
Powerful: This Organization has centuries of history and culture. Stability is at least 500, and troop number is multiplied by 10.


Rivain is a unique place with a clever and strong-willed people. A strange melting pot of Chantry doctrine, Qunari discipline, and local ancient traditions, this matriarchal nation is also a favorite port of raiders and those who terrorize the sea. The leaders of this nation are mages, calling themselves Seers, and while they bow to the Chantry-worshipping monarchy, they practice magic openly and guide the Rivani people as they always have.

Might 7 (Raiders)
Wealth 6 (Goods, Treasury)
Influence 7 (State)
Intrigue 6 (Spies)
Magic 7 (Mages, Specialty Magic: Spirit)
Structure 7    Stability 400    Scope National    Troops: 1000
Stunt Bonus: Rivain may perform the Undermine and Split Targets Plot Stunts for -1 SP.
Seer’s Wisdom: By consulting the spirits, the Seers can make accurate predictions about the future. Rivain may reroll a failed Growth test and take the second result.

The Tevinter Imperium

Might 7 (Special Troops: Legionnaires)
Wealth 9 (Treasury)
Influence 9 (Dwarves, State)
Intrigue 6 (Counter-Spies, Spies)
Magic 11 (Enchanters, Lore, Mages, Specialized Magic: Blood, Entropy, & Primal)
Structure 7    Stability 350    Scope World    Troops: 29000
Stunt Bonus: Tevinter may use the Surgical Strike and Overwhelm Plot Stunts for -1 SP.
Mage Military: Tevinter may use Magic instead of Might to determine the number of troops they have.
For the Greater Good: By using blood magic rituals (in secret, of course) the Imperium may sacrifice 1d6 Stability for an equal bonus on a Plot test.
Powerful: This Organization has centuries of history and culture. Stability is at least 500, and troop number is multiplied by 10.


A jungle paradise once held by Tevinter, this nation has become a bloody battleground between the Imperium and the Qunari. In the middle of this chaos are Tal-Vashoth and the local Fog-Warriors who consider both sides enemies. The natives are mostly converted to the Qun, but many resent all sides of this conflict, as Seheron has become shaped by war like no other nation.

Might 5 (Raiders, Special Troops: Fog Warriors)
Wealth 5 (Goods)
Influence 4 (Qunari, Tevinter)
Intrigue 7 (Assassins)
Magic 5
Structure 3    Stability 300    Scope National    Troops: 700
Stunt Bonus: Seheron may perform the Two-Pronged Plot Plot Stunt for -1 SP.
Torn by War: The TN for Grwoth tests is 13 instead of 11.
Guerilla Warfare: The Fog Warriors hit and run tactics are effective. Seheron may reroll a Might (Raiders) test, taking the preferred result.

The Back Shelves (Vol 6) Rings from DA2

Welcome to the Wonders of Thedas. We carry items crafted by the Circle, as well as a variety of antiquities. Is there anything you’d like to see?

This time we have a new shipment of magical rings! Feel free to browse and try on the one’s marked as safe!

Welcome to the Wonders of Thedas. We carry items crafted by the Circle, as well as a variety of antiquities. Is there anything you’d like to see?

It’s been a little while since we did one of these! While our collection is fairly large, there are many more magical rings present in Thedas than we could ever fit into a single shopping list!

Rings fill many functions in an adventurer’s life. Some protect, some cause harm, and some are really big so they hurt when you punch stuff in the face with them! Anyone wearing an impressive ring is worth watching closely, for you never know what clever tricks have been worked under that silver band…

As we have mentioned before, the video games enforced that a hero can only benefit from two magic rings at a time. The tabletop RPG would likely find this an agreeable ruling but feel free to adjust this for your campaigns!

Air of Confidence (Ring, Level 5)

This ring was gifted to a hero named Evra, for saving a Circle of Magi from great peril. Though not as famous as the ring that shares their name, Evra always wore this ring, even in sleep. While this ring is worn, the wearer always counts their maximum Health as 1 higher per character level.

Andraste’s Grace (Ring, Level 15)

This ring shares a name and white color with the brilliant flower Andraste’s Grace. This ring is said to keep its wearer alive, almost as if Andraste herself were watching over them. The wearer gains a +3 bonus to their Defense, and may perform the Defensive Stance stunt for 1 SP instead of the usual 2.

Andraste’s Wisdom (Ring, Level 10)

Some consider this ring to be heretical, for it to insinuate that magic could replicate Andraste’s perfection! Nevertheless, the wearer never seems to miss a thing, always turning their head or glancing in the right direction. The wearer of this ring treats their Perception as 1 higher, and may reroll a failed Perception (Empathy) test once per day,taking the second result.

Anxiety (Ring, Level 10; 15 with full set)

This ring seems to exude an aura of a cagey criminal, always on the lookout for trouble. Wearing the ring makes the wearer particularly perceptive, some might say paranoid, of danger. The Mighty and Lethal Blow stunts both cost 1 more SP to use against the wearer. If worn with the ring Uncertainty on the other hand and the amulet Skepticism, the wearer treats their Cunning as 3 higher.

Awakened’s Might (Ring, Level 10)

Originally belonging to a strange hedge mage who called himself “the Awakened,” this ring was taken from this mage when the Seekers of Truth finally caught him and killed him for his bloody rituals. This ring seems to thrum with power when blood magic takes place nearby. If the wearer enters Blood Magic mode, they gain a bonus to damage rolls (whether spell or physical damage) equal to the amount of Health taken to fuel a spell by the wearer within the last round. For example, if the wearer drains 4 Health from themself or someone else as part of spellcasting, they gain a +4 bonus to all damage rolls until the end of their next turn.

Band of Silvery Gold (Ring, Level 10)

The name, and the artistic swirling of metals that make up this band, do not help anyone determine what exactly this ring is made of. However, its magical powers are much more interesting than its composition. Some Templars specially request rings like these, as the wearer not only gains a +2 bonus to damage rolls, but a +2 bonus to tests made to resist spells and other magical effects.

Band of Stolen Shadows (Ring, Level 10)

This inside of this silver ring seems to glow red hot, like a branding iron, and even give off smoke. When the ring is worn, the wearer feels no discomfort, but their hands seem more deft. The wearer gains a +2 bonus on Dexterity (Traps) and Dexterity (Lock-Picking) tests. These rings are favorites of wealthy thieves guilds or infiltration specialists.

Bardin’s Folley (Ring, Level 15)

This ring once belonged to a heroic Chevalier named Bardin, who defied his commanders orders to retreat when standing on the front lines of the wars between Orlais and Nevarra. Nevarran soldiers advanced on him only to be cut down one by one. The soldiers cut at him, surrounded him, hailed him with arrows, and supposedly even aimed a few trebuchet shots at the Mad Knight Bardin, but nothing seemed to stop him. The survivors remember him being wrapped in a curtain of blue light, his eyes glowing from within his helmet, and they cannot forget that when he finally was slain, that a strange, blue, drake-like shape exploded from his body into the sky and melding into the clouds. His ring was claimed by a Nevarran soldier, but has been hurriedly passed to others for fear of being cursed or possessed. Those who have used the ring in combat claim that a piece of the Mad Knight Bardin fights in their stead. The wearer of this ring may perform all Combat Stunts for -1 SP, but only for one combat per day.

Carved Ring of the Venedahl (Ring, Level 5)

These wooden rings are painful mementos of an alienage’s Venedahl (tree of the people) that had to be chopped down for resources. These rings are occasionally made out of the wood from the tree so that it may live on in some small way. The wearer of this ring gains a +2 social bonus when speaking to city elves. If the wearer is human, and not known as a friend to the elves of the cities, the bonus becomes a penalty of the same amount.

The Deep Green (Ring, Level 5)

Though many simply assume that this ring is elven, so far no Dalish clan has claimed that they know the origins of this simple band with a brilliant green gem. Still, the wearer seems to consider the wilds of Thedas to be a second home. The wearer of this ring gains a +2 bonus on Comminication (Animal Handling) and Perception (Tracking) tests.

Demon’s Eye (Ring, Level 10)

This ring gets its name from the flawed red gem that sits atop the band that almost resembles a slitted eyeball. The wearer becomes more grounded, and the Skirmish and Knock Prone stunts cost +1 SP to use against them. Additionally, they gain a +2 on tests made to resist being paralyzed, stunned, or petrified.

Dirthamen’s Secret (Ring, Level 5)

These rings constructions are well-guarded secrets by Dalish elves, who work enchantments into them so that they may deal with humans more cautiously. The wearer of this ring gains a +2 bonus on Communication (Bargaining) and Communication (Deception) tests.

Etched Ring of the Twins (Ring, Level 10)

This bronze ring has a carving of Kirkwalls famous twin statues that guard the entrance to Kirkwall’s harbor. Supposedly these rings were used by Tevinter slavers who wished to keep their charges in line. The wearer of this ring may perform the Knock Prone and Mighty Blow stunts for -1 SP (minimum of 0 SP), and the Knock Prone and Skirmish stunts cost +1 SP to perform against the wearer.

Evra’s Might (Ring, Level 10)

This massive gold ring is in the shape of a bull’s skull. The famous hero Evra was wearing this ring when he defeated the Blood Sisters of Vehnstel. He made excellent use of this large ring to punch not only the sisters, but their conjured demons. The wearer of this ring gains +3 to attack and damage rolls with unarmed attacks, and may perform the Lethal Blow stunt with unarmed attacks for 4 SP instead of the usual 5.

The Fallen Star (Ring, Level 15)

Tall tales abound about this ring, that supposedly was not forged on this world. It fell to Thedas in a great ball of fire, and a lucky adventurer plucked it out of the smoking crater that it left behind. Taller tales tell about how it can raise the dead, kill foes with a touch, or even take the wearer to the place of its creation. Regardless of what others say, this ring is still potent and made of a strange purple metal that never seems to tarnish or rust. The wearer of this ring treats all their abilities as 1 higher than normal.

Gallows Slave Finger-Cuffs (Ring, Level 5)

Who made these rings is of great debate and seems to have been lost to history, but they were supposedly crafted by a sympathetic Tevinter Magister who visited Kirkwall and saw what the slaves were subjected to every day. He had several dozen of these rings crafted to ease their pains and aid their occasional escape (which, naturally, also weakened some her enemies who owned the slaves of Kirkwall). The wearer of this ring gains a +1 bonus to Defense and a +4 bonus to Speed.

Gentleman’s Puzzle Ring (Ring, Level 5)

These rings are not usually enchanted, but symbols of status and intelligence. They are dwarven in make, containing tiny puzzle plates that make an image on the top of the ring that almost resembles a game board. The tiny plates slide across the face of the board to create an image, and these are often commissioned by those who wish to not only show off their wealth but their cunning. The magical ones are often mistaken for the simple puzzle rings, and vice versa. The non magical rings grant a +1 social bonus to when speaking to high society individuals (at least until you fail a Cunning test, then it no longer provides this benefit until the venue changes). The magical ones, in addition to the above benefit, also grant the wearer a +1 bonus to Cunning (Engineering) tests if the wearer has solved the puzzle once today (the solution to which always seems different every day). Solving the puzzle (for both versions of the ring) is an Advanced TN 11 Cunning (Cryptography) test with a Success Threshold of 10.

Gnawed Shiny Ring (Ring, Level 5)

This brass ring has quite a sheen to it, despite the large number of bite marks on it. The bite all seem to come from various small rodents and large insects. The wearer of this ring does full damage with their physical attacks against creatures with the Swarm Defense ability, like the Cave Beetle Swarm.

The Graven Circle (Ring, Level 10)

This dark wooden ring has thorns growing out from the top of the band. What kind of wood makes the ring is unclear, but it has a malicious presence about it. The thorns never seem to pierce the wearer, but even friends who shake their ring hand always seem to get pricked. The wearer of this ring may add their Cunning to the bonus damage done by the Mighty Blow and Lethal Blow stunts.

Guild Ring (Ring, Level 5)

These rings are usually marked with the emblem of a guild or other organization, and are given as gifts to those of high rank in organizations or to those who have a higher-ranking member’s favor. The wearer of this ring gains a social bonus when speaking to members of the ring’s organization based on who gave the ring to the wearer. This can be as little as +1 or as much as +5 in special cases.

Ichor (Ring, Level 10)

This inky black ring was taken off the corpse of a darkspawn alpha, and it pulses with a troubling power. Wearing this ring slowly causes your skin to turn pasty and spotted, and you seem to subconsciously plan how best to kill everyone you meet. While wearing the ring, you gain access to the Cripple stunt. You can make this special attack for 3 SP. The target of the stunt has a bone fracture or skin tear painfully, giving them a -2 penalty to attack tests, damage rolls, and they move at half speed. The penalties to attack and damage tests ceases after three rounds, but the movement penalty persists until the target can take a breather.

The Jade Serpent (Ring, Level 5)

This ring, carved with the visage of a green serpent rearing its head, seems to inspire a small amount of fear in animals, making them more docile and malleable. The wearer of this ring gains a +2 bonus to Communication (Animal Handling) and the wearer gains a +2 bonus on damage tests against animals, as well as increasing their Armor Rating by 2 against attacks from animals. Those who understand the subtle fear-based effects consider these rings to be cruel to the animals they are used on.

Mark of the Fallen (Ring, Level 10)

This ring, with a brilliant emerald on the top, was crafted to harness the lingering life of fallen foes and allies alike. These rings were originally worn by Tevinter Magisters as they attempted to conquer the south, and they have been feared for a long time. Once per day, the wearer of this ring can use a Major action to gain the benefits of a Death Magic spell for 5 rounds. There is no need to make a casting roll or expend Mana, the magic is contained in the ring. This means that even Rogues and Warriors can use the spell. If you are a Mage who can cast Death Magic and you spend an Activate action while casting the spell yourself, the ring modifies the spell to allow you to gain Health above your maximum.

Onyx Ring of the Dales (Ring, Level 10)

This smooth ring of cut onyx has small green gems embedded in the stone, resembling leaves on a tree. The Dalish claim that these rings originally indicated noble blood among the families of the old Dales, and they usually given to the guardians of the families. The wearer of the ring becomes slightly more astute in battle, gaining a +1 bonus to Defense and allowing them to perform the Set Up stunt for 2 SP instead of the usual 3. Additionally, the wearer may perform the Defensive Stance stunt and bestow the +2 bonus to Defense on an adjacent ally instead of themselves.

Orsino’s Signet Ring (Ring, Level 15)

This silver ring, decorated with scuffed blue gemstones, belonged to the First Enchanter of Kirkwall’s Circle of Magi. How exactly it left him is a bit of a mystery, but the ring is obviously quite powerful. The wearer treats their Constitution and Willpower as 2 higher while wearing the ring. They may also reroll a failed Willpower test once per day, keeping the second roll.

Pretty Little Thing (Ring, Level )

This ring is actually a dozen golden bands that cover the fingers on one hand, wreathing that wearer’s hand in glittering gold. The collection sits on the verge of gaudy, only redeeming itself with the magical enchantments worked into the gold. The rings all desire to remain together, and create a subconscious pull in the wearer if they are ever separated. If the wearer removes a ring and places it somewhere they can focus on the rest of their rings while chanting “pretty little thing” (an Activate action), they automatically know the direction of each removed ring. They may focus on a specific ring at a time, but they only gain a vague sense of which direction the ring is in. If the orphaned ring is within 20 yards the wearer knows the exact location.

Puzzle Ring of the Black Fox (Ring, Level 15)

The stories go that there are ten of these rings, one for each finger of the legendary vigilante the Black Fox. A terror of the Orlesian aristocracy, he had been captured many times, only to escape at the last moment and sometimes even befriend his captors. They say that if you have all ten of the rings that the Black Fox’s stronghold can be found. While many in Orlais have claimed to have owned one of these rings, none have ever had the entire set. The Black Fox and his companions, it is said, have disappeared on their last adventure, into the Arlathan Forest. The wearer of this ring  treats their Cunning and Dexterity as 2 higher, and may reroll a failed Dexterity (Lock-Picking) test, taking the second roll. If the wearer can already re-roll such a test due to a talent or other ability, then they gain a +2 on the re-roll. It is unknown what happens if a wearer puts on more than one of these rings, let alone all ten, but it might be extraordinary indeed!

Ring of Greater Empowerment (Ring, Level 10)

These rings vary in powers, but they are all excellent boons to their wearers. Their designs are just as varied, and they can come from any Circle of Magi, and are usually purchased on commission for specific tasks the buyer has in mind, such as a dangerous delve into a tomb, a tricky negotiation, or even when going to war. These rings have no standard design or enchantment, but they always increase an ability by 2 while decreasing another by 1. The crafter determines which abilities are boosted and decreased when they make the ring, and it cannot be changed later.

Ring of Incandescence (Ring, Level 5)

This ring has an indentation on the top that fits a single Glowstone (page 330). When the wearer sets a Glowstone in the indent and focuses on the ring as an Activate action, the ring then sheds light in a 10-yard radius. The light may be snuffed out as a Free action, and this can preserve the Glowstone’s duration. A Glowstone set into the ring usually lasts twice as long as it normally would have.

Ring of Minor Cantrips (Ring, Level 5)

These brass rings are prized by inexperienced mages. The lyrium in the brass allows the wearer to cast a single spell the mage knows that has no requirement for 0 Mana and without a casting roll. This does disallow the spell from generating Stunt Points, but the spell always casts without fail when the ring is used this way.

Ring of No Wishes (Ring, Level 15)

A fanciful tale of a spirit stuck inside a bottle surrounds this ring, which was the final gift of the spirit in exchange for its freedom. The spirit purposefully gave the ring an underwhelming name out of spite, but the ring is very potent and retains a small semblance of the spirit’s intelligence. Every morning the ring asks “do you have no wishes this day?” The wearer may request that the ring boost three of their abilities by 1, and the boost lasts until the wearer gets a full night’s sleep. The wearer must be careful in how they request the boost, as the spirit in the ring is slightly resentful of its service and may decide to boost the wrong ability!

Ring of Resilience (Ring, Level 5)

This ring has a brilliant and flawless red gemstone that seems to glow in bursts that match the wearer’s heartbeat. As the wearer’s heartbeat accelerates, the ring glows brighter. The wearer of this ring gains a +2 bonus on Constitution (Stamina) and Dexterity (Acrobatics) tests.

Ring of Ruin (Ring, Level 5)

These rings are kept from most mages by the Templars, who see them as dangerous temptations for power. The wearers of this ring’s spells and arcane lances all deal +1 damage.

Ring of the Archmage (Ring, Level 10)

This ring has three green gems around the band that glow with a soft internal light. These are also a popular commission from the dwarves who live in Tevinter. The wearer of this ring may expend one of three charges in the ring when casting a spell. If they do, the ring supplies 10 Mana for the casting of the spell (excess Mana is lost). When one of these charges is used, one of the gems goes dark. The ring recharges every day, at the rate of one charge per day.

Ring of the Emerald Knights (Ring, Level 10)

The Emerald Knights were the ironbark-clad warriors who held the borders of the Dales when the elves ruled them. These rings were given to the captains of patrols, and aided them in their swift defense of the Dales. The wearer of this ring reduces their armor’s Armor Penalty by 3 (minimum 0), and any Strain they might take for wearing it is also reduced by 2.

Ring of the Faithful (Ring, Level 10)

A wide sunburst symbol of the Chantry is displayed proudly on top of this ring, displaying the wearer’s faith for all to see. Rings like these are secretly crafted by the Formari to protect important Chantry priests, and even the Divines themselves on several occasions. The wearer can use an Activate action to create an effect similar to a Force Field spell for 3 rounds, and may drop the shield to move with a Free action. The rounds do not need to be used consecutively, but every time the shield is brought down it must be activated with an Activate action again. The ring can only be used for 3 rounds per day.

Ring of the Magister (Ring, Level 5)

These ostentatious rings are often worn by Tevinter Magisters, but perhaps more often by members of the Altus and Laetan class. The lower classes refer to them as “Rings of the Magisters” in jovial company, and “Rings of Tevinter” when speaking to people who actually are Magisters. The wearer of this ring can use the Imposing Spell stunt for 3 SP instead of the usual 4.

Ring of the Shadow Hunter (Ring, Level 5)

This green ring that seems to be made out of vines was found in the Arbor Wilds on a severed finger. The ring seemed to change texture and color when moved into other environments, and even aids its wearer in camouflage. The wearer of this ring gains a +2 bonus on Dexterity (Stealth) and Perception (Tracking) tests.

Ring of the Seven Watchers (Ring, Level 5)

Seven small faces are carved into the surface of this smooth wooden ring. Their eyes see in all directions, and sometimes the wearer swears they could too. The wearer of this ring gains a +2 bonus on Perception (Hearing and Seeing) tests.

Ring of the Wounded Coast (Ring, Level 5)

This ring was found on the finger of a drowned body washing up against the sharp rocks of the Wounded Coast. The ring seemed to claim some of the dead woman’s desire to live, and some Formari have attempted to replicate its powers with little success. The wearer of this ring can attempt to avoid the same fate of its original owner, by gaining a +2 bonus on Constitution (Swimming) and Strength (Climbing) tests.

Ring of Transitional Power (Ring, Level 10)

These rings are usually crafted in large sets for mages who are about to go to war. All of these rings work with each other, even rings from other batches. When two people are within 10 yards of each other, they can exchange Mana, which can be especially useful when in war and a mage begins to run low on power but needs more to heal a dying ally or scorch an incoming horde of darkspawn. The wearer of this ring gains a bonus to Magic tests equal to the number of allies with a Mana score within 10 yards (maximum +3). The wearer does not count themself. Additionally, any mage within 10 yards of another mage wearing one of these rings may, as an Activate action, send other mages Mana from their own pool. They may send up to their Willpower in Mana, and may distribute the Mana among their allies as they wish.

Ring of Whispers (Ring, Level 15)

This ring is more of a wicked finger-guard, with thin metal plates wrapping around the finger and a needle-like claw extending from the fingertip. Its previous owners rant that the ring speaks to its owner, whispering truths that can only be known if you learn to listen to it. Those same previous owners also have a tendency to lose touch with reality, so what is known about the ring’s secrets is vanishingly little. What is known is that the ring is powerful. The wearer of the ring treats their Dexterity and Cunning as 1 higher and their Willpower as 1 lower. At the GM’s discretion, the Ring of Whispers often speaks in cryptic messages that hint that the ring may know something about the wearer’s situation. If the wearer asks the ring for its advice, they gain knowledge that would be useful to the situation, although it may not be obvious why the info is useful at first. Whenever the wearer does this, they take a further -1 to Willpower until they take a long rest. If the wearer’s Willpower ever falls to -2 because of this secret info they go insane. Unless their allies can aid their broken mind, they hand their character sheet to the GM.

Rivani Seers Band (Ring, Level 10)

These rings are often worn by the Seers of Rivain, who tap into knowledge unseen by mortals. These rings are crafted by the Formari in the Rivani Circle to aid the Seers’ abilities. If the wearer activates a mode that involves calling a spirit into their mind, such as Summoning Mode or Spirit Warrior mode, they also treat their Cunning and Willpower as 1 higher while in this mode.

Runed Silverite Ring (Ring, Level 10)

This beautiful silverite ring has painstakingly-crafted geometric patterns running across the face. The white metal hides the blue lyrium lines hidden in these shapes, that boost the powers of other magical items held by the wearer of the ring. The wearer of this ring doubles bonuses granted by weapon runes on the weapon in the same hand that the ring is worn on. This ring has no effect on Runes of Paralyzation or Runes of Slowness.

The Seal of Kirkwall (Ring, Level 5)

This silver ring has the emblem of Kirkwall on it, marking the wearer as someone respected in that city-state. These rings are usually crafted by the various city-states of the Free Marches, and worn for not only the political clout but the national pride. There are versions for the other Free Marches city-states as well. The wearer of this ring gains a +2 social bonus when speaking to residents of that city-states, even when abroad.

The Skylark’s Golden Ring (Ring, Level 5)

This ring has a children’s legend behind it: the Skylark Thief. A roguish rake, the Skylark Thief distracted his marks by throwing her voice to create lovely bird songs. With this technique she robbed several wealthy people of their jewelry, until she was eventually caught and imprisoned. As she whistled in despair of her coming execution, her bird songs managed to summon birds to her cell. She taught the birds to swipe the keys from the warden, and she escaped with their help. Supposedly this was the ring that gave her the sweet, bird-summoning song she needed to escape. The wearer of this ring gains a +2 on Communication (Performance) and Dexterity (Legerdemain) tests.

Tear of Ferelden (Ring, Level 15)

This powerful ring has long been lost, and would be incredibly valuable to the people of Ferelden. This magic ring was secretly purchased by the Rebel Queen Moira, but was taken from her corpse on the fateful night she was caught and slain by the Orlesian occupiers. Since then the ring’s legend has only increased, with its powers changing for every storyteller. Sadly it did not save her life.

Three Wolf Boon (Ring, Level 10)

This black metal ring has cravings of three wolves howling at a moon; in this case, a pearl set into the ring. The power of the wolf courses through the wearer, allowing them to perform a special Overwhelm stunt for 3 SP. The wearer knocks their foe prone and pins it, giving the wearer a +2 bonus to further attacks as long as the target remains pinned (this bonus includes the usual +1 bonus for attacking a prone target.) The pinned character must make an opposed Strength (Might) test to escape from the wearer’s savage assault, which costs the prone target a minor action. Allies, the target’s or the wearer’s, may attempt to remove the wearer with the same test, but the test is a Major action.

Twice-Blessed Ring (Ring, Level 10)

This ring was cast out of a Chantry for being blessed too many times by the Maker, after an embarrassing story of a love triangle involving the priest’s son, a farm boy, and a smith’s daughter all tried to get the same ring blessed to protect their loved one. The term “twice-blessed” now refers to couples that keep secrets and try to overcompensate in the eyes of the Maker in some rural areas of the Free Marches. This ring is now a cautionary tale, for the revenge exacted by the lovers was brutal. The wearer of this ring may perform the Mighty Blow stunt for -1 SP (minimum 0 SP).

Twisted Steel Ring (Ring, Level 10)

These rings are common commissions from adventurers to the Formari for their versatility and usefulness. For this reason the Formari charge quite a bit for themand make a tidy profit for the Circle. The wearer of this ring treats one of their Primary Abilities as 1 higher, and may change which ability gains this bonus whenever their put the ring on for the first time per day.

Uncertainty (Ring, Level 10; 15 with full set)

The ring seems to telepathically remind its wearer that nothing is certain, and that woe can always turn to fortune with the right attitude. This makes the wearer on the look for good luck. The wearer may perform the That Makes Me Wonders Stunt for -1 SP (minimum 1 SP) and the Resources at Hand Stunt for 3 SP instead of the usual 4. If worn with the ring Anxiety on the other hand and the amulet Skepticism, the wearer treats their Cunning as 3 higher.

Unity (Ring, Level 15)

These gold rings are often crafted in sets for wealthy adventuring groups, with a matching ring for each member of the group. These rings tie the life forces of their wearers together, allowing them to give each other boosts when the time is right. Whenever the wearer regains Health through a spell, item, or the Heal action, allies within 6 yards with a Unity ring from the set that the wearer’s ring came from regain an amount of Health equal to their Constitution. Wearing multiple Unity rings does not stack the effect, nor does this bonus Health also go to the original person who healed.

Warden’s Promise (Ring, Level 10)

This strong steel ring has the griffon emblem of the legendary Grey Wardens on it. Some higher ranking members of the Grey Wardens have rings like these that help them slay darkspawn and other tainted creatures. The wearer of this ring gains +3 to damage rolls against darkspawn and blighted creatures, but only with the weapon held in the hand that this ring is on.

The Back Shelves (Vol 5) Robes from Origins

Many people often forget that a skilled mage has many enhancements that they never had to cast when the day began. These magical secrets, woven into the threads on their robes, cowls, and capes, are often quite potent. Many of these enchantments are specific to mages, crafted to aid them in their spellcasting or defend them in ways that no simple cloth wrap would. Some garments harden to rigid steel when danger strikes, and some have protections from magical assault, and most have wards to protect the mind from the predation of demons or maleficarum.

A good mage should find some good threads, and that is what we at the Wonders of Thedas hope to provide! Below is a shopping list of robes that can be found in Dragon Age Origins and the Awakening expansion! You’ll see levels listed next to the items that recommends the level at which heroes could come across the same item.

The robes that belonged to specific characters or NPCs have been excluded. Those robes were special for those characters, and your PCs could even have their own unique sets one day!

Archon Robes (Body, Level 5)

This classically Tevinter-style robe has fine golden trimming and small, lightweight plates for added protection that does not impede spellcasting ability. While these might seem somewhat impressive to southerners, actual Tevinter Archons usually have something more powerful to wear, and would scoff at the idea of wearing something so “drab”. These robes grant the wearer an Armor Rating of 4, but do not create Strain as normal armor does.

Apprentice Robes (Body, Level 1)

These simple robes are given when apprentices of a Circle reached a milestone in their training. The Circle of Magi’s emblem is unmistakable on the front. These robes grant the wearer a +1 bonus on Magic tests to cast spells.

Blood Promise (Body, Level 10)

A treasure for any blood mage, the unnerving enchantments woven into the robes strengthen blood magic and protect the wearer from harmful blood magic should any of their “allies” turn on them. The wearer of this robe gains a +1 bonus to Spellpower for any spells that are using Health to pay for part of the Mana cost (as per the Blood Mage specialization) and they gain a +2 bonus on tests to resist spells of the Blood school.

Chasind Robes (Body, Level 5)

These robes are usually crafted for Chasind shamans by their elders. Sewn together from the skins of animals and decorated with fangs they are quite impressive, if not downright intimidating. The clever enchantments worked into the leathers grant the wearer a +2 to Defense.

First Enchanter Robes (Body, Level 10)

Despite the fact that these robes are traditionally worn by the First Enchanter of a Circle of Magi, they seem quite humble in appearance. The magicks worked into them are less humble, however, as the wearer treats their Willpower as 1 higher, and may cast all of their spells for 1 less Mana than usual.

Grey Warden Robes (Body, Level 10)

Supposedly the light armor plating on these robes has enchanted cold iron worked into it, giving the wearer’s spells more bite against darkspawn. Grey Warden mages rarely go into battle without these robes, so there may be some truth to that. The wearer’s spells deal +2 damage per damage die rolled against darkspawn and blighted creatures.

Lesser Tevinter Robe (Body, Level 5)

Worn by lower-ranking magisters and their apprentices, these robes are designed to improve the strength of the wearers spells. Everyone in Tevinter needs a leg up after all. The wearer of these robes treats their Spellpower as 1 higher than usual.

Lorekeeper’s Robe (Body, Level 5)

This robe has eye-catching designs of arcane circles and formulas. The wear may re-roll a failed Cunning test with the word “Lore” in the focus once per day, keeping the result of the second roll. If the wearer also is wearing an Archivist’s Sash, they may instead re-roll failed Cunning “Lore” tests 3 times per day in total, still taking the second result.

Mage Robes (Body, Level 5)

These colorful robes are usually given to apprentices upon completion of their Harrowing, marking them as full members of the Circle of Magi. The Templars don’t always feel comfortable handing robes with more power to mages, but the enchanters assure them that because they have passed the Harrowing, they can be trusted. The wearer of this robe may re-roll a Magic test once per day, keeping the result of the second roll.

Reaper’s Vestments (Body, Level 15)

If these robes did indeed belong to an apostate mage who was called the Reaper, then they likely have a history as colorful as the Reaper’s. Whether it was the mighty magic in the robe that protected the Reaper from dangers that would have destroyed lesser folk, or that the Reaper’s own resilience somehow rubbed off on the robes is unclear. What is clear is that the previous owner was a villain to the Templars, and a hero to common-folk and mages alike. The wearer of this robe treats their Constitution as 2 higher, gains a +3 bonus to tests made to resist spells and other magical effects, and gains an Armor Rating of 7.

Robes of the Orlesian Magister (Body, Level 10)

It is likely that these robes were named as a sleight against the northern mages of Tevinter. Nevertheless, these opulent white and bejeweled robes are still quite impressive, perhaps even rivaling many of the robes that the actual magisters themselves might wear. The wearer of this robe gains an Armor Rating of 5 from the light chain under the cloth and padding and the almost gaudy amount of jewelry, but does not take Strain. Additionally, the wearer may re-roll a failed Communication-based test once per day, taking the result of the second roll.

Robe of the Witch (Body, Level 10)

This robe is made of tattered and torn strips of leather, fur, and cloth that seem to wrap snugly around the wearer, but never feel too tight. Despite the slightly barbaric design, these robes feel as if they have restrained power within that would burst out at any moment. The wearer of these robes may perform the Imposing Spell and Tower of Will stunts for 3 SP instead of the usual 4.

Robes of the Gifted (Body, Level 5)

The previous owner of these robes was a talented but shy mage. This mage, called Toris, had his robes enchanted so that he would be harder to notice. The wearer of this robe may activate the robes as an activate action. While they are activated, the robes magically alter the appearance of the wearer so that their clothing appears the same as those around them. For example, if they stand in a group of soldiers, the robes mimic the look and sounds of armor and even match the heraldry on the others’ armor. There must be at least 3 others who wear similar outfits to copy, or the robes enchantments cobble together several different looks, making the wearer stand out even more.

Robes of the Magister Lords (Body, Level 10)

Some ambitious magisters will have robes like these crafted. Those magisters desire their clothing to boost their spells’ power beyond their own limits, granting them further favor among the courts and fear among the lower classes. Those magisters also tend to exlpode from their own recklessness, but those magisters consider the dangers worth it to get ahead. After all, that only happens to THOSE magisters and not this one, right? The wearer of this robe may perform the Mighty Spell stunt for 1 SP instead of the usual 2. Additionally, the wearer of this robe can use the Lethal Spell advanced spell stunt, even if they do not have the Spell Expertise talent, but may only use it on spells of the Primal school. If the wearer has the Spell Expertise talent’s Journeyman degree, they may use Lethal spell for 4 SP instead of the usual 5.

Senior Enchanter’s Robes (Body, Level 10)

These robes are badges of station for senior enchanters of the Circle of Magi. These colorful robes are quite potent, and they make the Templars only more suspicious of their mage wards. The wearer of this robe treats their Willpower as1 higher, and may use their Magic stat to calculate Defense instead of their Dexterity.

Skins of the Keeper (Body, Level 10)

While it is not entirely correct to say that this is a “typical” set of robes for Keepers of the Dalish clans, they all have a few commonalities. Since they usually can only make their robes from what they have available in their own regions, they simply find the best they can. The finest skins and furs are commonly used, along with shed halla horns or wolf jaw bones. The elves were once masters of magic, and this robes reminds people of that fact. If the wearer of this robe is an elf, the wearer may use the Fast Casting stunt for 3 SP instead of the usual 4.

Tevinter Enchanter’s Robes (Body, Level 10)

These robes have lyrium threads woven into the fabric, giving them potent enchantments. They are not often found outside of Tevinter, and members of the Tevinter Circles often work hard to reclaim them. The wearer of this robe gains access to the Mana Surge advanced spell stunt, even if they do not have the Spell Expertise talent. If they ever gain the Spell Expertise talent’s Journeyman degree, they may use the Mana Surge stunt for 3 SP instead of the usual 4.

Tevinter Mage Robes (Body, Level 10)

These robes are commonly worn by Tevinter mages of the Laetan class. While not quite as nice as the robes that the Altus can afford, they are still quite useful for any mage. The wearer of this robe treats their Spellpower as 3 higher than normal.

Tevinter Robes (Body, Level 5)

These simple robes are usually given to apprentices of the Tevinter Circles to make sure that they can continue their training quickly. Once per day, the wearer of this robe may take a breather (as per the rules of Health and Healing on page 55) to regain Mana as if they had meditated for 1 hour.

Vestments of the Seer (Body, Level 20)

Robes like these are often captured by the Templars swiftly after hearing about them. Robes of its power are locked in Circle basements and never touched again, for fear of what an unscrupulous mage might do with them. Whatever the wearer intends to do with the robes, the wearer treats their Magic and Willpower as 1 higher, and gains an Armor Rating equal to their Magic. Additionally, if the wearer successfully resists an effect from a spell or other magic threat, they suffer no ill effects even if they normally would.

Vestments of Urthemiel (Body, Level 15)

The symbols on this robe are the imagery of Uthemiel, the dragon of beauty. She was worshipped in Ancient Tevinter as one of the Old Gods. It is impossible to tell how privileged the previous owner might ahve been in her church, but the powerful magic and soft glow of lyrium embroidering indicates it might have been a mark of great station. The wearer of this robe gains a special version of the With a Flourish stunt. Not only can they perform the stunt for 3 SP instead of the usual 4, but opponents who are affected by the stunt also take a -1 penalty on tests to resist the wearer’s spells for the rest of the encounter. This robe’s benefit stacks with itself, and the wearer may perform the stunt more than once at a time. Finally, the dark armor plates on the robes give the wearer an Armor Rating of 6, without the Strain that normal armor imposes.

The Back Shelves (Vol 4) Amulets from Origins

Amulets from Dragon AGe Origins and Awakening for the Dragon Age RPG!

Welcome back to the Back Shelves, where we empty the back room’s stock to give the good people of Thedas that boost to survive their most recent adventure!

This time we have a sale on amulets, those colorful and wondrous curios that give surprising boosts to the heroes when they least expect it. Some are the talk of legend, causing foes to back down from fights when they see their foe stroll onto the field wearing a golden chain of great might. Some are notorious, bringing power to their wielders at a cost most terrible.

Amulets span all power levels and grant powers both miraculous and subtle. A character can only gain the benefits of one amulet at a time. The levellisted next to the item is meant as a guide for the level that is recommended for receiving an item like this one. We have not included items that were restricted to specific characters, as they are unique treasures that those characters came about on their own adventures. Your PCs may find their own unique treasures, too!

Amulet of Accord (Amulet, Level 5)

This copper pendant looks like it has been cleaved in half by a blade. An inscription on the back of the pendant says, “They’ll never see me-” before cutting off. The wearer of this amulet becomes difficult to perceive, fading in and out of others’ vision, and enemies take a -1 penalty to Perception checks to notice the wearer.

Amulet of the War Mage (Amulet, Level 10)

This golden amulet of a curled dragon was crafted in a time when the sight of a magister stepping onto a battlefield shook the wills of the southern people, entire armies fleeing before their might. While this may be exaggerated by Tevinter patriots, these amulets are still made occasionally, and they are still quite useful for the totalitarian magisters. If the wearer casts a spell that deals damage, they may add double the focus bonus they have for the school of spell to the damage roll. For example, if the caster has the Magic (Primal) focus, they add +4 to all Primal spell damage rolls. This increases if the wearer improves the focus, becoming +6.

Apprentice’s Amulet (Amulet, Level 10)

This amulet has been passed from Enchanter to apprentice whenever one advanced to the next step, leaving this treasure to protect future generations of mages. Some copies have been made, but the ones that have clearly been worn down from use are seen as especially treasured. The wearer may perform the Mana Shield stunt for 0SP, gaining the stunt’s benefit whenever they cast a spell. The stunt also grants a bonus of +3 to the wearer’s Defense instead of the usual +2.

Blood of the Warrior (Amulet, Level 10)

This simple necklace has a gleaming red gem in the pendant, but the chain links have ominous red flecks on them. Whoever wore this necklace last did not have a quiet end. Enemies who roll stunt points on attack rolls and spend the stunt points on stunts that increase damage such as Mighty Blow, Lethal Blow, or Mighty Spell, must add 1 SP to the cost of the first of such stunts they use.

Blood-Gorged Amulet (Amulet, Level 15)

This shriveled thing that hangs from a rough string constantly weeps blood, staining its wearer’s chest a dark and gruesome color. The wearer of this foul amulet sacrifices their physical and mental might, treating their Strength and Willpower as 2 lower. However, the wearer also gains an unnatural life from the amulet, treating their Constitution as 5 higher, and gaining +1 bonus Health per character level while the amulet is worn. The wearer also never progresses to the Dying state when reduced to 0 Health, but simply falls unconscious, and can be roused with a Minor action. The wearer’s eyes seem to get a little darker every time they awaken…

Caradin’s Cage (Amulet, Level 10)

This pendant has several inner chambers that guide electrical charges around the center point, suspended in a network of cage-like crosshatch bars. It feels strange when worn, making it difficult to concentrate on tasks. The wearer of this amulet gains a +5 bonus on tests to resist electricity-based effects and hazards, but also gains a -2 penalty to Cunning (Research or Writing) tests.

Charm of Flame (Amulet, Level 5)

This amulet is a gnarled spiked of metal that has been burnt badly. Lyrium strands still glow between the black burns. The wearer feels and affinity for fire, and deals +2 damage with any damage rolls that include a fire element. Spells that use fire, weapon runes that use Runes of Fire, or even just hitting foes with a lit torch grant this damage benefit. Charms like these have been known to be attuned to other elements as well.

Charm of Still Waters (Amulet, Level 5)

These amulets were commissioned by a Circle in Nevarra that received an unusually large number of new apprentices all at once. The fears of being dragged into unknown places and being watched closely by heavily armed men did nothing to abate their growing fears, so the Enchanters turned to the Formari to craft gifts for the apprentices to calm them. Some of them calmed down, but some still had to be dealt with harshly. The wearer of this amulet treats their Willpower as 1 higher.

Dalish Pendant (Amulet, Level 5)

This wooden pendant is carved in the shape of tree and painted to give the tree flowering blossoms. Sometimes it feels like the branches of this tiny tree sway in unseen breezes. The wearer of this amulet gains a +2 bonus on any tests to resist Hazards that come from natural sources, such as rushing rivers, falling from cliffs, bramble patches, or vermin bites.

Deadhead Charge (Amulet, Level 10)

The amulet was worn by a Tevinter soldier who lost many comrades to the qunari wars. In one fateful battle, something came over him, and he slaughtered dozens of qunari soldiers, howling and screaming the names of his fallen friends. He was eventually overwhelmed by the qunari forces, but the amulet he wore gave off a red smoke, and the qunari soldiers dared not touch it. The wearer of this amulet, may, once per day, enter a mind-numbing rage, gaining the benefits of the Berserk mode of the Berserker specialization. If the wearer is already a Berserker, they no longer take the penalty to Defense in Berserk mode, and gain a further +2 bonus to melee damage rolls. The penalty to Perception rolls increase to -2, however.

Faulty Amulet (Amulet, Level 10)

This amulet is a blank brass pendant on a leather band. No maker’s mark exists on it, but a band of lyrium runs up and down the pendant in nonsensical patterns. This was likely a failed attempt that was thrown away. The wearer may re-roll a failed Constitution or Willpower test twice per day each, but enemies may perform the Pierce Armor stunt against the wearer for -1 SP.

Feral Wolf Charm (Amulet, Level 10)

These protective charms have ridiculous legends of being crafted by scantily-clad witches under moonlit nights deep in the forbidding Korcari Wilds, but it is unknown whether the Chasind warriors who wear them or the Fereldens deep in their cups made up the stories. The wearer gains +5 Health after a breather, and +10 Health after a full rest, in addition to what they normally heal for such activities. Additionally, the wearer gains a +2 bonus on tests to resist poisons.

Halla Horn (Amulet, Level 5)

This torc is made from a lightly worked halla horn. Cravings in the bone create an appearance of twisting ivy around the ivory horn. These are given as gifts to celebrate the lives of the Dalish’s favored companions. The wearer gains a +1 on Willpower (Courage) and Willpower (Morale) tests.

Heirloom necklace (Amulet, Level 10)

An old and potent Dalish protection charm, this vine has a string of wooden beads carved into the shapes of animals chasing each other in a  circle. The Dalish consider all spirits to be dangerous, so these charms are made to protect vulnerable Firsts or those who seem to have spirits drawn to them. If the charm is grasped with one hand and concentrated on as a Activate action, the wearer is considered t be protected by warding salt (pg 331 Core book). Alternatively, the wearer may break the string and place the beads in a circle around a building or group of people and treat the ring of beads as a ring of warding salt. The string may be fixed with a TN 15 Dexterity (Crafting) test.

Illumination (Amulet, Level 15)

These potent amulets have complex patterns etched in lyrium that create mesmerizing patterns when looked at directly. They always seem to be found at opportune moments near places where the Veil is thin. When a person first touches the amulet, the amulet asks them what kind of power they would like. The amulet listens to the wearer’s response and adjusts its power accordingly. The wearer then treats an ability relevant to what they asked for as 1 higher as well as their Willpower as 1 higher. The original wearer may select Willpower to gain a total increase of 2 to Willpower. Additionally, the wearer may re-roll any failed Willpower-based test, keeping the result of the second roll.

Lifedrinker (Amulet, Level 15)

A evocative story about the lowliest magister in the Imperium turning on his magister colleagues and slaying them all until the Archon defeated him in a cataclysmic magical duel is told throughout the southern lands. Tevinters of lower class also share the story on quiet tavern evenings, but the upper echelons of Tevinter society consider the story ridiculous and naively hopeful of the lesser class. The Archons have not forgotten however, as this amulet was held onto many Archons as a reminder that treachery can come from anywhere. All that was left of the lam-lighter magister was this golden torc, with blood-red garnets that emit bitter cold. The wearer of this amulet not only gains a +2 bonus to Spellpower, but also may spend any number of stunt points on the Puissant Casting stunt, increasing the Spellpower of their spells further.

Magister’s Shield (Amulet, Level 10)

This silver chain seems to hang low as if it were much heavier than it is. The air shimmers slightly around the chain when it is worn. It was originally a gift to Archon Hadarius after the assassination of Archon Vespasian. The wearer may cast any spell that has its type listed as “Defense” for 2 less Mana. This reduction stacks with talents or stunts that reduce Mana costs as well. However, the creator of this necklace included a secret weakness, and the wearer takes a -2 on tests to resist poisons. This was, naturally, the end that Hadarius met.

Magus Ward (Amulet, Level 10)

These simple amulet are nevertheless valued by young mages with some sense. Crafted for accomplished Circle mages, supposedly it is refused by skilled mages who don’t need them. Most consider it their loss. The wearer of this amulet treats their Magic as 1 higher.

Mud Idol (Amulet, Level 5)

This clay has not been fired in an oven to retain the shape of a bird, but it feels warm and soft to the touch. The wearer of the amulet gains a +2 on tests to resist ice-based spells and effects, including hazards involving cold temperatures or dangerous ice formations like falling icicles.

Nature’s Blessing (Amulet, Level 10)

This white wood pendant is decorated with patterns of flowing vines. Wielders of this amulet have always felt full of life and potential when they stand in places where nature reigns. When the wearer of this amulet is standing in a forest, jungle, cavern, desert, or any location that is not urban or cosmopolitan (villages, towns, or cities) the wearer generates +1 SP when doubles are rolled on tests. Standing in the Fade only grants this benefit if the local features of the Fade take a natural theme.

North Ward (Amulet, Level 10)

This cold pendant has an inverted Tevinter jewler’s mark, and feels heavy around the neck. The wearer of this amulet treats their Willpower as 2 higher, and their Strength as 1 lower.

Par Vollen Willstone (Amulet, Level 10)

This pendant is made of highly polished volcanic arum. The qunari priests who wear them insist that these slightly vibrating amulets are not magical in nature, but the fact that these amulets appeared a few decades into the war against Tevinter and their magisters might mean something else. The wearer of this amulet treats their Willpower as 1 higher.

Pearl of the Anointed (Amulet, Level 15)

The original Pearl of the Anointed was worn by Emperor Kordillus Drakon himself durning his many battles to spread the Chantry and protect Thedas from the Second Blight. The Pearl was lost in one of Drakon’s battles, and many have attempted to recreate the potent magical artifact. These copies are powerful but pale in comparison to the original. Copies of the Pearl grant a +1 bonus to all tests, and the Dragon Die is always considered to be one higher. The real Pearl grants a +3 bonus to all tests and increases the Dragon Die result by 3 as well.

Reflection (Amulet, Level 10)

This amulet has a mirrored back, and the symbol of the Chantry on the front that doesn’t seem to conform to the more recent designs, perhaps being an incredibly early design. When people gaze into the mirrored back they report seeing someone they recognized, and usually wished they could have talked to in that moment. When the wearer would gain Health or Mana from an item like a potion or spells like Death Magic or Heal, the wearer gains an additional amount of Health or Mana equal to half their character level.

Rough-Hewn Pendant (Amulet, Level 10)

This pendant is a large animal fang hanging from a simple string, yet the fang seems to inspire great battle prowess. Chasind warriors have been seen wearing these,and these pendants may contribute to their surprising combat talents. The wearer of this amulet may perform the Lethal Blow stunt for 4 SP instead of the usual 5.

Sailor’s Charm (Amulet, Level 5)

A whale’s tooth hangs on a silver chain. The tooth has been decorated with carvings of a ship weathering a storm at sea, lightning crashing on the deck. The wearer of the amulet gains a +2 on tests to resist lightning-based spells and effects, including hazards involving lightning storms or even hazardous devices that use electricity.

Scout’s Medal (Amulet, Level 15)

This amulet appears to have once been some medal of great honor, thanking a hero for services to their kingdom. The medal was a potent gift, as the wearer treats their Dexterity and Constitution as 1 higher, and increases their movement speed by 4 yards.

Seeker’s Chain (Amulet, Level 10)

This amulet appears to be an inverted color scheme of most Chantry amulet, with the pendant being a field of black on which a white Chantry symbol rests. This marks it as property of the Seekers of Truth, the secret police of the Chantry and the Templar Order. How it left the Seekers is a troubling mystery. Twice per day, the wearer of this amulet may re-roll a failed test, keeping the second result. However, if the wearer can match the original test’s TN (the one that was failed) with a Willpower (Faith) test, and they roll at least a 4 on the Dragon Die, they may use that re-roll again later that day.

Shaper’s Amulet (Amulet, Level 5)

This amulet carries a peaceful dwarven tune that only the wearer can hear. The song seems to be calling the wearer home, but for some reason home feels like it’s downward. The amulet’s wearer gains a +1 bonus on all Cunning tests whose focus includes the word “Lore.”

Shiver (Amulet, Level 10)

This intricate pendant has strange runes that, while illegible, seem to spell out a deal: “ruggedness for vitality. The warmest embrace constricts.” The wearer of this amulet gains a +5 bonus on tests to resist ice- and cold-based effects and hazards, but also gains a -2 penalty to Dexterity (Acrobatics) tests. This penalty does not apply when rolling against cold-based effects.

Silver Cord (Amulet, Level 5)

This cord weighs almost nothing, almost floating on the neck of the wearer. It is difficult to imagine a hammer must have been taken to this cord, as the central gem and the silver weave are nearly immaculate. Some wonder whether the amulet entirely exists in the waking world. The wearer gains a +2 social bonus when speaking to spirits or demons.

Smith’s Heart (Amulet, Level 10)

This bronze amulet resembles a clenched fist, and gives off a refreshing cool aura. The wearer feels the weight of the amulet, however, and it can bring sluggish reflexes. The wearer of this amulet gains a +5 bonus on tests to resist fire- and heat-based effects and hazards, but also gains a -2 penalty to Dexterity (Initiative) tests.

Spirit Charm (Amulet, Level 5)

The leather strap of this amulet holds a flat disc displaying Andraste’s flame. The wearer of the amulet gains a +2 on tests to resist fire-based spells and effects, including hazards involving burning buildings, smoke, or even lava.

Spirit Cord (Amulet, Level 15)

This light hemp cord seems misty from a distance, and a weathered bone hangs as a pendant. The world seems to slow around the wearer, and the wearer gains momentary glimpses of where their opponents might move. When a Rogue wearing this amulet successfully performs a Backstab, they may add their Dexterity to damage rolls. Additionally, the wearer may perform the Rogue’s Perforate stunt for 1 SP instead of the usual 2.

Talismen of Restoration (Amulet, Level 10)

A silver disc hangs from a glittering golden chain. The disc has an image of a bottle on it, and it seems a bit too life-like. The wearer gains an additional amount of Health from healing spells equal to the casting’s Dragon Die result. Additionally, once per encounter, the wearer of this amulet may concentrate on this amulet as an activate action, and a silver bottle filled with a Greater Healing Potion appears in an open hand (or on the ground nearby if no hands are open). When this secondary power is used the amulet becomes dormant for 24 hours.

Temperament (Amulet, Level 5)

This rugged amulet comes from the Anderfels. The iron pendant is heavy, and bears a bold inscription promising survival through anything. The wearer gains a +1 bonus on Willpower (Faith and Morale) tests.

 The High Regard of House Dace (Amulet, Level 15)

This mythril amulet on a nug-leather strap is truly a masterpiece of dwarven enchanting, the bright crown of jewels thrumming with lyrium. These are lavish gifts giving as a gift from an entire noble house to those who perform deeds that benefit the house’s legacy. Other houses might craft similar amulets, in which case the amulet would take a different house’s name. This potent amulet allows the wearer to perform 3 specific stunts for -1 SP while the amulet is worn. The specific stunts are chosen when the amulet is crafted.

The Spellward (Amulet, Level 15)

This silver pendant has a rather large golden symbol of the Templar Order on it, making it unmistakable even from a distance. Templars who were asked to hunt the most dangerous or powerful blood mages treasured this amulet greatly, as powerful enchantments weaken magic that approaches it. It is perhaps best that the owner not ask how it was removed from Chantry control. When the wearer is targeted with a spell and the caster rolls stunt points, the total stunt point cost increases by 2.

Varathorn’s Amulet (Amulet, Level 10)

This pendant is crafted from twisting ironbark carved into the shape of a beating heart that has curling vines tunneling through the heart. The bearer gains immunity to poisons, whether crafted ones or naturally produced ones. This immunity come at a cost, however, as the amulet imposes a -2 penalty on Constitution (Stamina) tests.

Will of the Unyielding (Amulet, Level 10)

The back of this silver amulet is engraved with words that have long worn away. The faded words still bring a strange sense of inspiration. The wearer of this amulet treats their Willpower as 1 higher, and may perform the Stand Firm action with a Willpower (Self-Discipline) test instead of the usual tests.