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Dragon Age RPG interest check

Ahlanna

Star
Joined
Sep 22, 2018
Hello there,

I'm looking to see if there's interest in a game using the Dragon Age RPG system. Previous experience is not necessary.

The system uses a 3d6 roll mechanic, with one of the d6 being special and in addition to counting as part of the roll, provides bonus points to let you do 'stunts'. These stunts range from disarm, to taunt, hitting an extra opponent, to repositioning your battle by a few meters, etc. And those are just combat ones, stunts apply to any check. Stunning your opponents into silence with the perfect witty rejoinder at the grand ball, or complete a task in half the time, or to perform a skill so admirably it impresses the onlookers, and so on.

Character building is a little less mechanical than d20 systems, but certainly not free-form or even like a 'rules-lite' system. This is thanks to it's computer RPG origins. Building a character will feel very familiar to those who have played any of the Dragon Age computer games.

Between the jutting promontories of the Hunterhorn Mountains, on the steppes of the southeastern Anderfels, isolated villages and communities eek out a living. Enough blights have raged over these lands to poison swaths of the soil, and darkspawn raids have long been a threat. Though in the last twenty years, things have begun to turn around.

A Blight in distant Ferelden drew off many of the excess darkspawn, bringing of period of quietude to the region. While not exactly safe, entire weeks would go by without any casualties to the darkspawn. Perhaps it was this reduced danger that led the dwarves of Kal-Sharok to stumble upon a tunnel to the surface. While wary of the alien surface cultures, their desire to keep their independence from arrogant and fickle Orzammar – who after all, had abandoned them for centuries – meant opportunities for outside wealth. Kal-Sharok had plenty of lyrium, after all.

Much of this precious substance finds its way to the nearby border with the Tevinter Imperium. At the waters of Lake Ankross, near the spot where three nations meet, an Ander village – ignored by everyone, even their own rulers, for hundreds of years – finds itself suddenly the beneficiaries of an influx of Tevinter investment. Magister Silbara, down on her political fortune in the Imperium proper, was the first to be audacious – or perhaps just desperate – enough to spot the opportunity this new lyrium trade represents. A trade post takes root and blooms on the eastern shore of the lake, crossing Ankross first by ferry and in more recent years, the magically hewn Sharok Causeway.

Other magisters soon established presence of their own, while the Ander King, bribed by a pile of Tevinter 'pre-tax' payments, leaves the region to its own recognizance. Over the course of a decade, East Ankross is formed through slave labor and a copious amount of magical shaping. The local constable, elected 25 years ago, suddenly finds their village of 80 has grown into a veritable town of 500. Only the occasional Grey Warden, travelling to or from nearby Weisshaupt, can provide any relief to the stretched constabulary.

Controversially, the Alluria Verdantia is opened on an island in the lake, a training center for high-quality courtesan and harem slaves. Bankrolled by a trio of magisters, their barristers claim - in vociferous manner – that this is perfectly compatible with Ander law, as the slave market itself is on the eastern shore. As this is Tevinter territory, no actual slave trading is occuring in the Anderfels. After a protest by a passing Gray Warden, the Ander King has agreed to take the matter "under consideration in consultation with our most distinguished legal scholars". Said decision is still pending, but several learned sages of law in Hossberg have started expensive renovations of their manors since.

To top it all off, there's the trouble with Nevarra. While the local Chantry first welcomed peace and prosperity, the situation became intolerable when the Tevinters established a competing Chantry, devoted to the heretical Black Divine. Entreaties are sent south to Divine Justinia, but only a preliminary reply arrives before word comes of the White Divine's death in a mysterious explosion. A firebrand, Sister Baihara, takes it upon herself to write to the Pentaghasts of Nevarra City on behalf of the faithful. A makeshift fort quickly appears on the southern, Nevarran, side of Lake Ankross. Soldiers from the fort begin to 'assist' the Ankross Constabulary with 'enforcing' local law. Someone tries (unsuccessfully) to burn down the Black Chantry. Someone else tries (unsuccessfully) to burn down the Nevarran fort. Someone does burn down Theomar the Red's house, but that's probably just because he's a bit of a prick.

The building pressure offers opportunity and danger, whether an Ander local, a dwarven trader, a Tevinter apprentice, a trainee at the Alluria, or anyone else drawn to Ankross' newfound prosperity.
 
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