faderifting: (Default)
Fade Rift Mods ([personal profile] faderifting) wrote2015-05-06 11:45 am

Setting


SETTING

Thedas is the only known continent in the world of Dragon Age. It exists in the southern hemisphere of an unnamed planet and is mostly covered by a handful of human nations with ill-defined borders as seen on the map below. Thedas is a diverse land of roughly medieval-level technology and significant magic. The world's extensive lore is cataloged on the Dragon Age Wiki; this setting guide is meant as a briefer overview to help orient players unfamiliar with the canon and give a broad idea of what's out there.

↠ The Fade, the Breach, & the Blight
↠ Races
↠ Religions
↠ Magic
↠ Countries
↠ Languages
↠ Factions
↠ Worldbuilding

a map of Thedas
(Click to enlarge.)


THE FADE, THE BREACH, & THE BLIGHT

While magical ability is something only a small percentage of the population is born with, certain aspects of Thedosian magic permeate the world and are probably already words you've seen used to death in the write-up of the game's premise, so here is a quick primer:

The Fade

The Fade is a land populated by spirits and demons and it is perhaps most easily thought of as an alternate, coexisting dimension. All citizens of Thedas visit the Fade in their minds when they dream (except the dwarves, who do not dream) and can interact with spirits and with one another while there. Non-mages may not realize where they are at the time or remember anything with clarity afterwards, but mages are always essentially lucid dreaming. The Black City is constantly visible to all dreamers in the distance, but impossible to reach. Physical travel into the Fade is believed to be impossible because it is separated from the world by the Veil, a metaphysical barrier between the worlds.

The Breach

We put this at the top because it is key to the game's setting: the Breach in the sky, only recently sealed, was a massive hole in the Veil, and the rifts are smaller ones, scattered around Thedas and currently still allowing creatures from the Fade to come across into the world (and occasionally some hapless humans from the MCU or wherever). The Breach was opened above Haven, a small town near the Ferelden border with Orlais. Most of the damage done by it and the riftswere at first mostly confined to those two countries. But they occasionally appear further afield, and this has become more and more common as time goes on.

The Blight

Also important though less immediate: A Blight is basically an invasion by gross zombie monsters called darkspawn. Led by an archdemon in the form of a giant, corrupted dragon, darkspawn pour out of the ground and seek to kill and destroy everything in their path. They carry the taint, an infection passed through Darkspawn weapons or blood that turns those who come into contact into Darkspawn themselves. The most recent Blight, the Fifth, took place ten years ago. It was defeated before it expanded past Ferelden.


RACES

Thedas is also home to the familiar fantasy races of dwarves and elves, as well as the qunari. There are dragons, but you can't play them. Sorry. Instead, you have the option to choose between:


Humans

Humans are by far the most numerous of the races in Thedas, outnumbering non-humans by perhaps 100:1. They currently control all nations except for the islands held by the Qunari. In most countries, the average human citizen considers elves disposable servants, Qunari barbarous invaders, and dwarves… well, dwarves they just assume are merchants or smiths. Plenty of average humans are well-meaning about other races, but they're still prone to ignorance or foot-in-mouth moments. Human interaction with Qunari is violent in the North and extremely rare in the South, while contact with Dalish elves is uncommon near populated areas and unheard of anywhere near the Tevinter border.

Dwarves

Dwarves are an isolated people who generally remain in their underground city of Orzammar beneath northwestern Ferelden. Orzammar has a monarchy and strict caste system. There is a dwarven population on the surface, though they've officially been disowned for leaving and are not permitted to reenter the city. The dwarves of Orzammar look down on most surfacers, including their own kind, and rarely allow outsiders underground. Surface dwarves are pretty chill. Dwarves cannot be mages, as they possess a partial immunity to magic.

Elves

Elves have a long and largely tragic history in Thedas involving the destruction of two Elven nations in centuries past--they (supposedly) lost Arthlathan to Tevinter, then Halamshiral and the Dales to Orlais--and the loss of much of their history and culture. Today, elves typically live either in city ghettos called "alienages" or are members of nomadic Dalish clans. Elves are often hostile and mistrustful toward humans, who they disdainfully call "shems" or "shemlen." City elves may be wary and resentful, while Dalish behavior varies. Some clans carefully trade with humans, others live as far from them as possible and will kill any who stumble upon them. Elves and dwarves don't have a LOTR-style rivalry but tend not to know much about one another. Elves are more likely than humans or dwarves to join the Qun to escape oppression

Qunari

Qunari are a race of large and often horned humanoids that arrived by sea from an unknown northern homeland and began conquering parts of Thedas several hundred years ago. They follow and spread a strict religious lifestyle called the Qun which persons of any race may join. Qunari tend to look down on anyone who doesn't follow the Qun. They believe other peoples lead lives of debauchery and suffering and that it is their duty to liberate them by bringing them into the fold. "Qunari" is the word for both the horned race and the religion, and people of other races who join the Qun are also called Qunari, but may be distinguished as Viddathari ("converts"). Qunari-race people who do not follow the Qun are called Vashoth or Tal-Vashoth. Qunari are feared throughout Thedas, and even those who have left the Qun are typically shunned and assumed to be bandits or killers.


RELIGIONS

The Chant of Light (Andrastianism)

Think Christianity if Jesus had been Joan of Arc instead. Andraste, the religion's founder and "Bride of the Maker" messianistic figure, led a revolt against the magocratic Tevinter Imperium and was ultimately killed. The religion is dominant among the human population, city elves, and surfacer dwarves. Andrastians believe that the Maker has withdrawn from the world for the time being--so essentially deism--but that the faithful pass through the Fade to his side after death. The religion's main tenants concern controlling magic, which makes sense given it was founded in response to magical tyranny, and endorsing virtuous behavior. The Divine (similar to a Pope) and ranked religious leaders are always female, but men can serve as clerics and monk-like Chantry Brothers.

The Stone

Dwarves have venerated The Stone for thousands of years. They don't worship the Stone as a god, but believe her (the Stone is always a she) to be the progenitor of the dwarves as well as a living entity that shelters and supports them and to whom they return when they die. They've never really succeeded in explaining what exactly The Stone is to anyone who wasn't born a dwarf of Orzammar. Dwarves also venerate Paragons, dwarves who in some way embody the best of dwarven culture or perform extraordinary feats and serve as role models for all.

The Qun

Qunari literally means "followers of the Qun," and the Qun is a collection of writings that sets out and regulates a complete way of life. It emphasizes discipline, honor, and duty, and requires complete submission to the Qun. Personal names, family relationships, and ambitions are all forbidden. The Qunari view it as their duty to spread the teachings of the Qun, by conquest if necessary. People of other races who join the Qun are also called Qunari, but may be distinguished as Viddathari ("converts"). Those who leave the Qun are known as Tal-Vashoth and are often forcibly reeducated if caught.

The Elven Pantheon

Unlike elves raised in alienages, the Dalish still worship the Elven Pantheon, five gods and four goddesses collectively called The Creators or the Evanuris. As in most pantheons, each deity has its own area of expertise. Some city elves retain basic knowledge of the pantheon and will reference the elven gods alongside Andraste.

The Imperial Chantry

Tevinter's answer to the Chant of Light was to decide that Andraste had been a mage and form their own version of the faith, with a male Divine (called the Black Divine outside of Tevinter) and a different spin on the Chant's command that magic should "serve man and never rule over him." Serving the people by leading them is totally still serving them.

Atheism

Atheism happens! However, Andraste, the Golden-turned-Black City, and the beings referred to as "Old Gods" who now inhabit dragons and command darkspawn during Blights are all matters of proven historical fact, so an atheist's belief system needs to account for them--you can choose not to believe in any of it if you want to, but you'll look stupid, because it's all definitely real. Not believing in the Maker or believing He is never coming back, however, are both reasonably common subjects of tavern debate.


MAGIC

Mages are people born with the ability to tap into the Fade and draw power from it to change reality. Their increased interaction with the Fade draws the attention of spirits, and demons attempting to enter the physical world often attempt to bargain with or forcefully possess them. Possessed mages, called abominations, have been known to wipe out villages and blow up Chantries.

Most mages manifest uncontrolled magical ability during their youth and are sent to live in Circles, communities of mages designed for education and monitoring. In the Circles they learn magic but are also watched carefully by templars, one of the military arms of the Chantry, who have the ability to dispel and block magic. Upon reaching adulthood, Circle mages are required to undergo Harrowings: they are sent into the Fade to confront and successfully resist demons, while templars stand ready to execute them should they fail. If it is feared that a young mage may be too weak-willed to succeed, he will be offered the alternative of Tranquility--a kind of magical lobotomy that severs his connection to the Fade and erases his personality.

Blood magic draws power from blood rather than the Fade, allowing mages to circumvent limitations on their energy, but it's super mega illegal and often ends in mages sacrificing other people instead of sticking to their own veins.

While some Circles are peaceful, pleasant places, in others mages are mistreated by templars happy to abuse their power. Battles between mages and templars are occurring all over Thedas as mages rise up to try to throw off templar control.



COUNTRIES

Ferelden

Ferelden is often viewed as backwards and unsophisticated by the rest of Thedas, who call them "dog lords." It is a much simpler and less conspicuously wealthy kingdom than Orlais, with whom it has a long standing rivalry. There is more social mobility than in many places, and less of a wealth gap between the aristocracy and the mercantile middle class. Everything is covered in mud and everyone is very fond of dogs, especially Mabari. Its closest real world analog is fantasy medieval England. Demonym: Fereldan.

Orlais

Orlais is renowned for its cultural supremacy and extravagance. The nobility is extensive, incredibly wealthy, and generally very pretentious. The court is full of elaborate and vicious competitions for prestige facilitated by the fact that anyone who wants to be anyone wears a mask all the time. Orlais is also home to the Divine and a history of active persecution of the elves, who while technically free are really scraping the bottom of the servitude barrel. Their accent is super French. Demonym: Orlesian.

Nevarra

Nevarra is a wealthy nation home to a strong aristocracy, a significant merchant class, and led by a sprawling dynasty of former dragon hunters. It's also one of the few places where mages wield political power, due to Nevarrans' unique beliefs regarding death and spirits. Nevarran mages are likely the best-trained outside of Tevinter, and the secretive magical order called the Mortalitasi have been accused of being the true power behind the throne during recent years. Demonym: Nevarran.

The Free Marches

The Free Marches aren't a country but a region, made up of almost a dozen city states of which Kirkwall, Starkhaven, and Tantervale are the largest and most powerful. Each has its own culture and government, but they share Tevinter roots, a fiercely independent spirit, significant diversity, and a famously massive annual tourney. Demonym: Free Marcher.

Antiva

Though technically a two thousand year old monarchy, Antiva is actually ruled by roughly a dozen merchant "princes" each with their own trading company and private army. Trade, especially by sea, dominates Antiva, and most of its citizens work for one of the companies in some way. It's also home to the House of Crows, the most notoriously effective assassin's guild in the world. Think Venice with Spanish accents. Demonym: Antivan.

Rivain

Rivain is unique in Thedas, for its peaceful relationship with the elves and the Qunari, who have a settlement on the northern coast. Rivain also has a long tradition of magical freedom including hedge mages, seers, and wise women. Rivaini society is traditionally matriarchal, and its native people are dark-skinned (see: Isabela, Vivienne, Duncan). The city of Llomerryn is also famous as a favorite base of criminals and home port of the Felicisima Armada, an association of Antivan pirates. Demonym: Rivaini.

The Tevinter Imperium

Tevinter is an ancient and powerful empire ruled by mages and known for stark social stratification, widespread enslavement (particularly of elves), and blood magic. Tevinters consider themselves vastly superior to citizens of the rest of Thedas, who revile them in turn. Because their relationship is so poor, intermingling between citizens of Tevinter and other nations is rare. Its closest and most positive relationship is with the dwarfs, who have several embassies and a significant population in Tevinter cities. Demonym: Tevinter, Vint.

The Anderfels

Oh yeah, the Anderfels. The people are renowned for their devotion both to the Wardens and to the Chantry. They are on average the poorest citizens of Thedas, and most come from small remote villages. They are also the most concerned with and knowledgeable about darkspawn, which plague their country more than any other. Demonym: Anders.

Par Vollen

Par Vollen is a group of islands north of Rivain that was conquered by the Qunari about 300 years ago. They built the city of Qunandar and now dominate the region. There is a native race, but they are primitive and mysterious and little is known about them. Outsiders rarely if ever travel to Par Vollen.

Seheron

Seheron is another island, this one due north of Tevinter. Originally controlled by the Imperium, it was invaded by the Qunari three hundred years ago and has been a warzone ever since. While the port settlement of Seheron, under the control of the Qunari for the last ~80 years, is relatively peaceful, the rest of the island is still considered a dangerous. Qunari and Tevinter forces battle for supremacy and native freedom fighters work to throw them both out. Some native groups also find the Qun appealing as an escape from Tevinter's domination and work with the Qunari to try to oust their overlords.

Circles of Magi

Mages from nations that follow the Andrastian Chantry may be sent to any Circle of Magi under the Chantry's control, not only the one nearest their home. Nationality tends to be less important to mages than the Circle they were raised in.

Dalish Clans

Dalish elves are nomadic, and don't tend to stay very long in any one place. While some groups may have familiar haunts that they return to periodically, a Dalish elf's "nationality" is the clan they belong to, rather than the country they happened to be born in.


Language

Pretty much everyone in Thedas speaks a language variably known as the common tongue, the King's Tongue, or Trade Tongue. The language was invented by dwarves to facilitate trade and spread across Thedas. Other languages exist, but the majority of Thedosians are bilingual or speak the common tongue as their primary language. Elvhen and the pre-common dwarven languages have nearly died out, with only words and phrases surviving to be mixed in with the common tongue.

Regarding tone: some people in Thedas say "well met" or "'tis," while others say "I like big boats, I cannot lie" or "I'm totally in the wrong Order." So you're free to leave Ye Olde Fantasie Englishe at the door.


FACTIONS

There are many groups in Thedas that of varying size and impact, from religious orders to mercenary companies, societies of mages, criminal enterprises, reclusive tribes, orders of assassins, etc. A few of the best-known and most significant are:

The Inquisition

The original Inquisition was a group that formed to defend against the dangers of magic in the wake of the First Blight. Eight hundred years ago it allied with the Chantry and split into the Seekers and the Templars. The new Inquisition was formed only months ago after the opening of the Breach and the death of the Divine, to try to bring peace and stability back to Thedas.

The Templar Order

The Templar Order is a military arm of the Chantry. Their main job is to watch over mages in the Circles of Magi and to defend the Chantry and the people from magical attacks, and to defend mages from the world as well. Many are given to the Chantry as small children rather than choosing to join the Order. Templars go through a rigorous training process from youth to develop unique abilities that allow them to counter, resist, and dispel magic. Although the Templars' relationship with mages--particularly the rebel factions--is contentious, most average citizens consider them protectors and holy warriors.

The Circle of Magi

The Circle of Magi is--or was--the organization through which mages in Thedas were trained and supervised. The Circle was governed by the Chantry and supervised by the Templar Order, but it had its own internal governance in form of the College of Enchanters. A few years ago the College, led by Grand Enchanter Fiona, voted to formally separate from the Chantry, thus beginning the Mage/Templar War. The group of rebel mages recruited by the Inquisition contains both sincere freedom fighters and more reluctant members who would prefer the Circle be reinstated but are reliant on the rebellion for protection in the meantime.

The Seekers

The Seekers of Truth are also a secretive order of elite warriors, but these serve the Divine directly. Seekers are tasked primarily with ferreting out threats against the Chantry both internal and external. They are also in charge of overseeing the Templars, who dislike them because they usually show up to tell the Templars they're doing things wrong. They are immune to possession, lyrium, and mind control.

The Grey Wardens

The Grey Wardens are an order of elite warriors who guard Thedas against the Blight. They recruit and conscript from all races and classes and are one of the only means for mages to legally live outside of a Circle. Some consider them heroes, particularly after the Fifth Blight, but many others fear them or resent their secrecy, their apparent lawlessness, their history of participating in coups or meddling in countries' political affairs, and the fact that their appearance in your village usually means something very bad is about to happen.

The Crows

Antivan Crows are famed and extremely expensive assassins, spies, and thieves. They take contracts and are renowned for honoring them no matter what. Failure to eliminate a mark means death for the Crow, so as you can imagine they're pretty good at what they do.

The Friends of Red Jenny

The Friends of Red Jenny is yet another secretive organization. This one isn't made up of elite warriors but instead an anonymous and amorphous collection of the lowborn who participate in a widespread effort to get some back for the little guy in ways ranging from petty pranks to assassinations.

The Carta

One of the most powerful criminal organizations in Thedas, the Carta is an ancient syndicate of casteless dwarves that has expanded its operation into human cities and even onto the surface. They are known for extortion and smuggling, and specialize in trafficking lyrium, weapons, and slaves.


WORLDBUILDING

Did you invent a village, write a folktale, create a noble family, or add words to a Thedosian language? If you've come up with an addition to DA lore that could be shared by others in the game, comment under the correct category below.

↠ Places
↠ People
↠ Language
↠ Culture
↠ Miscellaneous

Please use the subject line to describe your addition and where it's geographically relevant, so it will be easy for people to browse if we wind up with so many comments that they collapse. E.g.:

  • Words for weather (Tevinter)
  • The Trevean Family (Free Marches)
  • Soccer/football-like sport (Thedas generally)

    If your addition contradicts canon lore or overreaches in a way that could limit or negatively affect other players/characters, we may contact you to ask you to modify it. Otherwise, have fun!

  • bunko: (Default)

    PIRATE CAPTAIN AND FIGURE OF LEGEND, relavant in ANTIVA and RIVAIN and THE OPEN SEA

    [personal profile] bunko 2015-10-26 02:18 pm (UTC)(link)
    Captain Joaquim Armador, notorious pirate. Sailed on the Black Sands before perishing in a shipwreck. The truth of this end is hotly debated. Maybe he died in a brave standoff. Maybe he died burying a treasure cache on a remote island. Maybe he did not die at all, but is only lost, having sailed right off the map. Maybe he sails on a ghost ship. Maybe he retired and is enjoying his riches somewhere warm and sunny. Who knows???
    bunko: (Default)

    PAULE DI SIMONE - THE BEST BARD (relevant everywhere)

    [personal profile] bunko 2015-12-04 06:12 pm (UTC)(link)
    Paule di Simone was the greatest bard in Thedas, ever. that's all you need to know. he lived, he wrote upwards of three hundred ballads, and he died doing what he loved best: playing the lute in a tavern.

    nothing shady. he just keeled over dead.

    but he lives on, through his music.
    Edited 2015-12-04 18:12 (UTC)
    aforethought: crying for three days (Default)

    THE VOLAR FAMILY, Ferelden & Orzammar

    [personal profile] aforethought 2016-02-02 08:13 am (UTC)(link)
    A former Merchant-caste family with remaining members in Orzammar, the Volars are ascendant surface dwarves, now based primarily out of Amaranthine and Denerim.

    Though they maintain legitimate trading ties with both the surface world and Orzammar, the current generation has solidified and grown their involvement with the Carta, including farther-flung rings in the Free Marches.

    Despite their ambitions, the Volars nevertheless remain only minor players. This can be traced to their tediously cautious approach to business; reportedly, all major decisions are run by both those Above and Below.
    hlif: (Default)

    The Boneflayers

    [personal profile] hlif 2016-02-07 12:40 am (UTC)(link)
    Captained by Asher Hardie since an early age, the Boneflayers have ranged far and wide across Thedas, through Nevarra, Orlais, Ferelden, the Free Marches, and even the odd job in Antiva or Rivain. The early years – Asher being so young when he started out – it saw mainly Asher and his second, Melisende, picking up whoever signed on until they settled in Kirkwall around the same time as the Blight refugees. As good a place as any to establish themselves, Asher and Melisende settled there and started to get to work.

    By the age of twenty, 9:34 Dragon, the roster of the Boneflayers had more or less established itself with the roster unchanging to the current crisis with the Breach, noted below.

    Asher Hardie, a part-Avvar Reaver is the battlemaster and captain, owner of an ex-fighting mabari going by the name Bronson, easily recognised by his blind eye, scars and dodgy ear. Second-in-command is Melisende, an elven rogue from Halamshiral skilled in stealth and dual weapons who tends to keep Asher in check as well as handling financial arrangements and deals alongside Liadan. Liadan was one of the three Kirkwall acquisitions the Boneflayer made, an ex-Coterie archer and crossbow user, also with a head for numbers and deals. Two ex-Carta brothers are part of the crew, Gunnar and Yngvi though not even Asher knows if they're blood brothers, Carta brothers, or both. Gunnar is a bit of alchemist though he wields a sword and shield in battle but he's good at smoothing ruffled feathers so he maintains good relations. Yngvi on the other hand is a dual weapons rogue but he prefers an axe to a dagger, and he also sees to traps and checking any inventory the company have on them. Amalia is the mage in the company and the healer (though Gunnar takes care of the potions) though she specialises in fire magic, the main heavy-hitter alongside Asher, raised by mercenary parents never knowing the Circle. Rounding out the company is Nasir, an ex-smuggler from Rivain, he's an archer and their advance scout, the one to make all their travel arrangments.

    The company has had no permanent base of operations since the end of the Qunari invasion of Kirkwall, instead remaining on the move, taking jobs everywhere but Tevinter. They have a great track record for job completion, happy to take on bounty work in particular, though Asher's general temperament and reputation as a blood knight lends them a sometimes unwelcome notoriety. The company regularly stops off in the Hinterlands to stay on the Hardie Holdings whenever passing through Ferelden, and due to Asher's Avvar heritage and close ties to his family, they're likely one of the few mercenary companies welcome in Avvar holds.

    Since Asher Hardie's death, August 9:42 Dragon, Melisende is now captain of the Boneflayers, with Liadan her second.
    Edited 2016-09-22 18:01 (UTC)
    dashing: (♛ iarr.)

    THE AMSELS of so many freaking mage circles (Free Marches & Nevarra, mostly)

    [personal profile] dashing 2016-07-28 01:28 pm (UTC)(link)
    More to be added! I'll possibly need to edit this as time goes on so far as reputations and info go, but the reference of anyone who plays mages/has characters who might have visited Circles etcetera...

    The basic point is that the Amsel family produces a lot of mages. They are almost always elven, rather than human & elf-blooded. It has been said that the only reason the family even has a last name is to make it easier for Circle administrators to keep family members separated. All of them sound aggressively Starkhaven.

    Harlem, Free Marches.
    Eirianwen Amsel, First Enchanter.
    Knight Enchanter and master of Entropy magics. Killed in the battle between two massive abominations, often called the Harlem Shake. A kind but proud woman (sixties or so) who really liked Rules and Order and People To Stop Screwing Everything Up. Famous for butting heads with Templars constantly. All about protecting her mages, was really against That One Project.


    Hasmal, Free Marches.
    Cerys Amsel, Senior Enchanter.
    Now in her nineties, a woman who is not as sharp as she once was, but is still of nimble mind. Feigns eccentricity. LET HER TELL YOU WHY PRIMAL MAGIC IS THE BEST have you considered setting fire to this
    Elderly practical joker. Fear. Her.


    Kirkwall, Free Marches.
    Lilliwen Amsel, Enchanter.
    Early fifties. Spirit Healer, working with Spirit of Love. No one has heard from her since about six months prior to the explosion of the Kirkwall Chantry. Rumours about her having had a daughter some twenty-odd years ago.


    Markham, Free Marches.
    Seren Amsel, Enchanter.
    Late forties. Spirit Healer, working with Spirit of Keggers and Fondue. Or of Compassion, either or. Makes a dragon wanna retire, man. Sass and carnage. Possibly also dead. Possibly too fabulous to be dead?


    White Spire, Orlais.
    Herian Amsel, Knight Enchanter.
    Some jerk, who cares tbh. Human, super chill all the time.


    Cumberland, Nevarra.
    Aures Amsel, Mage.
    Twenties. SHY BUNNY possibly went undetected.
    Edited 2016-07-28 13:30 (UTC)
    inagutterson: (Default)

    Kirkwall Carta; Einar's Branch

    [personal profile] inagutterson 2017-06-18 09:27 pm (UTC)(link)
    Einar; the patriarch;
    Head of Yngvi's particular branch of the Carta and Yngvi's father. A thing Yngvi doesn't know but maybe does because Yngvi has many fathers depending on the situation and what it might call for and isn't the head of a thing the father of it all the Maker is the Father of the Chantry or something? A father is a complicated beast at the best of times and when his word is law in the house and much of the undercity with so much blood under his nails, it's difficult to know how to ever see him as a father.

    the fathers;
    Not his father but the dwarves overseeing much of everything beneath Einar's eye and thus overseeing Yngvi that it's the same as the mothers. They helped to make the decisions and convey instruction to all the rest about investments. Also the ones to strip the sentiment from them all and to teach everyone that loyalty to the Carta comes before all other things and that loyalty is a disease, a pestilence, a plague and that it strangles you good and proper. You can hold two opposite things in your heart of hearts at once and have them both be true. That's how life is.

    the mothers;
    A collection of stern women that instilled a healthy fear in Yngvi from an early age as well as a respect for women who can get things done with the odds stacked against them. They were instrumental in keeping children alive when they were the children that were meant to be kept alive with what little there was to be had, not women of sentiment but when has sentiment done anything except get you killed? The number of mothers varies whenever he tells his stories but that's the way of the world.

    the uncles;
    Come and gone so many times that Yngvi loses count of them, the coarse hands and coarser mouths of the Carta. Many have fallen to the Champion, wheat to the scythe. Taught a boy lessons and taught a boy harshly. If a boy made a mistake then a boy didn't eat and losing meals is dangerous in the dark when you're already small. Usually some of the rougher lessons in how to beat someone until it doesn't bother you or squaring off to someone bigger than you, how to take a beating and still laugh like you haven't felt a single blow.

    the aunts;
    A different beast to the mothers and many of them fell same as uncles did before the Champion before Yngvi was gone with Asher Hardie. Aunts taught lessons just as harsh as uncles but not the same. How to sneak, how to lie, how to weave a tale nice and neat and intricate, how to conceal as many things as your little hands could carry on your person with not a guard or Templar (though what's the difference in Kirkwall) any the wiser when it comes to it?

    Hulda; the smuggler;
    The Casteless who spoke about it first to Yngvi as a boy in a way no one else ever had, a woman who organises a greater chunk of the lyrium smuggling in and around the Kirkwall area. Wicked grin as sharp as the blades that ruined her face years ago.

    the cousins;
    It's like with frogs. There's a lot. Then less. Then a few. And you can always hold two opposite things at once in your heart if you're Carta; that Yngvi has no siblings because he ate them and that Yngvi has one sibling and that it's Gunnar when Gunnar isn't his brother. But there are always children in the Carta, they're always looking to invest after all.

    the old ones;
    Old and grey, skin so aged it might crumble to dust or turn to stone itself. A rare thing to live to a great age for anyone in Kirkwall but to make it to that age in the Carta, so many of them branded though time topside even in the Undercity has faded the marks is not to be sniffed at. Dwarves of great wisdom if you can suffer them but still. To be respected as all the old are. At a distance. Listening to every sixth word.

    Gunnar; the brother;
    In truth, actually Yngvi's cousin the way these things are counted by the ones with all the names and bloodlines, they were worthy of investment so they ate the rest of their siblings and survived. Escaped Kirkwall together to become Boneflayers. something of an alchemist but wields a sword and shield. Usually in charge of maintaining good relations. The only soul Yngvi was ever honest with in those days.

    'Brunswick' (Snorri)
    A name ripe for puns, he changed it early and kept his head down, stays out of much of the politics of it all but he'll share his gossip evenly and that's the best you can hope for as the prodigal son isn't it.

    Jim
    Effin' Jim. Goes for the knees. Complains a great deal. There are many Jims. His Sunday name is Jimothy, swear to whatever gets you going.
    overharrowed: (Default)

    A few people from Kinloch Hold

    [personal profile] overharrowed 2018-06-06 01:49 am (UTC)(link)
    Seran is a mage of about of an age with Julius and Anders. She was never terribly political, but was a good teacher of apprentices. It's fairly common knowledge to people who lived in the tower at the time that Julius broke her heart when they were both in their early 20s. She fought with Fiona's rebels and is presumably doing something for the Inquisition in Skyhold or elsewhere these days.

    Lennox is an Isolationist who'd be in his early 40s, though no one's really seen him in the past few years. He was a bit obnoxious and very good-looking.

    Epona is a templar who was known for being an especially skilled swordswoman. She also had a soft spot for the youngest apprentices, especially when her superiors weren't looking.