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We highly recommend that you are already familiar with the Dragon Age series prior to playing our game, as we do incorporate a lot of canon resources from the video games, comic books, and even the official tabletop rpgs. However, if you need more information on the game in general such can be found via the Dragon Age Wiki (which we are not directly affiliated with, but you can use their Wiki as a research resource—do NOT post your character profiles there).
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The Dragon Age universe is vast, as such there's a ton of canons to consider—many of which don't even have detailed backgrounds so it would be entirely up to the adopter to create a rich history for them. This includes canon characters mentioned but never actually seen, like those referenced in Dragon Age: Inquisition’s "War Table" missions, as well as blood relatives of canons.
We’ve compiled a Canons List of just some of the available canons. In reality, between the games, the comics, and the novels, the full list is too long. If you’re looking for a really obscure character, we may not have thought to add it. That said, major canons who are absent from our list are, as a general rule of thumb, considered deceased (though some might be NPCs). If you’re unsure, you can ask us about it in Questions About Canon Lore.
Major canons cannot be retired, even if a player leaves the game—when that happens, the canon is made re-available for adoption. However, all prior in-game decisions, contributions, etc. made by that canon’s prior player will remain as part of our own game’s canon going forward, even if someone else does decide to take up the mantle.
Minor canons are generally first come, first serve. For major canons—like the companions of Origins, DA2, or the Inquisition—preference will be given to players who’ve been contributing on our game board for at least a few months. Occasionally, we recruit externally for major canons as well should the need arise plot-wise.
Players interested in canons are still required to fill out a Character Application Form, and their profiles will still be subject to our game's regular approval process. Please don’t just copy canon character backgrounds from external resources like the Dragon Age Wiki. What we’re looking for in your canon profile is, really, a number factors among which is your writing ability (including grammar) and whether or not you can capture the tone of said canon.
If you’re filling out an application for a canon that hasn’t been adopted previously, that profile will set the standard for that canon going forward—even if you leave the game later on.
1. Players with canon characters are encouraged to post as said canon a minimum of 4 posts (not threads, but each post should be in a different thread) per month. This applies to each canon character under a player’s control. Obviously, given real life obligations we understand some people will not be able to post as often as others. Please let people know if your responses will be slow, however. Consistently leaving other players in the lurch, without addressing your absences, will initially result in a warning, while repeat offenders will have said canon removed from their personal roster by Administration so that it can be re-listed for adoption.
2. Solo threads do not count toward the suggested monthly minimum for posting, the posts must to be in threads with other players.
3. Players with canon characters cannot turn down thread requests from other players without justifiable cause or explanation such as:
◦ The canon character is in a different kingdom, city, etc. thus making it somehow implausible because… oceans, etc.
◦ The canon character is already in 10 separate threads (we don’t want to overload players).
◦ The canon character is unavailable on a specific in-game date (via the Chantry Calendar because they’re already in a thread at that time).
4. Players with canons must lead by example in threading with other players. Canon-holding players solo threading a canon with one of their own original characters, without other players involved, is not allowed—remember as this is a roleplaying community, not a fanfic one. Collaboration is key. Major canons, or those with high social ranks (monarchs, military leaders, etc.), should be active on the boards, leading small plots, and encouraging fellow players to join threads.
5. Canon characters must make an effort to engage with non-canon characters. Do not ignore OCs in favour of other canons.
6. Exceptions will be made, concerning the above, on a case by case basis at Administration's discretion.
If a canon is listed as reserved, it means they're either currently being applied for by another player and/or an administrator or moderator has requested they be set aside for a future plot. You cannot apply for reserved characters. Some canon characters are listed as “Mods Only”, that is because the canon in question is probably in-game leadership (which requires some OOC leadership in turn).
Blood Mages Characters cannot openly live as Blood Mages without serious repercussions. In lands where the Andrastian Chantry is recognized, which is most of Thedas, Blood Mages are hunted down and killed by the Templar Order without exception. By contrast, in Tevinter, where the Imperial Chantry is favoured Blood Magic might be practiced but it's usually still done in secret as even in the Imperium it is considered dangerous and taboo. No Circle would allow a Blood Mage within its ranks.
Spirit Warrior is a Warrior specialization exclusive to staff, and even then it will only be allowed in rare instances. We can’t have a dozen Kristoff/Justice’s running around all at once. That’s too much of a narrative free-for-all. Anders/Justice isn't allowed in our game. We're open to an un-Justiced Anders, however (i.e. with it being possible that Justice left Anders' body at some point).
Saarebas is a Mage specialization exclusive to followers of the Qun. That is not a racial restriction, but a societal one. Members of any race who adhere to the teachings of the Qun can become "Qunari". Human, elven, and dwarven followers of the Qun are called Viddathari and they can become Saarebas'... Saarebases... Saarebasi? They can become Qunari mages.
In contrast, Avvar Warrior is a Warrior specialization exlusive to the Avvar. Non-Avvar raised by Avvar cannont have this specialization. We are aware that the Avvar, Fereldans, and Chasind all have historical ties to the ancient Alamarri but this is a purely ethnic specialization. In our game's canon it relates more to Avvar breeding i.e. nature, not nurture.
Some canon characters are simply too powerful to allow for fair gameplay. Shapeshifters like Flemeth or Morrigan won’t be allowed, and God-like or Old God characters like Flemeth or Solas definitely won’t be allowed in our game. We may use Solas as an NPC in the distant future, following the release of the next Dragon Age installation. As of right now, we’re considering Solas MIA.
Non-Dragon Age characters from other video games, comics, books, or movies are not permitted. You can only play an entirely original character of your own crafting or a Dragon Age canon character. Moreover, the Races in our game are canon to the Dragon Age universe as well—as such we will never allow other random or mythical creatures in our game (i.e. no anthropomorphic races, no vampires, no hobbits, etc.).
Darkspawn, Demons, and Spirits of the Fade are not allowed to be applied for, either, as they’re entirely NPCs in our game. Cole is somewhat of an exception because we’ve “made him more human” (plus, he’s an adorable cinnamon roll).
Original characters are welcomed and encouraged! The turnover for approving original characters might take a little bit more time, as you’ll be asked to make edits here and there to conform to our game’s world state, during the application process itself. The end result, however, is a seemingly canon non-canon—and who doesn’t love that?
If you want your OC to have some sort of association or affiliation with another character, canon or not, or a particular faction there will be variables to consider:
◦ If someone is already playing a canon that you want your OC to know or have a history with, we’ll have to include that canon’s player in processing your application for approval. If no one’s playing the canon in question, Administration will review the request instead. If it’s workable, staff will make note of it for when someone does want to play that canon later i.e. give that player the heads up that your OC knows them.
◦ As of right now, factions are open for new players to join—however, only in the lower ranks. Leadership ranks within factions will typically be played by moderators, but we will later implement a "promotions" system behind-the-scenes to reward players with surprise promotions in-game. Keep in mind that, with any faction, characters will have to adhere to said faction’s in-game/in-character hierarchies, rules, and missions. Grey Wardens and Circle Mages, for example, aren’t free to roam around without express permission of Grey Warden leadership or Chantry officials respectively. Those who are sanctioned to travel about Thedas will still have to regularly check in with their factions, otherwise they’ll be considered MIA and a faction representative might be sent to "collect" them. Circle Mages wouldn't be allowed to travel without a Templar guardian at all (which can be an NPC of yours, if you want to go the Circle origin route).
Most people in Thedas have only one name. Surnames are typically rare, with particularly original ones reserved for nobles and royalty. That said, some might identify themselves by their trade and/or by the area, or by the characteristics of an area, that they grew up in. If your character is not a noble and has a surname, you'll need to explain how they came to have a last name in their personal history. Dalish are somewhat of an exception here, because they have a "clan" name. For non-noble characters, consider surnames like Mason, Wright, Smith, etc. if your character potentially descendeded from someone who had that trade at some point in history. Alternatively, topographical naming conventions work well for creating surnames based on the characteristics of where your character may have been born or raised. This is actually the same system for naming locations themselves, and in real life the term for it is called "toponymy".
Ferelden, for example, is loosely based on Anglo-Saxon influences—which means English, Scottish, Irish, and even Germanic toponymy could work well for name creation. If you're really hardcore, though it's certainly not necessary for you to be, you can also explore the etymology of the toponyms themselves (that is, if you're curious about the meanings and/or origins of certain words... though, in researching it all, you may ultimately wind up like Alice falling down the rabbit hole toward Wonderland). Though it's been subject to fan-debate, the general real-world influences—toponymic or otherwise—for other regions in Thedas are: Ancient Rome (i.e. Old Latin) for Tevinter, Prussia or Austria for Nevarra, Spain for Rivain (it rhymes!), Italy for Antiva, France for Orlais, and Germany for the Anderfels. The Free Marches are more a mish mash of Old English combined with various influences—Starkhaven, for example, is especially confusing given that Sebastian Vael speaks with a Scottish accent yet his first name could be either French, Spanish, or Italian and yet his surname is clearly spelled in the Dutch style. For the sake of simplicity, we'll assume that the Free Marches are Thedas' melting pot. All things to consider when crafting a surname and/or your character's family origin, espcially if your character is Human.
Dalish clans are named for the nobles hailing from the Dales that had originally founded whichever clan. Every Dalish surname preserves a lineage from someone, though not necessarily a clan founder. As the Dalish often trade their own people between the clans, not everyone in a given clan is a descendant of its founder and as such doesn't necessarily bear the clan name. Canon Dalish clans include: Alerion, Ghilain, Lavellan, Ralaferin, Sabrae, Tillahnnen, Virnehn, and half a dozen unnamed ones (you can read more about that at this external resource for Dalish clans).
Qunari don't use personal names, instead they use their job title, which consists of a rank and task (refer to this external resource on the Qunari language, Qunlat, for more guidance). Their "real" names are merely used for record keeping, sort of like a social security number. However, since the Tal-Vashoth abandoned the teachings of the Qun, it's speculated they might use personal names to further create a personal identity. Vashoth, who stand in contrast to both Qunari and Tal-Vashoth as never having been introduced to the Qun at all, can have whatever name you like.
Naming conventions for the Dwarves remain unclear. However, the names of non-surface Dwarves in particular tend to be a little more melodic and seem more Norse-based than the stereotypical European influences surface-wide.
The Dragon Age tabletop RPG guides also provide suggestions for naming characters based on their races and regions.
We ask that players who roleplay canons, do so by sticking to that canon’s personality. Understandably, some things like motives are open to interpretation and some canon backstories are vague at best—in those instances, you’ve more wiggle room to make the canon "your own". When you fill out a character application for a canon, the latter is something we’ll be looking for. As much as we want to "hear" the character’s "voice" reflected in the application, we still want to catch a glimpse of what your rendition of the canon will be as its adopting player.
Personality is a good place for all players to show off their knowledge of canon lore, even for original characters, because you’re describing your character’s world view. World view can be skewed by internal and external influences and conflicts. An internal conflict might be a past trauma, for example, and that might make a character act differently from others. External influences are generally the things that are out of the character’s control, such as which social class they were born into will certainly have a direct impact on how they’re treated by and how they treat others in-game. External conflicts are generally events that happen that upset a character’s peaceful existence, such as wars or Blights. All these considerations will help in shaping your character’s world view in addition to help in carving out their core personality quirks.
Whatever personality type you decide on, try to stick with it as your own personal canon instead of flip-flopping in-game (that is, unless your profile clearly states your character is a bit contrary, flighty, or fickle). If you’re playing a Human noble who looks down City Elves, your character probably shouldn’t miraculously have a change of heart about City Elves unless there’s a catalyst for that shift in tone i.e. maybe a City Elf saves their life, etc.
Please note, however, that a character’s personality and biases are not reflective of its player’s personality and biases. If the arrogant Human noble character, used in the example above, calls the City Elf character "knife-ear" in-game, that’s fine. Remember, you are not your character—try not to take in-game banter too personally. In contrast, if the player of the Human noble harasses the player of the City Elf in an out-of-character forum? That’s bullying and grounds for banning.
We’re calling our character histories and personal backgrounds section "Origins" because, you guys, it’s s’uh canon. Use this section to elaborate on your character’s at-a-glance backstory i.e. we don’t need a lengthy story beyond you explaining where the character is from, if/how they were educated/trained, and what their ambitions are going forward. However, if your character does have a family surname and they’re not a noble, you will need to explain the origin of their last name in this section.
You may wish to specify what, if any, involvement your character had during the Fifth Blight, the coinciding Fereldan Civil War, and what they were more recently up to during the Mage-Templar War in this section as well.
You should include what social class your character was born into, in your Origins section. This means whether or not they were born a commoner or noble, etc. If they’re noble, and you're creating a new noble family that isn’t canon, you should add a small excerpt about the extent of the family’s influence in the world of Thedas.
In contrast to social class is a character’s combat class. We have four such classes: Civilian, Mage, Rogue, and Warrior.
Civilian’s don’t actually take part in "combat" but they can build up their skills and even specialize, which is why we’ve included them in our skills section—a lot of nobles are actually Civilians, thus we wanted to be able to represent them fittingly in-game. In dangerous situations, Civilians don’t fight—they flee (or cower!). Keep that in mind if you choose to roleplay as one. A Civilian cannot skirmish like a wily Rogue or throw down with the brute strength of a Warrior, and they certainly won’t know magic.
Mages are our spellcasters of Thedas. They’re typically divided between Circle Mages, who dwell in Circle Towers, and Apostates, who usually have to hide the fact that they’re Mages to avoid being hunted by Templars. Apostates are sometimes called Hedge Mages by the Chantry, too, but it’s still a derogatory term. Mages are able to use, control and interact with magic. In order to qualify to be a Mage, one must be an Elf, a Human, or a Qunari. Dwarves cannot be mages, as they are unable to connect with the Fade. This is due to their prolonged exposure to lyrium, becoming immune to its effects (quite like lyrium-using Templars).
Rogues are a bit motley. They often have diverse, if sometimes shady, backgrounds. Rogues are cunning and crafty combatants who succeed in battle by combining speed, subterfuge, and a wide range of abilities to bring their opponents down in unexpected ways, sometimes before the enemy even perceives danger. Any race can be a Rogue.
Warriors are the front-line fighters and the backbone of any party under assault. They can rely on both melee and ranged weapons. Warriors are supplemented by powerful special abilities, gained after years of training, that draw from deep reserves of stamina. They can withstand and deliver a great deal of punishment, and usually have a strong understanding of tactics. Any race can be a Warrior.
Screenshots of your past Wardens, Hawkes, and Inquisitors repurposed for use as your original character are permitted so long as they are original looking and not direct rip offs of the default canons. If you've played Dragon Age on a PC prior, you can also use Nexus Mods to install more hairstyles, skin tones, etc. to make your characters look even more unique.
Otherwise, artwork must be credited in your signature to an artist who gave you permission to use their work - and a link back to the artist is mandatory.
Photos of real people are not permitted. You can commission an artist to illustrate something based off of someone, if you want, though.
You'll notice some people have a new avatar every time you refresh the webpage. That's called a rotating avatar, and you can make one using various free services online. We often use Universal Sig Rotator, as it works for signatures too. If you use this feature, when you go to upload your avatar you'll see there's an option to insert a link instead—that's where you can input the link that the Universal Sig Rotator provides you with. Don't worry about avatar dimensions, as our forum automatically chooses and resizes for the best fit to our mini-profiles.
All new characters start off with 40 points to spend on skills. For Mages, Rogues, and Warriors they are divided between 20 combat skills and 20 non-combat skills. Civilians can only choose from non-combat skills and/or their civilian specialization.
Choosing a specialization for a new character means that any skills you want therein deducts from those initial starting points - you have the choice, however, to forgo specializing right away if you'd rather use your starting points for more of the unspecialized skills. You will accumulate more points to spend in-game over time, and can therefore choose to specialize later.
Choosing not to specialize during the initial character creation process also means that, when you eventually want to specialize, you will have to roleplay out your character's "training" in-game with another character who has the specialization you desire or with an NPC tutor (the latter can be mod-run, if requested). Training in-game, as a part of roleplay, will also be done per tier instead of simply giving players a bunch of additional points to spend as they see fit. For the sake of narrative, training in-game is a far more gradual process.
All skills have tiered levels: Tier 1 is Junior, Tier 2 is Intermediate, Tier 3 is Senior, and Tier 4 is Master. To advance tiers within any given skill, you will need a minimum of 1 spell or talent in the tier before it.
◦ Tier 1, at the Junior level, generally means your character either has basic proficiency in something or, in terms of combat skills, only knows a low-power and/or low-impact spell or talent. As an example for mages, specifically, defensive spells like barriers or rock armor will only last an unpredicatable amount of seconds or minutes at this level - and mana will deplete quickly. For warriors and rogues at this level, stamina will deplete quickly when fighting as well. Recovery of either mana or stamina will be slower at this level.
◦ Tier 2, at the Intermediate level, means your character "gets by" with the level of skill that they have. Combat skills at this level are steadier and more reliable than those at Tier 1 but are still utilitarian at best. However, they usually get the job done. Again, as an example for mages, defensive spells will last up to a few hours at this level - mana still depletes quickly but it recovers faster as well. In contrast, for rogues and warriors, stamina still depletes quickly when fighting but also recovers faster at this level.
◦ Tier 3, at the Senior level, means your character is getting quite adept in their field. Additionally, their skill set becomes more artful and perhaps even strategic. At this level, defensive spells used by mages will last half a day - mana doesn't deplete as quickly at this level but the recovery time is still about the same as in Tier 2. For rogues and warriors, stamina spend is also more balanced, requiring less stamina to fight, but the recovery time is also about the same as in Tier 2.
◦ Tier 4, at the Master level, means your character is amongst the best of the best. For combat skills, that means your spells or talents are not just more powerful but the after effects, when using them against others or on oneself, will also last longer than they would at lower levels. Finally, at this level, defensive spells for mages might last the entirety of the day and only wear off when dispelled or after a night's rest - mana depletion and recovery time is equally balanced at this level. For rogues and warriors, stamina depletion is equally balanced at this level as well. Regardless of which character class you are, at Tier 4, you can teach other characters in-game to gradually learn a spell or talent if they don't already have it or even if they do though want to improve on their level of said skill.
All characters can train, in-game/in-character, to earn additional points - but we do have a cap on how many points characters can earn and how many specializations a character can have (because we want to avoid powergaming).
Mages, Rogues, and Warriors have a points cap of 80 (i.e. in addition to the 40 starting points you have, for combat and/or non-combat, you can potentially earn 20 more combat and 20 more non-combat points in-game). Civilians are capped at 60 points and are restricted to spending their points in non-combat or within their civilian specialization. Civilians may only have 1 civilian specialization but, in contrast to the fighting classes, they are allowed to spend more starting points within them.
Mages, Rogues, and Warriors can also have 1 combat specialization in addition to 1 civilian specialization. Varric, for example, would have the rogue specialization of Artificer in addition to the civilian specialization of Author.
All characters have the option of having up to 2 "Tier 4" (aka Master Level) skills in both regular combat and non-combat skills (i.e. 2-Tier 4 skills in the unspecialized combat skills lists as well as 2-Tier 4 skills in non-combat). In order to start with a "specialization", you must have "mastered" at least 1 unspecialized skill in the same respective class.
Free Starting Skills
Your character's native language is a free Tier 4 "Master Tongues" skill. Foreign speakers of the King's Tongue/Trade Tongue may have the additional free skill of a Tier 2, "Improved Tongues (King's Tongue/Trade Tongue)" skill to start with as well i.e. if you're playing an Orlesian you'd, by default, have the Orlesian language at the Master Level and the Trade Tongue at the Improved Level (but you can deduct from your skill points to push that Trade Tongue up to Master Level if you wish). Some nations, like Tevinter, speak the Trade Tongue primarily but might also have an ancient native language such as Tevene. In those cases, the ancient language is not a native tongue but an academic one. You will still need to spend skill points in "Tongues" to learn ancient/academic languages.
Circle Mages, Templars, Chantry officials, and nobles all have a free, Tier 1 "Basic Academia" non-combat skill.
The customs of your character's native culture is a free, Tier 3 "Improved Customs Knowledge" non-combat skill.
Your character's faith is a free, Tier 1 "Basic Religious Lore" non-combat skill.
Our skills table is not 100% canon. We've not only included Civilian specializations for non-fighters, and a Spearsmen specialization for Warriors, but we've merged certain aspects of older specializations from Dragon Age: Origins (including Awakenings) and Dragon Age: II with those of Dragon Age: Inquisition. In terms of continuity, Inquisition canon will almost always take precedence (with rare exceptions) over prior installments.
This motley style of specializations was accomplished to avoid repetitive spells and talents. For example, Arcane Warrior and Knight-Enchanter were merged into Knight-Enchanter alone (but your character is still welcome to refer to themselves as an Arcane Warrior); Berserker was merged with Battlemaster; and Force Mage was removed altogether due to it's similarity to Rift Mage. We've also included some of the spells and talents of Dragon Age: Inquisition's multiplayer characters. There were other instances as well, but the point being is, given that we're primarily a narrative roleplaying game, skills themselves are more for flavour anyway. We don't count health or hit points here, we don't roll dice, we just tell stories.
The formatting might be off for some browsers. If you have any trouble viewing the skills table on our forum, it can also be viewed via Google Docs, directly, here.
There's a wealth of factions to choose from, should you wish your character to be affiliated with any of them. We've compiled short summaries for each of them in our Factions codex, and some groups will have their own expanded codex as well (you will find links to them at the bottom of each summary, or in our Codices section).
Keep in mind that the senior-most ranks of factions are generally run by moderators. However, character promotions will happen in-game as narratives progress. Kknowledge of upcoming promotions is privy only to staff, in an effort to surprise non-staff players (and their characters!) in-game.
Choosing a faction will have consequences. Characters have to abide by their chosen faction's rituals and mandates, as well as defer to their in-game faction leaders. Grey Wardens, for example, do not have free reign to travel around Thedas without an assignment of some kind - so be sure to include such in your character's backstory. Likewise, only high ranking Circle Mages would be permitted to venture outside of one of the Circle Towers without a Templar escort - and those who failed to return, after some semblance of time had passed, would likely be tracked down by the Templar Order. Moreover, if you're playing a soldier of some kind, an extended absence from your post would likely result in your character being labelled a deserter. Consider your faction affiliations carefully, as they may not only have an impact on your character but other players' as well.
Approvals are a 3-step process: filling out your Character Application Form, submitting your application to the queue, and working in tandem with staff to edit the profile prior to a moderator signing off on the finalized version of your application request.
Applications must be filled out in their entirety. The form includes notes in some sections, which should be removed when you go to enter your character’s information.
The form has been pre-formatted for posting, using BBCode (copy and paste it into a new post). You may want to keep a copy on your desktop.
When posting your profile in the Applications Queue, please remember—the subject field of the new post you create should be your character’s name.
Do not delete the [img] links, they are dividers for each section. Also, don't fret about trying to put your skills in a table format as shown in profile's already approved - that's something staff will do for you in final edits:
[b]Player Handle[/b]: (this is NOT the name you should register with - a player handle is either your real first name or your preferred gamer alias)
[b]Registered Username[/b]: (the username you registered with - it should be the first, last, or full name of your character i.e. NOT your player handle)
[b]Display Name[/b]: (change this to your character’s name— to find the Display Name field: go to Profile > Edit Profile > Personal—use their first name by itself, or their first and last name, or their first name, ONE middle name, and last name)
[b]Full Name[/b]: (if your character has an exceptionally long name, put it here, e.g. Cassandra Allegra Portia Calogera Filomena Pentaghast—if it's the same as your Display Name, just remove this line)
[b]Nickname(s)[/b]: (shortened and familiar versions of their name, childhood monikers, cognomens, or pet names go here—i.e. nicknames of a personal, or even affectionate, nature)
[b]Aliases[/b]: (handles, assumed names, trade names, noms de guerre, i.e. false names or professional aliases)
[b]Namesake[/b]: (who was your character named after—if no one, remove this line altogether)
[b]Title(s)[/b]: (only applies to special titles, such as those of the nobility or those who’ve been named Champion or Hero of a city or region—remove this line if it doesn’t apply to your character; if it does apply, you’ll need to explain how they came to possess the title in your Origins section)
[b]Style(s)[/b]: (forms of address—Ser, My Lord, Your Worship, etc.—remove this line if your character is not nobility or royalty)
[b]Class[/b]: (choose from Civilian, Mage, Rogue, or Warrior)
[b]Specialization[/b]: (refer to corresponding class in the skills and specialization table of the Character Creation section)
[b]Occupation(s)[/b]: (your character’s daily commission goes here, this includes faction, i.e. military or clerical, ranks)
[b]Gender[/b]: (choose from Male, Female, Transgender, or whatever descriptor floats your in-character boat)
[b]Orientation[/b]: (as in the Dragon Age series itself, our RPG is LGBT-friendly—prejudices against the LGBT community won't be tolerated, but it's also fine if your character identifies as Straight as well. Many of the canons, like Cullen Rutherford for example, identify as Straight, while others, like Josephine Montilyet, identify as Bisexual, and others still, like Dorian Pavus, identify as Gay. As of right now, Major Canons whose orientations are known are locked into their canon preferences, while Minor Canons are fair game and/or open to interpretation)
[b]Race[/b]: (choose from Human, Dalish Elf, City Elf, Qunari, Tal-Vashoth, Vashoth, Dwarf, or Half-Dwarf—note: for Elf-Blooded characters, choose the non-elven race as your character's race and place the phrase Elf-Blooded in brackets next to it, e.g. Human (Elf-Blooded))
[b]Date of Birth[/b]: (refer to the Chantry Calendar for guidance)
[b]Birthplace[/b]: (remember, birthplace doesn't necessarily mean ethnicity)
[b]Appearance[/b]: (height and build should be applicable to your character’s race, i.e. dwarves cannot be taller than 5', unless they're half-dwarves, and elves cannot be heavily muscular (physically fit elves should choose Athletic—remember, elf-blooded characters will not look elven at all)
[b]Signature Scent[/b]: (you might think this is weird to add, but you'd be surprised how useful it is during roleplay—what does your character smell like!? Some of the canon lore has stated that Mages have a subtle scent of ozone about them—a bit like how the air sometimes smells before a thunderstorm)
[b]Weapons[/b]: (please use canon crafting materials)
[b]Garments & Armor[/b]: (characters are allowed to change into different attire in-game, just use this section to describe what style is usually typical of them)
[b]Inventory[/b]: (non-weaponry belongings should be listed here, as with attire this may change in-game as narrative progress so just describe what the character typically carries)
[b]Coin[/b]: (choose from None, Few, Moderate, or Affluent - this is just an on average descriptor but it should align with your character’s economic status)
[b]Tier 4[/b]: (these are Master level spells or talents, as shown in the skills/specializations table for each Combat Class of the Character Creation section)
[b]Tier 3[/b]: (these are Senior level spells or talents, as shown in the skills/specializations table for each Combat Class of the Character Creation section)
[b]Tier 2[/b]: (these are Intermediate level spells or talents, as shown in the skills/specializations table for each Combat Class of the Character Creation section)
[b]Tier 1[/b]: (these are Junior level spells or talents, as shown in the skills/specializations table for each Combat Class of the Character Creation section)
[b]Tier 4[/b]: (these are Master level talents, as shown in the Non-Combat skills and Civilian Specializations table of the Character Creation section)
[b]Tier 3[/b]: (these are Senior level talents, as shown in the Non-Combat skills and Civilian Specializations table of the Character Creation section)
[b]Tier 2[/b]: (these are Intermediate level talents, as shown in the Non-Combat skills and Civilian Specializations table of the Character Creation section)
[b]Tier 1[/b]: (these are Junior level talents, as shown in the Non-Combat skills and Civilian Specializations table of the Character Creation section)
[b]Marital Status[/b]: (choose from Unmarried, Married, or Estranged)
[b]Companion(s)[/b]: (usually refers to pets or mounts, but also applies to NPC templar guardians for Circle Mage characters—note: mounts are regionally specific, thus you'd have to explain the logistics of how your character came to be in possession of a rare mount if it's not something they'd easily find in their own nation. Moreover, mounts require care therefore your character must regularly have access to enough funds to take care of them. Refer to our Mounts codex for more info.)
[b]Faction(s)[/b]: (refer to our Factions codex for summaries on these, note: some restrictions will apply so please read the Character Creation section carefully)
[b]Family Member(s)[/b]: (we don’t need a family tree—just list immediate family, or particularly famous relatives, here)
[b]Known Associate(s)[/b]: (list any canons, or plot-specific NPCs you want to make note of, that your character has associated with—past or present—here)
[b]Faith[/b]: (your character's religious alignment goes here)
[b]Personality[/b]: (your character’s core personality, habits, idiosyncrasies, and world view should be listed here—do not exceed 3 paragraphs)
[b]Backstory[/b]: (a summary of your character’s personal history goes here—please include their whereabouts during the Fifth Blight and their involvement, if any, during the Mage-Templar War. Do not exceed 6 paragraphs)
Once you’ve filled out your first draft, and have not removed the BBCode of the application form, you are ready to post your character profile to the Applications Queue where staff will review it. All profiles get edited, so do not expect instant approval. An administrator or moderator will reach out to help you with your required edits. Turnover for final approval is usually a few days, but might take up to a week in rarer circumstances. We will streamline this process later, once we’ve added more players to our staff roster, which will hopefully speed things up a bit. When you post your application, your subject line in the new thread that you create must simply be your character’s name.
As mentioned, your profile will go through a brief round of edits with the help of a staff member before it’s approved for gameplay. Don’t take it personally, we all have to go through it to maintain a semblance of consistency in the canon world state. Editing will always be done by private message. Once approved, the profile is locked and you won’t be able to edit it further without making a special request. Approved profiles are moved to one of our character "galleries". Don’t get too confused by the term gallery, it’s not a place to post multiple photos—it’s simply a pun on the real life term "rogues gallery" as used by law enforcement. We like puns. We pun here.
New players are allowed 3 Original Characters and 1 Canon Character, to start. They must wait a probation period of 3 months before they can apply for additional OCs. Established players, who may or may not be moderators, and who've proven themselves to be not only reliable but who also offer IC and OOC guidance to others, will be allowed an unlimited number of additional, Original Characters as well as up to 4 major and 4 minor Canon Characters (i.e. for a total of 8 canons in all). The application process for additional characters will be the same, every time. Each instance, you must fill out an application form, post it, and wait for approval before roleplaying as said additional character.
"Wait, wait, wait—back up a second—unlimited OCs for long-term players? That's bonkers!"
Yeah, well... .
Once approved, character profiles become locked and cannot be edited further by players. This is to avoid subtle yet significant changes to a character's skills or history without staff oversight as we want to remain a fair and balanced game. Players can request small changes after approval, if they notice something like a grammatical error or forgot to add a minor detail. Moreover, as the game progresses, characters that train in-game will earn more points to spend on additional skills as well—at such point in time, the player may request a skills upgrade. Either request can be made in the Profile Modification Requests board. Please note, changes to skill sets or significant history revisions will be subject to the same review as normal character applications and you may be asked to make a few additional edits to your request before it's finally approved. Once it is, Administration will make the required changes.
That's it for Character Creation. Go forth and create like the Maker.