#is that as a saarebas she was part of the antaam
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Starting my little question rounds again, but this time I'm asking about people's Rooks! And since I don't really know much about anyone's anything (been avoiding spoilers like the plague), I'll just start with the basics:
Who is your Rook? What class did you pick for them and why? How did they end up with the background you choose? Please do add a picture!
Bonus question: Got any little "fun facts" about them? :3c
Who is your Rook?
Her name is Dulce De Riva, and she's an ex-Saarebas who became a Crow.
What is their class did you pick for them and why?
Given her backstory, I picked mage with the Spellblade subclass as it seemed like a nice mix of rogue and mage.
How did they end up with the background you choose?
In game reason: She was a war prisoner in Tevinter, who was set free by a Crow in exchange for helping him complete his contract (he needed a mage to unlock certain doors/traps etc.). Shenanigans happened and they bonded.
After the mission was over, Dulce revealed what Saarebas are required to do when separated from their Arvaarad. The Crow invited her to join his faction instead. She'd still be a Dangerous Thing and could serve as a weapon, and the Crows would watch her to make sure she wasn't possessed.
It took some convincing, but she agreed.
Out of game reason: I read the backstory for Crow!Rooks, saw they were in direct conflict with the Antaam, and thought being a Tal Vashoth who recently left the Qun would be interesting from an RP perspective.
Fun Facts:
The Crow from her backstory is Viago, that's why he's so attached to her in game.
She got the name "Dulce" from Viago. There was a bit of a language barrier between them at first, and he didn't know what to call her. He noticed she really liked sweets and called her that as a nickname. It stuck.
The mask tattoo is a reminder of the mask she used to wear as a Saarebas.
She doesn't entirely discount the Qun. She lived a hard life as a Saarebas, but Par Vollen is her homeland and there are parts of the Qun she finds comfort/wisdom in.
#dulce de riva#undead-potatoes#dragon age veilguard#dragon age the veilguard#something I didn't snap to until after I started playing#is that as a saarebas she was part of the antaam#so it's definitely added some extra layers of conflicting emotions
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DA Qunlat
I separated all of Dragon Age's known Qunlat into Nouns, idioms ect
Nouns
Titles/Types of people
Arigena: One of the Triumvirate; female, leader of the workers. She is responsible for ensuring her people's physical needs are met and public health.
Arishok: One of the Triumvirate; male, leader of the army. He is responsible for defending his people and expanding Qunari territory. The Arishok is sometimes mistaken for a king by outsiders.
Arvaarad: "One who holds back evil;" a Qunari who watches over the saarebas (Qunari mages) and hunts Tal-Vashoth.
Ashaad: "Scout.’
Ashkaari: "One who seeks," or "one who thinks;" scientists, philosophers, or those who have found enlightenment. Ashkaari Koslun uses this title.
Athlok:Laborer. The mind, the earth.
Aqun-Athlok: One who is "born as one gender but lives like another."
Bas: Literally, "thing;" foreign to the Qun; purposeless. Often used as a neutral term to describe non-Qunari people, in the same manner as "foreigner" or "stranger". Also used after a weapon name to denote it is intended for mages. (Example: Saartoh-Bas Kos Katoh)
Basalit-an: A non-Qunari worthy of respect.
Basra: Rude term for non-Qunari people.
Basra Vashedan: Used to refer to non-Qunari ideas, and sometimes, people; "foreigner trash."
Bas-taar: Keeper of bas. A role within the Antaam.
Basvaarad: Literally, a keeper for a mage who is a "bas." This usually refers to templars, but not necessarily; Hawke was considered a basvaraad "worthy of following" by a Qunari saarebas. Essentially, a non-Qunari who assumes the role of an arvaarad.
Ben-Hassrath:"Heart of the many," part of the priesthood who serve as spies, reeducators, and the defenders of Qunari unity. They are the enforcers of the Qun's law, and infamously severe to those who transgress against it.
Beresaad: Literally means "those who reach ahead." The vanguard of the antaam, sent abroad to interact with the outside world. Though they are soldiers first and foremost, they also function as the Qunari's diplomats, surveyors, foreign trade administrators, and investigate foreign lands and cultures on the Arishok's behalf.
Besrathari: A recruiter and trainer of the Ben-Hassrath.
Hissrad:"Keeper of Illusions;" liar. Iron Bull's name/title while he was stationed in Seheron.
Imekari: Child.
Imesaar-bas: Used to describe a child that was tempted and corrupted by demons.
Isskari:A title/rank in the Ben-Hassrath; Duties include the retrieval of magical artifacts.
Kaaras: Navigator.
Kabethari: "Simple person." Term used for those living in recently conquered lands and captives who haven't yet been indoctrinated into the Qun.
Kadan: Literally, "where the heart lies;" friend. An all-purpose word for a "person one cares about," including colleagues, friends and loved ones. Also means "the center of the chest."
Karasaad: Mid-rank infantry soldier. In Dragon Age II – a melee Qunari warrior.
Karashok: Infantry private. One appears in Sten's dream, the latter states the former was decapitated by darkspawn. In Dragon Age II - a melee Qunari warrior. In Trespasser - a foot soldier.
Karasten: Infantry commander; corporal.
Karataam: An infantry platoon. Ketojan was separated from his during the events of "Shepherding Wolves."
Katari: "One who brings death."
Kathaban: Leader of the Qunari naval forces; the admiral.
Kith: A small military unit, comparable to a squad or company.
Kithshok: Leaders of the Qunari army of Seheron; a general; They also are in charge of negotiating trade between the Qunari and foreign traders at ports.
Kossith: The name for the Qunari before the founding of the Qun.
Qunari: People of the Qun. A religious description, not race specific.
Qunoran vehl: A mentor, one who is an example to others. A Qunari can only be declared "Qunoran vehl" by the Arishok, and only after their death.
Rasaan: "Emissary," or "chosen heir;'" the Ariqun's successor, and as such, acts as their representative abroad. Also serves as the spiritual adviser to the Arishok, and accompanies him on expeditions.
Saarbrak: A role within the Ben-Hassrath.
Saarebas: "Dangerous thing;" the Qunari word and title for their mages. A "bas saarebas" denotes a non-Qunari mage.
Saarath: A title/rank among the Saarebas.
Sataari: "First guy on the ground." A type of shock trooper in the Beresaad.
Salasari: Triumvirate.
Sataareth: Literally "that which upholds;" an enforcer, defender, or foundation.
Salit: Meaning unknown; a prominent rank within the Ben-Hassrath.
Shokrakar: Rebel.
Sten: Infantry platoon commander.
Taam-kasari: "The one with the battleaxe." A type of shock trooper in the Beresaad.
Taarbas: A title/rank of Qunari, apparently clerical in nature; duties include cataloging inventory, and locating the weapons of Qunari fallen.
Taardathras: A title/rank of Qunari; duties include animal husbandry. Current examples are female and raise/extract venom from dragons.
Taarlok: A title/rank of Qunari.
Tal-Vashoth: "True Grey Ones." Former members of the Qunari who have departed or been exiled from their people and home. Many are violent rebels and turn against the Qunari, and are a menace in the north where they raid human and Qunari settlements alike. Others simply want to live their own life.
Tamassran: "Those who speak." A priestess who is charged with educating the young, interviewing captives, and assigning Qunari their roles within society. Exclusively a role for women.
Vasaad: A title/rank of Qunari.
Vashoth: "Grey Ones;" those of the qunari race that were born outside the Qun. It also refers to those who have rejected the Qun but not turned against it. The term tends to be used interchangeably with Tal-Vashoth, but the Vashoth are not rebels.
Vidathiss: A rank within the priesthood; a re-educator for captured and conquered peoples.
Viddasala: "One who converts purpose." A high-ranking member of the Ben-Hassrath. Leader of the "Dangerous Purpose" branch of the Ben-Hassrath triumvirate, which handles the conversion of foreigners, the reeducation of Qunari dissidents, and the collection and quarantine of magic.
Viddathari: A convert to the Qun.
Viddath-bas: Person turned into a mindless laborer with qamek.
Nature
Aban:The sea.confirmation needed
Asaara: Wind.
Asaaranda: Thunderstorm.
Athlok: Laborer. The mind, the earth.
Issala: Dust.
Kasaanda: "Sundew;" a carnivorous plant.
Kos: "A type of energy associated with nature;" refers to nature damage from a mage's staff.
Meraad: Tide.
Sataa: The world.
Tic: Cold; refers to cold damage from a mage's staff.
Vat: Fire; refers to fire damage from a mage's staff.
Animal
Asaarash: A special breed of horses from Rivain that are used by the Antaam.
Ataashi: Dragon; literally "glorious one(s)", "great thing".
Dathras: Cattle; a root word for many qunlat animal names.
Dathrasi: A type of animal. Used as a derogatory term against indulgent individuals, comparable to the pig. The Arishok calls all the nobles in the viscount's throne room this before Hawke enters the hall.
Qalaba: A type of cow that the Qunari breed known for its stupidity.
Body/Self
Antaam: Literally "body;" a name for the Qunari army. Also means "cuirass."
Asala: Soul.
Athlok: Laborer. The mind, the earth.
Defransdim: Male genitals.
Concept
Anaan: Victory
Aqun: Balance.
Ataash: Glory.
Basra Vashedan: Used to refer to non-Qunari ideas, and sometimes, people; "foreigner trash."
Herah: Time.
Hissera: Hope.
Hissra: "Illusion"; Also used to refer to deities.
Issqun: Mastery.
Kata: The end, death.
Kost: Peace.
Qun: The central philosophy of the Qunari peoples.
Shok: "War" or "struggle."
Weapons/Equipment
Adaar: A ship-mounted cannon; literally "fire thrower." Also means "Weapon" as Iron Bull puts it while talking about his name to a Qunari Inquisitor
Antaam: Literally "body;" a name for the Qunari army. Also means "cuirass."
Aquaam: Glove or light vambrace.
Asabas: Light or reinforced hat.
Asalaa: Helmet.
Baqoun: Meaning unknown; used to assault Minrathous's walls during the Storm Age. Based on context, it's most likely a type of cannon or projectile siege weapon.
Beres-taar: Shield.
Gaatlok: A black, non-magical explosive powder unique to the Qunari. It's not as powerful as magic, but can be used by anyone. There is no literal translation, the word derives from "death," "earth," and "glory."
Mertam: Light boot.
Nehrappan: Belt.
Notas: Gauntlet or vambrace.
Saartoh-bas: Mage's staff. Additional adjectives indicate the type of damage it deals. (Example: Saartoh-Bas Tic Eva deals cold.)
Saartoh Nehrappan: A leather-wrapped rod attached to a harness. In modern parlance: "a strap on."
Sataam: Boot or greave.
Taam-kas: Greataxe, or battle axe.
Taar: Prefix used to describe heavy armor. Derived from the word for "death".
Taaras: Light mail or doublet.
Qamek: Substance used by the reeducators to turn those who refuse to convert into mindless laborers, functionally lobotomizing those subjected to it. It's automatically used on captured mages, who are viewed as being beyond salvation. In Dragon Age: Those Who Speak, it resembles a flaming orb.
Saar-qamek: Poison that causes madness.
Valo-kas: Greatsword.
Vitaar: "Poison Armor." A warpaint used by the Qunari that is toxic to other races and has a metal-like quality once applied to the skin.
Places
Darvaarad: A location under the supervision of the Ben-Hassrath that quarantines magical artifacts.
Uukluk: Mentioned by Sten when arriving at Soldier's Peak, where upon he is unimpressed with what he considers drab and a castle like every other. "This is where the Wardens trained and lived? I imagined it would be like a tiered uukluk, with battle rings and many levels."
Viddathlok: A temple of healing and recovery; Ben-Hassrath also take unruly captives here for re-education.
Other
Asala-taar: "Soul sickness;" a Qunari combat ailment that seems analogous to a combat stress reaction, or even post-traumatic stress disorder. It is an epidemic in Seheron, where statistically two soldiers contract it for every one casualty. Sufferers are usually removed from combat and reassigned among the priesthood and workers.
Maraas: "Nothing" or "alone."
Maraas-Lok: A kind of strong Qunari alcohol; possibly also the verb "to drink."
Mashev: Either the name for a kind of gruel or a command to eat
Ralshokra: Said to be a military challenge where the higher ranks are fought for and defended to the death. The term originated in Orlais during the Storm Age, first used in a popular children's story intended to demonize the invading qunari race. In reality, the Qunari have never engaged in this barbaric practice.
Taamsala: Amulet. By itself, used to describe a generic amulet, but usually succeeded by a designation of skill level such as "eva," "iss," or "katoh."
Vashedan: Crap (literally "refuse" or "trash."); A common profanity.
Adjective
Eva: "Basic," or "beginner." Used after an item name to denote it is intended for neophyte users, or is of cheap quality. (Example: Valo-Kas Eva)
Gatt:. Meaning unknown, a nickname given by Iron Bull to a Ben-Hassrath agent. The terms derives from gaatlok, and refers to his temper.
Iss: "Experienced." Used after an item name to denote it is intended for veteran users, or is of moderate quality. (Example: Valo-Kas Iss)
Katoh: "Ending" or "achievement." Used after an item name to denote it is intended for master users, or is of masterwork quality. (Example: Valo-Kas Katoh). The Iron Bull uses this as a "watchword" (safeword) when romancing the Inquisitor.
Maraas: "Nothing" or "alone."
Raas: "Nothing;" used as a hyphenated adjective. (Example: Imekari-raas would mean "Child Nothing.")
Saam: Something;" used as a hyphenated adjective. (Example: Imekari-saam would mean "Child Something.")
Saar: "Dangerous." Most commonly associated with saarebas. Also used as a prefix to describe light or cloth armor.
Taashath: Calm.
Tal: "True," see Tal-Vashoth.
Vashedan: Crap (literally "refuse" or "trash."); A common profanity.
Verb
Ash: "To seek."
Astaarit: (It) "rises."
Ebost: "Return" in "Return to dust!" Can also be translated as "You all are."
Issqun: Mastery.
Itwasit: (It) "Falls."
Maraas-Lok: A kind of strong Qunari alcohol; possibly also the verb "to drink."
Sata-kas: Maul.
Tallis: "To solve."
Pre/Suffix
Aad: Translation unknown; used as a suffix in many Qunari military ranks.
Ari: Exact meaning unknown; used as a prefix to denote singular or leadership, and as a suffix to denote a group.
Kas: Suffix denoting a weapon intended for melee. (Example: Valo-Kas Eva). Derived from the word for "soldier."
Nehraa: "For," as in "For the Qunari!"
Ect
Ebadim: "They all are."
Ebasaam: "We all are."
Esaam: "Can be found in" or "exists in the location of."
Itwa-adim: "They all fall."
Itwa-ost:"You all fall."
Itwasaam: "We all fall."
Rethadim: "They all protect."
Rethost: "You all protect."
Rethsaam: "We all protect."
Say: With.
Idioms
Asit tal-eb: "The way things are meant to be." or "It is to be." A driving principle of the Qunari philosophy.
Ataash varin kata: "In the end lies glory."
Ataas shokra: "Glorious struggle". used as a greeting by a Tal-Vashoth leader to Tallis.
Ebasit: "It is."
Ebasit kata itwa-ost.: "It is ended. You all have fallen."
Ebatot tal-eb noms. Asit hera iss-nal tal-eb. As-eb vashe-qalab!: We were told there would be cake. Midweek was when it was to be. This is akin to qalaba excrement! (More colloquially: "This is bullshit!")
Ebost: "Return" in "Return to dust!" Can also be translated as "You all are."
Hass ebala-varaad nehraa: "For those I watch, of which I am one."
Maraas imekari: "A child bleating without meaning."
Maraas kata: "Nothing is ended."
Meravas katara: A combination of "so shall it be" and "(you) die."
Meraad astaarit, meraad itwasit, aban aqun.: The tide rises, the tide falls, the sea is unchanged.
Na'thek: Meaning unknown but based on context possibly "As you wish."
Noms daar vat:Said by an Antivan Crow pretending to be Qunari. She loosely translates it as "The sweet bread is burning."
Panahedan: "Goodbye." Literally, "take refuge in safety."
Shanedan: Literally, "I'll hear you." A respectful greeting.
Shanedan, pashaara. Ebost antir vantaam vasheb-sa karatoh: I hear you. Enough. You're tired of the excrement your superior has been giving you. (More colloquially: "Give it a rest, why don't you?")
Shok ebasit hissra. Meraad astaarit, meraad itwasit, aban aqun. Maraas shokra. Anaan esaam Qun: "Struggle is an illusion. The tide rises, the tide falls, but the sea is changeless. There is nothing to struggle against. Victory is in the Qun." Extract from the Qun from Qunari Prayers for the Dead. Sten can be overheard reciting these lines while caged in Lothering.
Taarsidath-an halsaam: "I will bring myself sexual pleasure later, while thinking about this with great respect."
Vashedan: Crap (literally "refuse" or "trash."); A common profanity.
Commands/Threats
Ashkost kata!: You are seeking death!
Ashkost say hissra!: Seek peace with your gods!
Ebost: "Return" in "Return to dust!" Can also be translated as "You all are."
Ebost Asala, Tal Vashoth!: likely an insult or threat. Roughly means "Your soul is dust, Tal Vashoth!"
Ebost issala!: Return to dust!
Fazha thrin: Meaning unknown but based on context possibly "Leave us."
Katara: (You) die, as in "Die, thing!"
Katara, bas!: Die, thing!
Mashev: Either the name for a kind of gruel or a command to eat
Parshaara: "Enough."
Sten, shok basra vashedan taam!: Said by an Antivan Crow pretending to be Qunari. Possibly a call to arms.
Teth a: A call for attention, or warning.
Vinek kathas: An order to attack or kill. Another possible meaning is "Seize them."
Battle Cries
Anaan esaam Qun!: Victory in the Qun!
Ataash Qunari!: Glory to the Qunari!
Nehraa Beresaad! For the vanguard!
Nehraa kadan!: For my brothers!
Nehraa Koslun!: For the sake of the prophet!
Nehraa Qun!: For the Qun!
Specific Sentences
Arishokost. Maraas shokra. Anaan esaam Qun: "Peace, Arishok. There's nothing to struggle against. Victory is in the Qun." Spoken by Fenris upon Hawke's first meeting with the Arishok.
Arishokost ebra sala. Seerkata tost eb na shoh: The Arishok will see to it. That, or everyone dies.
Asit zabuk-toh maraas eblok. Kappan maraas tal-eb: It's because of the priests' hats that I never go to the temples. It has to be fur caps or nothing.
Bas ebadim qalaba, ebsaam asit tal-eb: These foreigners are cattle. Our way is better and inevitable.
Bazvaarad? Ebasit vash-issra sataa: Foreigners controlling mages? This place is a fecal illusion.
Defransdim vasebra nehraa issala shok: I'm now struggling with discomfort among my small friends. (In response to the assault by the previously mentioned foot?)
Ebadim astaar, Qunari itwa-toh. Asit tal-eb: They will rise, and the Qunari will cause them to fall. That's how it will be.
Ebadim beresaad hissra-toh ataash. Vashedan katoh-qalaba: Those beresaad think they are so special. Foolish glory animals.
Ebadim vashedan Tal-Vashoth, ebra-hissal eva-lok defransdim: Those excremental Tal-Vashoth can go do something explicit with my intimate friends. (Philliam surmises that tone of phrase indicates this means genitals.)
Ebasit Ben-Hassrath maraas-toh, tal-eb iss mer-toh ari-van: The Ben-Hassrath will make you disappear if you don't shut up.
Ebra Karasaad vashetoh saar-qalaba kata: The soldier above me has excrement for tactics and will die like a cow.
Ebsaam ver-toh kata, ir-vah vashtoh notas-taar: We're going to lose people in combat if we don't get better gloves than this excrement.
Kadanshok defransdim vashedan!: You will struggle with your wounded intimate friends! (Seems dockside in nature. More colloquially, "I shall use my foot to assault you in the genitals.")
Sataareth kadan hass-toh issala ebasit: It is my purpose to do what I must for those I consider important.
Var-toh katashok, ebadim maraas issala toh: They will struggle, and we will turn them into nothing.
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YOU HAVE A TORUNN TOO? :D
I DO LMAO I’ll share about mine if you want!!! And please feel free to share about yours!!! 😍
Sharing a current ongoing WIP of her (she’s posing with three of my other Inquisitors) & also a snapshot of her from a finished piece I did for the DA Createathon this year 🥰 And her original (more or less) design from Inquisition I definitely tweaked over the years of having her as an Inquisitor OC 💖
Also have a write-up about her I also shared with that server, which I’ll quote here!!! (Note that I originally wrote this info about her pre-Veilguard!)
Torunn Adaar (she/her) is technically a Tal-Vashoth by birth, and she’s keenly aware of what her parents went through during their time in Par Vollen while living under the Qun. One of her biological mothers was a Saarebas, had her mouth sewn shut, and she was controlled similar to how we see Ketojan/Saarebas in DA2, except she only managed to escape when her partner, an until right then devoted member of the Antaam (at least, she seemed to be on the surface to most people, anyway) managed to kill the wielder and free her from her bonds (insert Pirates of the Caribbean quote here).
Torunn’s got two moms, the Saarebas and the former Antaam. Saarebas is a trans woman, and the two decided to conceive Torunn (so she’s not adopted) post-escape from the Qun. This is also why the magic flows more easily into her via the bloodline connection to her Saarebas mother, but Antaam is also why she’s really decent as a mage merc while fighting in battles.
I haven’t figured out a name for either Torunn’s Saarebas or Antaam, but I plan to, because part of her (Torunn’s) story is learning that they chose a name to give her with the intention of breaking the Qun norm of not naming anyone officially, and also the unofficial add-on about that that we learned in Inquisition regarding taking up a nickname (instead of a series of numbers) as a “name.” But, it’s ALSO to do with the idea that she (Torunn) is freely able to decide to change her name at any point, because it’s HERS and that’s her right as an individual (rights and freedoms both her parents did not have before leaving the Qun). Her parents aren’t anti-collectivist either for the record, but they also like being able to be autonomous individuals as well if able. Freedom and self-expression is a major theme in their relationship and desire to break free from the Qun, as well as in wanting strike out in a new life together outside of Par Vollen & their assigned roles in the Qun. Outside of it, they feel they can all be happier and do whatever they want without being beholden to strict laws governing their “place in the world.” This, however, does leave Torunn with some intrigue regarding the culture she is connected to, and she has conflicting feelings regarding her own identity as a qunari born outside the Qun with parents who left the Qun (and not on the best of terms).
Also, Torunn eventually specializes her magic into necromancy, as she finds spirits and the dead a lot easier to learn things most of the living world would rather she never even hear about. That, and she has a very sweet and strong connection with the spirit who inhabits her skull she carries (info on whom & which I’m still figuring out).
Torunn is an asexual lesbian, as well, and eventually falls in love with and marries Josephine Montilyet, with whom she has the sweetest relationship 🥹 They support one another while allowing each other the space in which to grow and understand the world better, and never let work fully separate them. After Trespasser, Torunn moves with Josie when she moves back to Antiva, and lives with her as she manages her family’s estate (and does underground Inquisition business here and there, as in my over-arching world state, the Inquisition officially disbands but remains an underground secret organization, of which Josie and Torunn do still have some hand in aiding). Josie’s family adore her, which was a relief to Torunn, as after hearing what high society elsewhere (Orlais and Ferelden, specifically) referred to her as during her time as joint Inquisitor with the others, she was definitely concerned her beloved’s family would be just as racist and unwelcoming. It’s been a wonderful surprise, and a nice life they both lead together.
#dragon age#my inquisitor#my ocs#torunn adaar#inquisitor adaar#lesbian oc#mage oc#necromancer oc#qunari oc#tal vashoth#one inquisitor of many leading at the same time#josephine montilyet#oc info
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Here's a bit about my Taahn. I'm taking part of the in-game Codex and limited Hercinia lore and just running with it :’)
"Taahn Adaar knows little about her parent’s former life under the Qun. That’s not to say she never asked, rather that they didn’t wish to share too much. All she knows is that they both struggled with their allocated place in Par Vollen, with her father Anaan being a member of the Antaam, and her mother Meraad being part of the Ariqun. This quietly bonded the two, despite such relationships not being allowed under the Qun. When Meraad realised she was with child, the two of them planned their escape with other would-be defectors. They made their way to the less strict coastal city of Hercinia in the Free Marches. The group was met with a lot of distrust from the mostly human inhabitants but were eventually somewhat tolerated once the expected attempt at Qun conversion never came. Instead, the small community lived simple lives and kept to themselves.
When a young Taahn manifested a gift for magic after she accidentally froze another of the Vashoth children in place, her parents arranged for one of the Saarebas to teach her how to control her talents. She joined the Valo-kas mercenary company as a young adult, making a name for herself over the years as a capable and powerful mage. Taahn was hired to provide protection at the Conclave, as a neutral party to stand between templars and human mages."
Her parents:
I’ll add more to this once The Veilguard releases. Unless there’s something that contradicts it, I like to think that with the Inquisition disbanded, Taahn mostly spends her time in Kirkwall at Varric’s insistence. There she is close to her fellow Valo-kas, her parents as well as her love Josephine in Antiva. She makes the trip North very often and they're never apart for long.
Calling upon Adaar players to tell me about their character's backstory as I'm fleshing mine out finally.
What part of the Free Marches did they grow up in?
Why did their parents leave the Qun?
Would they ever consider joining the Qun themselves?
Do they have any siblings?
How well did they integrate into mostly human society, if at all?
What are their relationships within the Valo-kas like then vs now?
How did they initially join up with the mercenary company?
Anything else you can think of!
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Have you written anywhere how you'd change inquisition?
Cause I'm really curious
It is entirely possible I have written something like this before because I have the memory of a goldfish but here are some rambling thoughts for you.
We open with an origin story that follows your character and how their particular origin would fare in the Mage/Templar war. The Mage/Templar spans across Thedas and impacts everyone, and remnants of it are felt throughout the rest of the game. (Not just in a handful of throwaway fetch quests to STEAL BLANKETS FROM HOMELESS MAGES). Each origin has ties to a larger part of the story encouraging replayability and pushing some origins to favor some roles over others.
An underlying current throughout each origin (told in rumors, ambient dialogue, and throw-away codexes) is the belief that there is currently a Blight. While no one has seen darkspawn, they have seen an Archdemon and the mobilizations of Grey Wardens. Either this the Sixth Blight or the Fifth Blight never really ended. (It only lasted a year - the shortest in history. Tensions run high between Ferelden and other countries who believe reports of the Archdemon’s defeat were fabricated.)
Dwarf (Any Class): A member of the Carta, you have close ties to the templars as a result of generations of lyrium smuggling. Since the war, things have never been better. Business is booming and you don't have to work in the shadows anymore, but greed is an insatiable mistress. Your operations take you to Valammar, where you've heard tales of a different kind of lyrium.
*This origin encourages you to side with the templars from a narrative perspective. You’re introduced to Barris.
Elf (Any Class): A member of the Dalish, your clan is visited by Mihris, First of your sister clan, Virnehn. Her clan was massacred by a demon unleashed by Michael Chevin, a Chevalier in service to Empress Celene. She comes to ask your clan to help aid the elves of Halamshiral, seeking refuge in the aftermath of Celene’s massacre. In exchange, she promises ancient knowledge of the Eluvians.
*This origin provides the background of the Masked Empire that was hidden in the books. It encourages you to side with Briala.
Human (Non-Mage): You are a templar. Your family gave you to the Chantry at a young age, and it's all you've ever known. You've never had much of a choice about anything in your life. Even your break from the Chantry is forced, your Knight-Captain having killed your Knight-Commander in a bid for power. Your first real choice comes when they hand you the red vial: drink or die.
*This origin encourages you to side with the templars from a narrative perspective. You’re introduced to Samson.
Human (Mage): You are a mage. When your Circle called for the right of Annulment, you ran, and you've been running ever since. The First Enchanter is dead. Most of the Senior Enchanters are too. The Venatori come down from Tevinter are the first friendly faces you’ve seen in months. Then they start killing the Tranquil.
*This origin encourages you to side with the mages from a narrative perspective. You’re introduced to Calpernia.
Tal-Vashoth (Non-Mage): You're Tal-Vashoth. You and your brothers were separated from the antaam during the siege of Kirkwall, and have been branded as deserters. You've made a living for yourselves working for Gaspard de Chalons as mercenaries, though some of you still hope to find your way back to the Qun. He gives you a new contract to protect a Revered Mother on her way to the Conclave.
*This origin encourages you to side with Gaspard and possibly the Qun from a narrative perspective.
Tal-Vashoth (Mage): You were saarebas. You’re not sure what you are now. You were separated or escaped from your avaard during the siege of Kirkwall, and you’ve been on your own ever since. A retinue of templars finds you, but you’re saved at the last minute by a group of Grey Wardens. They tell you they’re on their way to their Calling, but offer to take you to the Conclave before they go, where you might find a place for yourself among the mages.
*This origin encourages you to side with the Grey Wardens and possibly the mages or the Qun from a narrative perspective.
The Conclave is called and serves as the ‘Ostagar’ of Inquisition. You spend time in Haven and meet the larger than life characters. You also have the option of encouraging or discouraging some of your companions from your origin to accompany you up to the Template of Sacred Ashes. (Anyone who accompanies you will die.) Demons swarm the Conclave. You fight towards the heart of the conflict. Then you get the Anchor and everyone with you dies.
Back in Haven, you wake as a prisoner. Varric is in the cell beside you, and provides you with a quick overview of what you missed while you were unconscious. You can attempt to convince Varric to help you escape, but he will decline. You are given the option of attempting to escape on your own or attempting to plead your case
1. Escape - You can theoretically make it out of Haven but it is almost impossible to do so without being caught. If you successfully escape, you can continue as normal to help close the breach, or leave. If you leave the game ends with a bad ending circa early 90’s games.
2. Plead Your Case - You fail miserably. You are kept a prisoner and used to close the breach and then taken to trial before the Chantry. If you’re successful in pleading your case then you’re released into the Inquisition’s service. If you’re not successful Leliana will save you and recruit you into the Inquisition’s service.
Unsuccessful Plea - You are given less choices on the order of your next few quests. (Impacts what you have available when Corpheus attacks Haven)
Successful Plea - You are given complete choice on the order of your next few quests. (Impacts what you have available when Corpheus attacks Haven)
Escaped and Closed the Breach - You are still made to plead your case before the Chantry but it is extremely unlikely you will be unsuccessful. All companions except Casandra are extremely impressed and receive a boost to approval.
From here the game focuses on the formation of the Inquisition. You can make a case for Varric to be granted freedom or be left a prisoner. If left a prisoner you can come visit him and he will not begrudge you any. He can be freed at a time by speaking with Casandra with at least a modicum of approval, or by speaking with Leliana with high approval.
You are more or less an indentured agent of the Inquisition. Your incentive as a player for completing your quests is the promise of freedom if you help close the Breach. The type of Inquisition you form is up to you in terms of who you recruit, the message you put out, and the army you create. You are not necessarily labeled the Herald of Andraste, just the Herald. What you are the Herald of depends upon your backstory and choices and can change over the course of the game.
I.E. : Herald of the Qun, Herald of Mythal, Herald of Andraste, Herald of the Stone, Herald of Death, Herald of Freedom, etc.
When the Inquisition is relatively stable, you are given a choice of who is the Inquisitor among your companions / advisors. You do not have to be the Inquisitor. You can also reject the idea of an Inquisitor altogether.
After completing your choice of a few main quests, Haven will be attacked by Corphyeus. ANYONE can die on the attack on Haven (companions, advisors, etc.), and your army will also take losses that can be mitigated by mounting a solid defense. The individuals you save exist as recurring minor characters and don’t just evaporate when you get to Skyhold.
*If Varric is still a prisoner at this time he will die.
When dealing with Skyhold, you actually have to repair it and build up defenses by recruiting troops and companions for a final ‘lead them or fall’ suicide fight with Corphyeus akin to ME2 which many other folk have written much better than I ever could so I’ll skip that.
For the main quests, the Templar/Mage War is the main priority as you attempt to restore stability to Thedas. Unfortunately no one believes you about Corypheus. They also find their own matters to be more pressing, and will not help you until you help them. The consensus is it is just another Blight, and that you should consult the Grey Wardens about it.
You’re presented with four options for the mage/templar war: Mages, Templars, Broker Peace, or Ignore the Conflict.
1. Recruiting the mages can result in having Fiona, Calpernia, or both as allies.
2. Recruiting the templars can result in both Samson, Barris, or both as allies
3. It is not possible to broker peace if all four leaders live. Some leaders will refuse to work with others. Some leaders will refuse certain conditions. This is where you get a choice of conscription versus recruitment and what the new framework of the Circle looks like, if you’re not pursuing pure independence for one side or the other.
4. Ignoring the conflict will give you more time to focus on the rest of the world. The war will continue to ravage the countryside without you, and depending upon other choices one side will win and offer to assist you later.
Beyond the war, the game focuses on convincing the countries surrounding the Breach to focus on it as the real threat. World leaders are more concerned with the Mage/Templar War and with the possibility of a new Blight than they are concerned with the Breach. The general consensus is that it is a side-effect of the Mage/Templar War brought about by the mages. There are (possible) civil wars taking place in the Free Marches, Ferelden, and Orlais. The game primarily spans these three locations.
Orlais - The civil war is as seen in the game between Celene, Briala, and Gaspard. How quickly you stop the civil war determines how many forces are alive in the final fight against Corphyeus. How you choose to fight in the civil war swings the outcome in favor of one leader or another. Winter Palace will not trigger until one side is ready to capitulate. The choices you’ve made during the war will strongly influence your score in the Winter Palace and your ability to sway the nobility to your side. (Similar to Landsmeet)
Ferelden - The civil war in Ferelden is conditional to your world state. If Anora is made Queen without Alistair, a civil war is started in his name whether or not he is alive, though it is much weaker if Alistair is dead or if Cousland is King. How quickly you stop the civil war determines how many forces are alive in the final fight against Corphyeus. (Arl Eamon leads the civil war and can be persuaded to end it immediately if Alistair is recruited as a Grey Warden). If Anora is removed from the throne and NOT replaced with Alistair, Ferelden is significantly weakened and not able to provide aid in the final battle.
If the Warden was a mage and requested freedom for the Circles, this has been granted in Ferelden. Any leader will automatically provide shelter to the mages, and in the event you ignore the mage/templar conflict, this strongly pushes victory in favor of the mages. This also makes it easier to recruit both Calpernia and Fiona if Fiona knows the mages have somewhere safe to turn that isn’t Tevinter.
If the Ferelden Circle was destroyed and you ignore the mage/templar conflict, this strongly pushes victory in favor of the templars. This also makes it easier to recruit both Samson and Barris if they know the templars will have the support of the Ferelden Crown after the war is over.
Free Marches - If Anders was spared, a civil war takes place between Starkhaven and Kirkwall. How quickly you stop the civil war determines how many forces are alive in the final fight against Corphyeus.
If Hawke sided with the mages, and in the event you ignore the mage/templar conflict, this strongly pushes victory in favor of the mages. If Hawke sided with the templars, and you ignore the mage/templar conflict, this strongly pushes victory in favor of the templars.
If Hawke sided with the templars, and spared Anders, this greatly increases Kirkwall’s chance of victory in the civil war with Hawke as Viscount.
If Sebastian was rivalled and encouraged to reclaim his throne, this greatly increases Starkhaven’s chance of victory in the civil war. If Sebastian is not rivalled, this decreases Starkhaven’s chance of victory in the civil war, but increases Templar/Chantry support of Sebastian. In the event you ignore the mage/templar conflict, this slightly pushes victory in favor of the templars.
*Some templars will not side with an Inquisitor who supports a Hawke who spared Anders.
*If Anders was killed, he is seen as a martyr by southern mages. Some mages will not side with an Inquisitor who supports a Hawke who killed Anders.
At any point in time you can seek out the Grey Wardens for help who actually know what they are doing and have an excellent plan to use demons to defeat the Archdemons before they all go to their Calling that has nothing to do with Venatori influence and is just a solid plan. They have done nothing wrong ever in their lives and everyone loves them. Upon being informed that the Calling is fake, they agree to help you against Corphyeus, because YOU ARE NOT A MONARCH AND HAVE NO AUTHORITY TO EXILE THEM.
That’s all I got for right now but I could add to it / clean it up if you thought it was a fun read.
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Part of me kind of wants her to be Saarebas, for Nemuri to get so incensed with the injustices she endures at the hands of her Arvaarad, that she attacks them uncaring of the consequences, freedom is freedom after all. Maybe she is triumphant only to succumb to her injuries and be taken in by Oboro who patches her up and offers her a place with him as he travels.
Honestly though I’m not quite sure about her past however she has an interest in the occult, and craves every bit of knowledge she can get on it, especially info pertaining to demons and spirits and their effects on the world. Its why Shouta seeks her out, after Hizashi is forced into the form of a demon he goes to her hoping for help.
She absolutely with out a doubt wears Antaam-saar... with tighter pants of course.
Oboro is a herbalist, his poultices and potions are highly revered, though he is choosy about who he’ll sell to, the Avvar are among those customers which is how he and Shouta know each other.
As a much beloved mutual and fellow Dragon Age enjoyer thoughts on qunari Nem and her tiny eleven simp husband Oboro?
(Please send help this thought has been rotting away in my brain since yesterday)
PLEASE YES I WISH TO SEE HER AS A GIANT HORNED WOMAN🥵🥵
Hoooo boy, can you imagine how powerful she would be? ngl I did immediately picture her in the Antaam-saar dlc from inquisition because she would enjoy that much rope in an outfit. Omg… I could imagine she’s Tal-Vashoth, whether she ended up that way willingly or not, and whatever role she played is filled by Mt Lady (she’s already got the horns and the height for it).
And omg tiny elf husband oboro🥺🥺🥺 I adore him. But how would they meet? That could be such a juicy story omg. I just love the idea of oboro jumping in Nemuri’s lap for a kiss cos yknow i love a good height difference asgsjfkfnfnc 10/10 my thoughts are that it is good very good
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