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cwosont

Junior Member
Roleplay Availability



requiem

applications













required info.




APP INFO:
- name, age (21-50), pronouns, race
- role, class, class specialization (any game is fine - trying to keep limit to one per specialization)
- brief personality rundown
- brief history rundown
- brief explanation on why their particular faction sees them fit to join this investigative task force

CS INFO:
- name, age, pronouns, sexuality, race, nameday
- general physical info (height, build, tattoos, piercings, etc.)
- fears, dreams, secrets, personality, backstory

- role, class, specialization, main weapon, secondary weapon

any info beyond this is optional


















roles.











seeker



closed





The Seekers of Truth are an Andrastian order that acts as a force for the Orlesian Chantry, sanctioned directly by the Divine in Val Royeaux. After the corruption within the Seekers of Truth was exposed, Lady Seeker Cassandra Pentaghast rebuilt the order to dedicate themselves to justice for all. Many members of the Templar Order who were freed and rescued by the Inquisition joined the Seekers of Truth after the Templar Order was formally disbanded in the south.










enchanter



closed





Originally consisting of former members of the Circle of Magi in southern Thedas, the College of Enchanters was formed by Fiona when Divine Victoria formally disbanded the Circle. The College seeks to maintain the rights of mages in southern Thedas while studying magic and its many forms. Although it is not required, many young mages in Ferelden and Orlais join the College.










grey warden



closed





The Grey Wardens are an Order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character, ability or skill. After the battle with the Inquisition at Adamant Fortress, the Grey Wardens of the south slowly rebuilt in the years following the events. It is rumored they have an estranged relationship with their leaders in Weisshaupt.










inquisition agent



closed





Following the Exalted Council, the Inquisition became a peacekeeping organization under Divine Victoria. Over the next several months, the Inquisition carefully gave over many of the duties it had held. As the Divine's personal honor guard and peacekeeping force, the Inquisition shrank to a more manageable size. Many who had served went home, though the remaining force was still enough to give pause to any who might threaten the Divine's plans. Those who served the new Inquisition were tested and checked thoroughly, in the hope of ferreting out any more spies within its ranks.










mortalitasi



closed





The Mortalitasi are a group of mostly mages in Nevarra who wield considerable political power and influence. Within the ranks of the Mortalitasi are the Mourn Watch, elite guardians and keepers of the Grand Necropolis and its sacred repository of the dead.










carta



closed





The Carta is a powerful and ancient dwarven crime syndicate headquartered in Dust Town in Orzammar. The ranks of the Carta are composed of casteless dwarves who are forced to resort to crime to survive.










role seven



open





Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam ut sem in purus rutrum laoreet. Duis eget blandit ante. Mauris nec lectus ut lacus imperdiet consequat. Sed sit amet elementum orci. Vestibulum at orci molestie, dignissim libero quis, vestibulum magna. Maecenas in pretium ante. Sed laoreet metus a neque rutrum, et tincidunt dolor cursus. Sed accumsan leo odio, sit amet cursus sapien placerat quis.










role eight



open





Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam ut sem in purus rutrum laoreet. Duis eget blandit ante. Mauris nec lectus ut lacus imperdiet consequat. Sed sit amet elementum orci. Vestibulum at orci molestie, dignissim libero quis, vestibulum magna. Maecenas in pretium ante. Sed laoreet metus a neque rutrum, et tincidunt dolor cursus. Sed accumsan leo odio, sit amet cursus sapien placerat quis.










role six



open





Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam ut sem in purus rutrum laoreet. Duis eget blandit ante. Mauris nec lectus ut lacus imperdiet consequat. Sed sit amet elementum orci. Vestibulum at orci molestie, dignissim libero quis, vestibulum magna. Maecenas in pretium ante. Sed laoreet metus a neque rutrum, et tincidunt dolor cursus. Sed accumsan leo odio, sit amet cursus sapien placerat quis.















extra information.






DO NOT SUBMIT A CS BEFORE YOUR APP HAS BEEN APPROVED.

A few reminders:









semi-realistic illustrated art for face claims







no AI please, exceptions made for BIPOC characters if alternative can't be found

















โ™กcoded by uxieโ™ก


THE CARTA
The Carta is a powerful and ancient dwarven crime syndicate headquartered in Dust Town in Orzammar. The ranks of the Carta are composed of casteless dwarves who are forced to resort to crime to survive.

THE VEIL JUMPER
The Veil Jumpers are explorers of ancient elven ruins. Although founded by the Dalish, they welcome anyone brave enough to face Arlathan Forest's reality-warping magic. Due to the nature of their work, the Veil Jumpers are one of the foremost experts on ancient elven artifacts and magic.

THE BEN-HASSRATH
The Ben-Hassrath, meaning "the Heart of the Many" in Qunlat, form a significant portion of the Qunari priesthood. The purpose of the Ben-Hassrath is protecting the faith and the innocents. They are leaders who maintain unity, which Qunari believe to be a strength. Within their ranks are the Hissrad (spies) and Tallis (assassins).

THE ANTIVAN CROW
The Antivan Crows, also known as House of Crows, are an elite organization of thieves, spies, and assassins renowned throughout Thedas.

THE LORD OF FORTUNE
The Lords of Fortune are renowned guild of treasure hunters and dungeoneers based out of Rivain. The Lords of Fortune are considered to be among the best treasure hunters in Thedas.

THE SHADOW DRAGON
The Shadow Dragons are a resistance group opposing corrupt rulers, blood magic, and slavery in Tevinter. Coming from all walks of life, their mission is to help those in need and bring justice to the people.

THE LEGION OF THE DEAD
The Legion of the Dead is an independent branch of the dwarven army that answers directly to the monarchy of Orzammar. It is considered to be the most intimidating and devastating force in the dwarven military and many attribute this to the fact that the Legionnaires consider themselves to be already dead.

THE CLAN LAVELLAN
A large Dalish clan located in the city of Wycome within the Free Marches. Unlike some clans, the Keepers of Clan Lavellan have kept a keen eye on politics in Thedas. This is what prompted them to send the future Herald of Andraste to the Conclave during the war between mages and Templars.

THE RED JENNY
The Friends of Red Jenny are a secret society that perform elaborate revenge schemes ranging from petty thievery or mischief to contractual assassinations on those who would prey on the lowborn of society. More typically, it's an expansive network who all contribute in disparate ways to random acts with a desired goal of mutually profitable ends. The organization is a leaderless resistance as they have no structural hierarchy and each cell is compartmentalized by location and headed by varied leadership.



* I am also open to a Venatori role. This character would be a spy and under the guise of a different identity. This could be a formal role, or a secret one. The latter would require anyone interested to dm me a private app alongside the app used for their fake identity. This role is not guaranteed.
 
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seeker of truth.















scroll

gael



parth




ใ…Žใ…Ž














01.

age




thirty-six








02.

race




human








03.

nameday




third of drakonis








04.

sexuality




(pan) demisexual




































  • seeker.



    The Seekers of Truth are an Andrastian order that acts as a force for the Orlesian Chantry, sanctioned directly by the Divine in Val Royeaux.













โ™กcoded by uxieโ™ก
 
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Manis Beauchamp
(He/Him)​

1731964770518.pngIdentification:
Name: Manis Beauchamp
Age: 32
Nameday: 1st. Cloudreach,
Gender: Male
Species: Elven
Sexuality: Homosexual

Appearance:
Manis paints half of his face gold and the other half black; the colors he and Keenan intended to use for their crest. Beneath his face paint Manis' brown skin is marred by scars that tell the story of his daily life in the Circle. Deep cuts and burns bring his ferocity to the surface.
Height: 5'11"
Build: Slender
Markings: An inverted obelisk painted on Manis' forehead serves as his personal emblem; a symbol of the old world being toppled.

Personality:
Much has happened to Manis over the years and as a result he is hardened, withdrawn, and cynical. As a city elf he is accustomed to the cultures of southern Thedas and the different societies, but he has always wondered what his life might have been like as one of the Dalish. He knows their lives are not always free of strife, but a voice in the back of his mind assures him he'd never have been in the Circle had he been born outside of human cities. Because of this it is fair to say he is a bit envious and somewhat angry at the Dalish and indeed with all of elf-kind. He buried his feelings under his studies and his duties, hiding from his emotions behind responsibility. A result of growing up without proper emotional guidance.
Fears: The Rite of Tranquility, Not fulfilling his and Keenan's dreams.
Dreams: Secure freedom for mages, Create a safe haven for mages
Secrets: Manis tortured the templars of his Circle after the rebellion liberated him and his peers.

Status:
Role: College of Enchanters.
Class: Mage
Specialization: Rift Mage

Background:
The Circle was a waking nightmare for a child accustomed to being surrounded by family and culture. He spent many nights crying for the loss of his family and loved ones. Relief would come only in the form of a friend; Keenan Beauchamp, another child who was brought to the circle under similar circumstances.
The boys would become fast friends and as they grew they became partners in crime who encouraged one anotherโ€™s rebellious side. While they were young and the Circle was full of mages it was easy for their troublemaking to be overlooked, but as they got older, the mages thinned out, and the guards changed, there was a tension in the circle.

It was around this time that Manis floated the idea of escape. Life in the Circle had become unbearable as the templars became abusive and the First Enchanter a puppet. With the Rite of Tranquility happening regularly it was a looming threat for all, and one that Manis nor Keenan hoped to face. It was of course the worst possible outcome for either of them so they made a promise that should either of them be made tranquil, the other would put them out of their misery.

Years later it became common knowledge that Manis and Keenan were lovers and the templars targeted them. They were given the worst jobs, made to work in poor conditions, and at all hours of the night. With both of them having reached their limits Manis planned their escape and they didnโ€™t hesitate to put the plan to action. However, there were some hiccups. Keenan was captured and as punishment for their attempt he was made Tranquil. Manis is left battered and bruised, but also broken hearted because his lover is a shell of his former self now. But he must also carry out the promise theyโ€™d made to each other. So only one week after the ritual, Manis killed Keenan in his sleep.

The pain is agonizing and only compounded by the news that comes two weeks later that mages have rebelled. Keenanโ€™s death was in vain and Manis was left alone in a world at war with itself. He would have his revenge. When the rebellion reached his Circle, Manis remained behind with a handful of his peers. This small group had suffered the worst of the templars' wickedness and they wouldn't accept white flags. Manis guided the group in exacting retribution upon the templars. He ensured their pain was severe and drawn out. He wanted the First Enchanter as well, but he knew he had to draw the line somewhere. So he picked himself up and joined the rebels to fight for the dreams he and Keenan shared. A peaceful life outside of The Circle was possible for them and he would see it come true.

Manis stuck with the rebels through all the events during the inquisition and gave his all to his cause. Though when Tevinter Magisters dug their claws into the rebel mages Manis distanced himself just enough to avoid interacting with the northerners, but he continued to carry out Fiona's instructions. He knew they were trading one foe for another, but Manis believed he could handle the slavers more adequately than he could the templars. When the fighting was done and the evil seemed to have been stopped, Manis stayed with the mages as they formed the College of Enchanters. He wanted to make sure that whatever the organization became, it truly put mages first. But this trouble with the elven gods has drawn some of his attention from the College as he sets out to provide his skills to those focused on solving Thedasโ€™ latest problem.

Equipment:
Main Weapon: Cold Dawn - A reforged staff made up of pieces from both Manis and Keenanโ€™s staves. The name serves as a painful reminder of the heartbreak Mnais felt upon learning of the mage rebellion only after Keenanโ€™s death.
AD_4nXcjsl9EZdHU_AxWixMbE0xYPI_x3xygmzVOfJ3dk3AuMyUHVL3FtS1WCKPLE8lomq7-OxnbIHB5DFGZV9um77_fR6-947i2pKMGbUUT6c2iKcSjDD88A2bJY7qcgVS_m1MM8wKJMA
 
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Bryliax Ralferin (She/Her)

1732022130307.png

Age
: 30
Gender: Female
Species: Human
Role: Grey Warden
The Grey Wardens are an Order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character, ability or skill.
Class: Warrior
Specialization: Beserker
Main Weapon: Two handed great-axe
Secondary Weapon: Shortsword

Extra Details
Height
: 6'5"
Build: Muscular
Tattoos: An elven design that curves from her left temple to cheekbone. Nature-inspired tattoos along her arms, grey warden symbol on her left thigh.
Piercings: She has a jade earring hanging from her left ear.
Sexuality: Lesbian
Pronouns: She/Her
Dreams: To find her place in the world. Help rid Thedas of the blight. Have a family where she belongs.
Fears: Confined spaces. Large crowds. Being alone again. Hurting an innocent when she's lost to her rage.

Personality
Bryliax is not one to open up easily. Years of feeling like an outsider, first among the Dalish and later in human settlements, have left her wary of forming new connections. Her hesitance isnโ€™t born of distrust but of self-doubt; she often wonders if she truly belongs anywhere. This reserved nature can make her seem distant or aloof at first, but those who take the time to know her discover a loyal and steadfast companion.

On the surface, Bryliax has a no-nonsense demeanor, often expressing herself in blunt, pragmatic terms. She doesnโ€™t mince words and can come across as gruff, especially in social situations where she feels out of her depth. However, beneath this tough exterior lies a deeply compassionate soul. Sheโ€™s quick to lend a hand to those in need, even if she doesnโ€™t always know how to articulate her intentions. Her actions speak louder than her words.

History
Abandoned in a forest as an infant, Bryliax's survival hinged on the compassion of a Dalish elven clan who found her amidst the trees. Her discovery sparked fierce debate among the clan for months. Could they, in good conscience, leave a defenseless child to perish? Ultimately, their shared morality won out, and they took her in. Yet, as Bryliax grew, the question of her place among them resurfaced time and again, shadowing her childhood and adolescence.

Some in the clan, more open to the idea of raising a human, sought to train Bryliax in their arts of agility and precision. But she was anything but delicate. Even as a child, there was a raw strength to her - a brutal, unyielding nature that set her apart. By the time she turned fifteen, she towered over her clanmates, both in height and sheer physicality. At 6'5", Bryliax became an intimidating presence, a force to be reckoned with in combat. Though she never fully integrated into the clan on a personal level, her strength proved invaluable. Few dared to challenge Clan Ralferin when she stood among them, her formidable presence a deterrent to enemies. It was this usefulness, more than affection, that cemented her place among the Dalish.

As she reached her early twenties, however, the question of her origins began to weigh on her. She knew she was Fereldan, but little else about her heritage or the circumstances of her abandonment. With a restless heart, she sought permission to leave the clan and search for answers among human settlements. The elders, seeing the inevitability of her decision, granted her request. For the first time, Bryliax ventured into the wider world alone.

Her journey through Fereldenโ€™s cities was disheartening. Redcliffe's bustling streets overwhelmed her, and Denerim's crowded chaos was worse. She found no solace among the noise, the commerce, or the throngs of people. The wilderness, with its quiet streams and the gentle call of birds, remained her true home. Material wealth meant nothing to her; coin even less. In the wilds, she had all she needed to survive.

Years of solitude followed. While peaceful, it was a lonely existence. Returning to the Dalish felt impossible, pride kept her from admitting defeat, and human society offered no comfort. She endured in the wilderness, neither here nor there, until a new threat emerged: the darkspawn. When the creatures began to encroach upon her beloved forest, Bryliax fought them with everything she had. It was during one such skirmish that she encountered a Grey Warden.

The Warden was impressed by her strength and tenacity, offering her a place among their ranks. For the first time, Bryliax felt something she had rarely known: belonging. With cautious hope, she accepted the invitation and underwent the Joining.

She survived.

From that day forward, Bryliax dedicated herself entirely to the Grey Wardens' cause. She became relentless, honing her skills to dispatch darkspawn with precision and efficiency. Protecting nature, her only true home, was now her mission, and the threat of a shortened life didnโ€™t faze her. For Bryliax, the Grey Wardens gave her life purpose where before, there had only been survival.

Joining the task force
With years of experience fighting darkspawn and a well-earned reputation among her Warden kin, Bryliax quickly stood out as the natural choice when the call came for a representative. Her superiors saw in her a balance of strength, knowledge, and reliability - a seasoned warrior who has faced the horrors of the Blight head-on. Though initially reluctant, Bryliax was eventually persuaded by the promise of venturing beyond the familiar battles of the Deep Roads and the tight-knit world of her Warden family. This new task could offer a fresh perspective and a chance to grow beyond the narrow focus of her life thus far


I don't know fancy coding, sorry!
 
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8b31b13d2e29379f940fd230c114a84f.jpg
Name: Johana Marie de Penthiรจvre
Age: 32
Gender: Female
Species: Half Elven Human
Role: Agent of the Inquisition
Class: Mage
Specialization: Knight Enchanter
Main Weapon: Battlemage Lightning staff with staff blade
Secondary Weapon: Spirit Blade

Extra Details
Height
: 5'7"
Build: Slim and toned
Tattoos: None
Scars: Long cut scar from down the right side of the neck. Left ear tip cut off. Various cuts and marks throughout her body.
Piercings: two golden earrings with a teardrop shaped ruby hanging from them.
Sexuality: Lesbian
Pronouns: She/Her
Dreams: Ensure mages are not going to be used and controlled again.
Fears: Nyctophobia and a little haphephobia


Johana was born to Orlesian duchess, a result of a secret dalliance between her mother and her elven manservant. Though her mother made attempts to cover her true parentage from her husband and the rest of the court to prevent embarrassment, Johana was born with elven ears which made any such attempt almost impossible. Her mother's husband though angered was too smitten of both his wife and child to cast them out or act angrily (though the elven manservant was beaten and fired from his role never seen again). The story went out that Johana was the daughter of one of her mother's maids, which the middle-aged then childless duchess (the duke had children from a previous marriage) dotted upon and treated as her own. Though Johana true parentage did not remain secret for long in the background of the great game and it cost the family a lot of money and standing to keep it covered. Still did the best for the child and though she was mostly raised by the eleven maid, she was made aware of her parentage.

She was a happy and carefree child, unaware of the cost of having her birth mother and her duke. Her adoptive mother taught her some herbology which she took on with interest also she enjoyed watching the dukes soldiers training and often imitated what they did with a stick. At age 10, she displayed her magical ability when at moment of anger telekinetically through several objects towards her adoptive mother (she missed by the way). The duke seized the excuse to sent off the young bastard to the Orlesian circle of magic and save them from the constant source of trouble. The matter happened so quickly that she could barely process what happened and left crying.

Adjusting to life in the circle was difficult, from a carefree child she suddenly went to a place of strict control and hard education. The Templars were intimidating. She hated her magical abilities for where it leads her, and especially with all the negative connotations about magic presented by the Chantry. She had difficulty with lessons and had trouble casting spells. However, she soon got the attention of a senior enchanter who took her under her wing and careful helped the young apprentice out of the rough patch and taught her to enjoy her powers. She leaned more about herbology which she took to eagerly and slowly as they years went by her magical ability improved. She eventually reached the title of enchanter and was thought as capable enough to gain the role of a knight enchanter, a role she eagerly accepted.

She began her training, but then the mage rebellion began. Johana did not really feel comfortable rebelling but her mentor rebelled and felt compelled to follow her. During the war she fought in a couple of battles, but her skill in herbology made her more useful behind the front treating those in need. She was relieved when the conclave was called as she saw the war going nowhere. However, the destruction of the temple and renewal of the war dashed all hope for peace. Worst, the mage side was slowly driven back and Johana was stuck with the other mages at Redcliff castle. When the Vanatori came offering help, she was one of the vocal opponents, even striking at one of them. However, she was rejected and captured by the Tevinter mages.

When the inquisition finally found her in the castle, she was in the dungeon to have gone through severe torture, an attempt to use blood magic to control her mind. She had barely managed to pull through and was permanently scarred. Her personality changed in the process, she began more serious, vengeful and snark. Feeling betrayed by the mages and wanting revenge on the venatori, see joined the inquisition soon after her recovery as an agent. She completed her knight enchanter training through the inquisition and was part of many missions even being present at the battle in the Abhor Wilds.

With no other prospects after the war against the Elder One, she remained in the inquisition. She did not like the fact the Inquisition joined the Chantry but stuck on it serving where she could.
 
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Octavia Reinhardt
(She/Her)
"Fret not, dear heart, let not them hear the mutterings of all your fears."1000010257.jpg
Age - Twenty-Seven
Nameday - 7th of Kingsway
Race - Human
Sexuality - Pansexual
Role - Mortalitasi

CLASS & WEAPONRY
Class - Rogue
Specialization - Bard
Main Weapon - Rapier
Secondary Weapon - Dagger
APPEARANCE & PERSONA
Height - 5 foot 9 inches
Build - Lean, streamline athletic build
Tattoos - Stylized serpent over her right eye, a homage to a friend
Scars - A slowly fading line cutting through her tattoo and over her right cheekbone, remnants of a childhood spent with little care for bodily safety
Piercings - None to speak of
Dreams

- Recongnition and Legacy ; Octavia dreams of earning a reputation that rivals, if not surpasses her elder brother's. She wants to be remembered not as "Pietro's sister" but as Octavia Reinhardt, a name spoken with respect and admiration in Nevarra and beyond.
- Connection and Belonging ; Deep down, she yearns for genuine connections with others, though she masks this with aloofness or pride. She hopes one day to find people who value her for who she is, not for her accomplishments or lineage.
Fears

- Being Forgotten ; Octaviaโ€™s greatest fear is fading into obscurity, overshadowed by her brother or dismissed as unremarkable due to her lack of magic.
- Isolation ; While she outwardly claims she doesnโ€™t need others, the thought of being truly aloneโ€”without even the spirits to accompany herโ€”haunts her.
- Losing Her Humanity ; Surrounded by death and spirits for so long, she sometimes fears that she might lose touch with the living world and the emotions that tie her to it.
- Looking Foolish ; Octavia fears being embarrassed or mocked in public, especially in front of peers or superiors, as she relies heavily on maintaining an air of confidence
- Open Spaces ; She has spent half her life in crypts, the unfamiliarty of wide, open landscapes leaves her feeling unnerved and unprepared.


Personality

There is something particularly striking about the way Octavia Reinhardt carries herself. She is a woman of finely crafted poise, her charm as deliberate and well-polished as the blade at her side. Octavia knows how to speak to a room, how to draw attention without demanding it, and how to wear her pride like a second skin. Yet this outward confidence is less a natural disposition and more a carefully constructed shield. Octavia's charm is, at its heart, a defense, built to hide the cracks left by years of feeling second best. The Reinhardt name demands dignity, and so Octavia wears it with zeal, wielding her charisma and wit as both a weapon and armor. Those who meet her might describe her as relentlessly driven, passionately enthusiastic in her pursuits, and occasionally exhausting in her competitive zeal. Others, less kind, might call her manipulative or dismiss her ambition as nothing more than an attempt to outshine her peers. But Octavia knows her truth: she is a woman determined to make herself seen, no matter the cost.

Her relationships with others are often strained, a consequence of both her pride and her relentless need to prove herself. Octavia finds camaraderie difficult, particularly with her peers, who she assumes are always comparing her to her brother or envying her for her noble heritage. While she might frame it as jealousy on their part, the reality is far more complicated. Octavia thrives in competition but falters in vulnerability. She trusts the spirits far more readily than the living, finding their company less judgmental and more steadfast. Despite this, Octavia craves connection and admiration, even if she struggles to admit it. Beneath her carefully crafted faรงade lies a woman as lonely as she is ambitious, desperate to leave a mark that no oneโ€”not even her familyโ€”can ignore.

History

Octavia was born to House Reinhardt, a proud, if minor, noble family in Nevarra. From the moment she could walk, she was surrounded by the unique and morbid beauty of the Grand Necropolis, where her familyโ€™s status afforded them proximity to Nevarraโ€™s greatest traditions. Death was not a thing to be feared, but a constant companion, a reminder of legacy and eternity. Yet for all the Reinhardts' pride, Octaviaโ€™s childhood was dominated by the brilliance of her elder brother, Pietro. A prodigy in Necromancy, Pietro entered the Mortalitasi with ease, earning the adoration of their parents and the envy of many noble families. Octavia, by contrast, struggled to find her place. Without magical talent, she was relegated to the edges of her familyโ€™s attention, a fact that both stung and spurred her into action.

Determined to matter, Octavia turned to other pursuits: music, swordsmanship, and social graces. Where Pietro excelled in magic, she became adept at charm and performance, earning attention and accolades in ways her brother could not. Still, it was never enough. The shadow of her brotherโ€™s accomplishments loomed large, and Octavia often felt as though her parents saw her successes as a consolation prize. Joining the Mourn Watch was her attempt to bridge that gap, a way to prove that she could contribute to the Reinhardt legacy, even without magic. Over time, Octavia rose through the ranks, proving herself capable and cunning. She led rituals, commanded small units, and built a reputation as a dedicated Watcher. Yet even then, the comparisons to Pietro persisted, and the quiet fear of never being enough drove her to seek opportunities far beyond Nevarraโ€™s borders.

Reason for joining

Octaviaโ€™s decision to join the southern task force was as much about escape as it was about ambition. The Grand Necropolis, for all its familiarity, had become suffocating. No matter how hard she worked, no matter how many victories she claimed, Octavia always felt like the second rank, forever following in her brotherโ€™s footsteps. The south represented a chance to redefine herself, away from the expectations of her family and the oppressive weight of Nevarran tradition. It was a chance to make her name in uncharted territory, where her achievements would be hers alone. And, perhaps, it was also an act of rebellionโ€”a declaration that she could rise to greatness in her own way, without the Mortalitasi or the shadow of magic.

The Mourn Watch, recognizing her tenacity and skill, offered her as a candidate for the force being assembled. She was an obvious choice: smart, resourceful, and experienced in matters of the Fade and its denizens. Yet for Octavia, this was more than just another assignment. It was her chance to claim the legacy she had always dreamed of, a legacy built on grit, wit, and the sheer will to succeed. To the Void with magic, she thought. She needed only her rapier, her charm, and an opportunity. And the south, with its untapped potential and unknown dangers, seemed like the perfect proving ground. She would show them all that Octavia Reinhardt was not merely someone to rememberโ€”she was someone who demanded to be unforgettable.
 
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fluticasone fluticasone
Grem Roecudan
pronouns
he/him
age
31
race
dwarf
role
carta
class
rogue
specialization
shadow
Grem was born in Dust Town in the depths of Orzammar to a mother who had no problem selling him and a father who retreated to the surface before the sentence "I'm pregnant-" could be finished. Being casteless in the asshole of the dwarven kingdom was the equivalent of being a shit stain on a wall ofโ€”wellโ€”shit. Grem had barely drawn his first breath before he was deemed unworthy, and honestlyโ€”he didn't go uphill from there. The start of his story is the same as it is for every poor dwarf born to nothingโ€”he joined the Carta and tried not to die.
Surprisingly enough, Grem was quite adept at living. A salt lick of a person, he had more audacity than any king and used it to escape the tightest situations. He climbed up the Carta rung like a fat, drunk rat up a ladder. He went from runner to pickpocket, to negotiator, to proficient stabber, to bodyguard, to a brief stint selling property, back to being a proficient stabber, and then landed as one the second-in-command right under the leader of the Orzammar Carta. Grem would always say: "I'm the boss's right hand... or the left... honestly whichever one he doesn't" he makes a lewd gesture, "with."
Honestly, Grem would be like any other member of the Carta had it not been for a smuggling mission gone awry. It was simple: take a crate to a rundown estate in the Hinterlands. Don't ask questions. Stop thinking about asking questions. And if the crate talks, ignore it. That's something that crates do. Of course, Grem couldn't. He had more lives than a cat who had knocked over their 9 and turned it into a โˆž. Inside it was a young girl named Josafine. Through a rapid exchange of conversation, he quickly learned that he wasn't a kidnapper. No, Josefine's parents had paid for her to be carted across Ferelden inconspicuously. You see, Josefine was a mage, but not only that, she was quite ill. They were afraid if she was taken to the Circle that, not only would they never see her again, but she might die. So, they faked her death and paid the Carta to haul her away. It made sense; they asked so few questions that they could have been smuggling darkspawn. A job was a job.
Yet, when they reached the estate, Grem had difficulty leaving. Josefine's parents wouldn't be there for a day or so, and he felt terrible ditching her in the building, considering how sick she was. So, he hung back, purchasing supplies, tending to a few things around the estate, and getting to know Josefine. She was a wide-eyed kid who was barely his height and had such frizzy, dark curls they encircled her head like a lion's mane. When she would get excited, those curls would bob and twirl into the air like dandelion fluff. Grem questioned why he had hung back. He just chalked it up to maybe milking the parents for more coin. Yet, just the tiniest fragment of introspection would unearth that he saw the parallels in their stories. Unfortunately, the parallels were about to get deeper.
Around this time, the Mage and Templar War started, and skirmishes between the two sides laid waste to many of the Southern Kingdoms. So, when Grem received word that Josefine's parents had gone missing, he buckled underneath it all. He was barely eighteen then, and the thought of adopting the young girl seemed preposterous. Yet, he did it. The years flew by after that, and she eventually grew out of her illness. Yet, not without a lot of time and a lot of care. Grem hired a tutor for Josefine so that she would stop lighting their possessions on fire. He even dragged her on Carta missions where having a mage would be helpful. However, the threat of an apostate was usually needed more than the actual apostate. Josefine was also helpful in grabbing things placed far higher than Grem, who was short for a dwarf. This story goes on for a while, and as saccharine as it got at times, it would only end in bitterness.
Nine years later, Grem would come to be covered in Josefine's blood. His sword was plunged deep into her chest. And he'd watch as the last bit of light flickered out as the words "I don't want to die" faded on her lips. By the ancestors, he hated himself. Maybe she should have gone to the Circle; then maybe she would have built better defenses against the things that lurked in the Fade. The horrible thing that had crawled into her body and made her turn on the people she loved. And maybe Grem wouldn't have been the one to end it. He was called "Demon Killer" among his comrades but didn't feel that was right. So, over time, it became more akin to "Mage Killer." And that title wasn't given due to one instance. Having spent nine years alongside a blossoming mage had taught him a lot about them, and the Carta could always sell the services of someone who ended mages. It was a dark path Grem went down, but he felt it was what he deserved.
So, when the South came under siege, and the Carta found itself actually on the right side of history for once, they offered up Grem for the investigation. His connections, skills, and background would be helpful in this endeavor. Unfortunately, he'd always had a bit of a mouth on him, and it'd only gotten worse. That being said, if the enemy needed to be talked to deathโ€”he'd more than oblige.
 
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