GASOLINE is a post Tresspasser Dragon Age: Inquisition roleplay set in 9:50 Wintermarch, Dragon. The Inquisition has been disbanded, refusing to bend knee to the Chantry. Solas knows to much about the inquisition anyways- their weaknesses, fears, names, who their families are. He could use this information to his advantage if they were to revolt against him. He plans on destroying the world, creating a new one in his perfect image. Release the Evanuris, bring the world back to the time of the elves. But, unknown to most of the world, Solas is slowly becoming corrupted- and rumors of the sixth blight and a new archdemon emerging are lose on the tongues of spies and maids alike. The new Inquisition, under it's new alias, works diligently from the shadows and away from the eyes of nobility and the hierarchy of Orlais and Ferelden to gain information and armies to combat this new threat on the horizon. The fate of Thedas is in your hands- what role will you play in it's future? Will you be the light in the storm, or the gasoline that helps it to burn?
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I. NON HUMAN RACES << TAKEN FROM THE DA:I WIKI
A humanoid race, elves are typically shorter than humans and have a slender, lithe build and pointed ears. Long ago, the elves were the dominant race on Thedas, and their advanced civilisation was based on nature, the Fade and magic. After the fall of their great city of Arlathan and the empire of Elvhenan, its following plunder by the Tevinter Imperium and the subsequent generations of slavery, the elves lost most of their cultural heritage and identity. They attempted to rebuild their society in the Dales, but after three centuries they fell to the Chantry's Exalted Marches.
Since then, the elves have separated into two distinct groups: the Dalish, who chose to lead nomadic lives and strive to keep elven culture alive rather than submit, and the city elves, who live alongside humans, usually as impoverished outcasts, and have adopted many human customs. Overall, the elves are now a people associated with poverty, crime, barbarism, and are often used as scapegoats for humanity's difficulties. In Ancient Tevinter elves were called "rattus". Modern humans use the racial slurs "knife ears," "slant-eared" or, less cruelly, "rabbit." Though most of the elven language has been lost, they once referred to themselves as "elvhen," which means "the People".
Elves of Thedas live no longer than humans, but elven legends state that this was not always the case. Once they were an immortal race and "magic came as easily to them as breathing", with some of their spells taking years to cast and echoing for decades in an unending symphony. They lived in harmony with the natural world and worshipped a pantheon of their own gods. Their magic was able to accomplish seemingly impossible feats, such as the creation of the unique, Fade-like world of the "Crossroads" and the maintenance of the magical repository of Vir Dirthara.
The dwarves, or dwarva, as the dwarves refer to themselves, are one of the major humanoid races of the Dragon Age setting. Strong, stocky, and shorter than any other humanoid race, the dwarves are skilled builders and boast a long tradition of courage and martial skill that has served them well in their millennia-long battle against the darkspawn. They once developed a huge, great empire which spread across vast underground networks of twelve great thaigs that spanned the breadth of Thedas. However their world was all but destroyed during the First Blight, and they are now a race in decline.
In addition to the loss of nearly all thaigs and the majority of the Deep Roads to darkspawn, dwarves are known to be increasingly infertile due to their proximity to the darkspawn taint, a situation which has given rise to anxiety for the future of the race, as well as the invention of noble hunters to bolster the children born to noble houses.
Unlike elves and humans, dwarves do not naturally enter the Fade, as they do not dream and lack magical ability. However, they are not completely barred and may enter it in exceptional circumstances. This is reflected in their resistance to magic, and accounts for their high tolerance to lyrium exposure. Dwarves who live on the surface for a long time (or who were born there) appear to gradually lose this resistance - however, there is still no recorded exception to their inability to learn spellcasting.
The Qunari (literally, "People of the Qun") is the name most commonly used to describe the white-haired metallic-skinned race of giants and their society that governs the islands of Par Vollen and Seheron, as well as the settlement of Kont-Aar in northern Rivain, and Qundalon in the Anderfels.
Members of any race who adhere to the teachings of the Qun can become "Qunari", but those other than the original giant race, that is humans, elves, and dwarves, are called Viddathari within the Qun. Humans of Rivain and elves slaves of Tevinter are especially susceptible to conversion, although it is not unknown for members of other groups to embrace the Qun.
Members of the giant race born outside of the Qun are not considered to be Qunari within the Qunari society. They are called "Vashoth", which means "grey ones"; likewise those who abandon the Qun willingly are known as "Tal-Vashoth", "true grey ones". Most Tal-Vashoth are former soldiers and become mercenaries, and are considered by Qunari to be worse than bas - who are non-Qunari.
Members of the Qunari race are rarely seen outside of their lands with the exception of Rivain. During the Dragon Age, a fleet of Qunari ships sank in the Waking Sea between Ferelden and Free Marches, which resulted in Qunari presence in both of these lands. Tal-Vashoth are much more present in non-Qunari lands, most commonly as elite mercenaries, such as the Kadan-Fe in Ferelden.
II. THE CALENDAR
THE CURRENT DATE IS: 9:50 Wintermarch, Dragon. Our setting takes place two years after the Exhalted Council hearing.
The calendar in Thedas consists of twelve thirty-day months. Furthermore, the majority of Thedas, from Tevinter Imperium to Ferelden, celebrates five major holidays, each tied to the transition of a season or, in the case of First Day, the beginning of a new year. Although each month has a name in the language of Ancient Tevinter, the people of Ferelden commonly use the "low" names. The Tevinter names are listed first, followed by the more common name for the month.
The system was developed in the early years of the Tevinter Imperium and was influenced by the elves.
LIST OF MONTHS AND HOLIDAYS
The five holidays, or annums, take place at the beginning of the month within which they fall.
Winter Months: Firstfall, Haring, Wintermarch
1st month: Verimensis / Wintermarch (Annum: First Day)
2nd month: Pluitanis / Guardian (Annum: Wintersend)
3rd month: Nubulis / Drakonis
4th month: Eluviesta / Cloudreach
5th month: Molioris / Bloomingtide (Annum: Summerday)
6th month: Ferventis / Justinian
7th month: Solis / Solace
8th month: Matrinalis / August (Annum: All Soul's Day)
9th month: Parvulis / Kingsway
10th month: Frumentum / Harvestmere
11th month: Umbralis / Firstfall (Annum: Satinalia)
12th month: Cassus / Haring
first day The traditional start of the year, this holiday involves visits to neighbors and family (in remote areas, this was once an annual check to ensure everyone was alive), as well as a town gathering to commemorate the year past, accompanied by drinking and merriment.
wintersend Once called “Urthalis” and dedicated to Urthemiel, the Old God of Beauty, this holiday has now become a celebration of the Maker. It stands for the end of winter in many lands and coincides with tourneys and contests at the Proving Grounds in Minrathous. In southern lands, this holiday has become a day of gathering for trade, theater, and, in some areas, the arrangement of marriages. It is celebrated at the beginning of Pluitanis.
summerday Once called “Andoralis” and dedicated to Andoral, the Old God of Unity, this holiday is universally celebrated as the beginning of summer, a time for joy and, commonly, marriage. Boys and girls ready to come of age don white tunics and gowns. They then join a grand procession that crosses the settlement to the local Chantry, where they are taught the responsibilities of adulthood. Summerday is a particularly holy occasion in Orlais. It is celebrated at the beginning of Molioris.
all soul's day Once called “Funalis” and dedicated to Dumat, the Old God of Silence. However, since Dumat’s rise during the First Blight, Thedosians turn a blind eye to any old ties between the day and the dragon. The holiday is now known across Thedas as All Soul’s Day and spent in somber remembrance of the dead. In some northern lands, the people dress as spirits and walk the streets in parade after midnight. The Chantry uses the holiday to remember the death of Andraste, with public fires that mark her immolation and plays that depict her death. It is celebrated at the beginning of Matrinalis.
Satinalia Once dedicated to the Old God of Chaos, Zazikel —but now attributed more to the second moon, Satina— this holiday is accompanied by wild celebration, the wearing of masks, and naming the town fool as ruler for a day. In Antiva, Satinalia lasts for a week or more, while a week of fasting follows. In more pious areas, large feasts and the giving of gifts mark the holiday. Satinalia is celebrated at the beginning of Umbralis.
IV. CLASSES AND SPECIALIZATIONS
Specializations are sub-class choices that further define and customize characters. Companions gain theirs when the Inquisition reaches Skyhold, while the Inquisitor can learn theirs by inviting trainers from the war table to teach them their specialization. The Inquisitor can only learn one specialization. Specializations will be unlocked after the first set of repairs is made to Skyhold, when the war table operation Specializations for the Inquisitor becomes available.
KNIGHT-ENCHANTER >> These rare mages received special dispensation from the Chantry to serve in battle. They summon blades from the Fade and are experts in protection and defense.
NECROMANCER >> These mages specialize in binding the spirits that are drawn to death. They can put the fear of death into enemies, bring spirits to fight on their behalf, and even cause devastating explosions when their enemies die.
RIFT MAGE >> These mages draw upon the force of the Fade, either pulling matter from the Fade to attack or twisting the Veil itself into a weapon to stagger or crush their enemies.
ARCANE WARRIOR >> These mages have channeled magic into their bodies, making them more effective fighters. They are able to conjure magical weapons and use them to fight against their foes.
BLOOD MAGE >> These mages pursue magic that grants them great power by using blood to fuel their spells. They can use blood at the cost of others or themselves.
SHAPESHIFTER >> These mages have learned to alter the form of their bodies. They can take the form of various wildlife creatures, such as wolves or bears, blighted animals, and even dragons.
SPIRIT HEALER >> These mages draw on the help of benevolent spirits in the Fade to focus on healing themselves or their allies. They are able to use spells such as health regeneration.
BATTLEMAGE >> These mages utilize powers that enhance self-preservation and control of the elements. This allows them to perform spells closer to foes rather than from a distance.
KEEPER >> These mages harness the power of nature as taught by the Dalish elves. These mages are exceptionally rare and focus on control of the roots beneath the earth.
FORCE MAGE >> These mages are fearsome sight on the battlefield, bending the laws of nature to crush, toss, and debilitate their foes. These mages use the power of force by manipulating the energy around them.
ARTIFICER >> Intricate mechanisms are the core of the artificer’s craft: Deadly traps; Distracting contraptions; Marvels of engineering turned to deadly purpose. If an artificer is standing at the far end of a seemingly innocuous stretch of the battlefield, you should find another path. If he or she is smiling? Best just to hope your affairs are in order.
ASSASSIN >> Any rogue can kill a target, but assassins make death into an art form. They specialize in quick, deadly kills that let them slide back into the shadows undetected, or indirect kills that eliminate targets while the assassin is safely away.
TEMPEST >> These unpredictable experts specialize in using alchemical mixtures that wreathe them in frost or flame. Fast, chaotic, and possibly mad, they wade into the fight and dare enemies to face the storm.
BARD >> These rogues use the power of the voice and song to inspire their party and rejuvenate their stamina and mana. Their experience in subterfuge also grants them access to powerful crowd control abilities.
RANGER >> These crafty rogues have an affinity for the wilds and its creatures. Because of this, they can summon animal companions such as bears or wolves to aid in battle.
DUELIST >> These cunning fighters recognize the value in crippling their foes, instead of just mindlessly charging into the fray. They use lightning fast weapon strikes and steadfast fighting stances to strike where it hurts most...all whilst dancing around the blades of their enemies.
SHADOW >> These fighters utilize an arsenal of misdirection and stealth to its fullest extent. They unleash devastating flanking strikes before vanishing from sight, felling their foes long before the enemy can even land a blow.
LEGIONNAIRE SCOUT >> These fighters model themselves after the Dwarven Legions of the Dead who endure hardships that would kill anyone else. Their durability allows them to rival even the sturdiest warriors in how long they can stand before falling.
CHAMPIONS >> Champions are defenders and protectors, and when a warrior trains in the champion’s tradition, they become unstoppable. Champions use their armor, weapon and awareness to shrug off incoming attacks while holding critical positions on the battlefield and protecting allies in the process.
REAVER >> As the battle gets bloodier, these vicious and deadly warriors get even more brutal. Hurting them just makes them mad, a mistake most enemies don't live to repeat.
TEMPLAR >> These unrelenting warriors specialize in fighting mages and demons. No enemy's magic can withstand them, and they inspire and protect their allies with their righteous power.
BERSERKER >> These fierce warriors are able to harness their inner rage to gain strength and health at a cost to finesse fighting. This is where the term 'bloodrage' comes from.
SPIRIT WARRIOR >> These warriors are not unlike Spirit Healers or Arcane Warriors, but are instead fighters who have bargained with spirits for a potent connection to the Fade. They can channel magical energies into their attacks and manifest magical explosions.
GUARDIAN >> These warriors are the defensive ideal, with talents that allow them to suffer damage in place of the party, increase the party's defenses, and draw attention away from party members.