Mhavos Dalat, a pleasure. (
murderbaby) wrote in
therookery2020-10-09 08:11 pm
Entry tags:
BOOK | semi-closed, just ask and its cool.
FORM: Written.
SENDER: Mhavos Dalat.
RECIPIENT: Gwen, Thranduil, Wysteria, Isaac, Vanadi, Loxley, Raas, Vance, Athessa, Bastien, Marcus, Edgard, Richard, Sawbones, Tony Stark. If your character would like to be involved in some way they can easily be included in writing, editing, or discussing The Guide even if they havent expressed interest publicly. Just lmk and we can handwave it, with some exceptions (sorry, Jenny Lou).
NOTES:
[Please note that many of these entries were written in lieu of anyone else standing up to do so. If you find issue with them, I beg of you to write them yourself.]
If you are reading this, you have recently entered our plane of existence from another. It is likely some things have been explained to you, and some not. This brief guide is meant to give you a basis on which to build further knowledge of this world. It is not meant to be exhaustive, but to give context so that further understanding can be breached more easily. At the end, there will be a glossary for suggested further reading, should you choose to do so. If you are not the bookish sort, this guide will, at the very least, hopefully give you enough information to converse with your new fellows and build a firmer understanding of this world at your own pace. There is no substitute for experience, academic or otherwise.
Glossary of Terms
- Rift - An opening between this world and the Fade.
- Rifter - Someone who came from another plane of existence to this one; you.
- The Fade - The realm of magic and dreaming.
- The Veil - What separates the Fade from the waking world. Tears in the Veil, and its general instability, result in rifts.
- Shards - All Rifters and some native Thedosians possess a glowing green shard imbedded in them, usually around the arm area. Only shard-bearers are capable of closing rifts.
- Magic - An energy force stemming from the Fade, which can be wielded by mages.
- Mages - Those capable of wielding magic.
- Templars - Those tasked with supervising mages.
- Demons - Malevolent creatures native to the Fade. Capable of posseting mages.
- Blood magic - An especially dangerous type of magic fueled by blood. [And demons? I know demons factor into this somehow. Ask mage.]
- Thedas - The continent on which you currently stand.
- Humans - The dominant race of Thedas' surface.
- Elves - A race of people on Thedas' surface.
- Dwarves - The dominant race of Thedas' underground.
- Qunari - A race of people on Thedas' surface, distributed largely to the North.
- The Qun - Both the religion and legal polity followed by Qunari.
- Riftwatch - An organization welcoming all races and nationalities, whose major concern is, among other things, studying and caring for Rifters.
- Kirkwall - The city in which Riftwatch is based.
- Andrastianism - The foremost religion of Thedas.
- Mud - The result of liquid and dirt's combination.
For the sake of brevity, we have decided not to give an overview of countries or ethnicities within Thedas, the history of Thedas before the current war, and various political factions.
Nearly all subjects within this introduction are in some way political. This introduction is meant to be as neutral as possible, so you the reader can form your own opinions. However, nothing is truly apolitical, and keep in mind that even our inclusion of some subjects as meriting discussion is a political choice.
On that subject, if you read no further, at least read the next two paragraphs:
In recent times, a theory has been put forth that Rifters are not in fact people in any conventional sense, but demons or spirits from the Fade, who only think and act as people, but are in fact some sort of magical illusion. Due to the nature of magic, this can never be definitively proven or disproven in a way that will satisfy governing bodies. However, it ignores the simple fact that people who believe they are people, are people. There will ever be convenient fallacies to trick people into doubting their own personhood. Riftwatch, as an organization, does not stand for them.
Furthermore, due to the this spurious theory, it is especially dangerous for Rifters such as yourself to be in company of blood mages and Tevinter nationalists, who for reasons more complex than this guide has the time to go into, lack certain scruples about experimentation and willing participants.
If you wish to learn more on these subjects, please research further or ask around. In particular, the following have volunteered to take questions: [
We have also provided more in-depth summaries of pertinent topics.
Shards & Shard-bearers
This is a delicate subject, as research on this topic is still ongoing, so please read with an open mind and refrain, if possible, from jumping to any rash conclusions.Rifts
Shards are, so far as we know, some sort of magical substance from the Fade. We do not currently know what they are made of, beyond magic. In most recorded cases, if the shard is simply left alone, it poses no threat to the bearer. All Rifters are shard-bearers, along with a small percentage of Thedosians, who by and large have gained their shard through a rift-related incident. Attempting to remove your shard is highly inadvisable.
Only shard-bearers are capable of closing rifts.
A break between the Fade and the world in which we live. Generally, these rifts pour out demons, a type of magical monster that is highly dangerous to all. Rifts can appear anywhere at random, and cause general instability in every region, as few are capable of closing them, much less fighting off the demons they herald.The Fade
The Fade is the realm from which all magic, demons, and spirits, hail from. The Veil is what keeps that world separate from the one in which you are currently able to read this sentence.Demons
MagesÀ ma putain de connaissance limitée,Demons are native inhabitants of the Fade. They are beings of pure magic, but can be killed with strong martial or magical strength outisde of the Fade.Due either to theological or genuine magical research,Demons are generally divided up into categories named after personal failings or desires, such as Pride, Desire, Sloth, Hunger, Envy, Rage, Fear, and Despair. To the layman, it is not necessary to know what type of character flaw an attacking demon represents, though experts in the subject will note differences. Spirits are the benevolent counterpart to demons, and don't come through rifts. Accordingly, they are categorized by personal virtues: Wisdom, Faith, Command, Justice, and Valor. For more detail on this subject, please contactan actual mage
[It is impossible to depoliticize this section, but it should not, at the very least, read like a recruitment pamphlet for the war. To be written by Marcus Rowntree.]Circles
[Again, this is inherently political, as is the choice not to commission an entire section on Templars, but it must at the very least be placid in tone. To be written by Marcus Rowntree.]Andrastianism & The Chantry
Andrastianism, the dominant religion within Thedas, teaches that the Maker is the origin of world and everything within it. Not only did the Maker form the waking world, He crafted the Fade and its spirits. He took as his bride the prophet Andraste, an Alamarri woman who, in the depths of her misery as a slave, was granted visions of the Maker and a personal relationship with Him. Driven by His word, she led the first Andrastians in uprising against the tyrannical Imperium and was eventually burned at the stake for her efforts. Her teachings, however, survive in the Chant of Light and the customs of Andrastianism.The Current War
The Chantry is both a building in which Andrastians worship and the organized collection of sisters, Revered Mothers, believers, and others associated with Andrastianism. The Chantry is headed by the Divine, who leads and guides Andrastians throughout southern Thedas and oversees matters of theological concern, as well as (historically speaking) the Circles of Magi. The Divine resides within the Grand Cathedral in Val Royeaux, Orlais. Major cities throughout southern Thedas boast chantries and cathedrals of some renown; smaller towns and villages generally have humbler options. The Chantry mothers and sisters within can be called upon for further information, as well as assistance in times of peril.
Note: I cannot speak to the Tevinter Chantry besides its various heresies as accounted by the Andrastian Chantry, unfortunately. I would recommend finding a practicing Tevinter Andrastian for any particulars beyond the obvious.
Written by the Lady Miniver
For many years, the tensions between mages and Templars (and the Chantry the Templars represent, which funds the Circles many mages find inhumane) have been rising.The BlightIn 9:37 Dragon,Several years ago, these tensions came to a head when a mage used their magic to explode the largest Chantry in the city of Kirkwall. Violence broke out across Thedas, as mages took up arms against Templars. Two years after the initial violence broke out in Kirkwall, Divine Justinia V-- then head of the Chantry-- called for a conclave to discuss peace between the Chantry and the heads of the Mage Rebellion.
This chance for peace was destroyed when a gigantic explosion destroyed nearly everyone present at the Conclave. After some time, it was discovered that Corypheus, an ancient Tevintermagistermage of great power, was the agent behind this destruction. He currently wages war across the continent, though his strength is based in Tevinter. This has left the current mage / Templar conflict unresolved, Circles in disarray, and the entire region wracked with instability as the veil continues to be packwork, spewing demons out at random.
And yet, war is like weather; in some places it rages, and in others it applies only a light pressure. While fighting is ongoing in many parts of Thedas, Kirkwall is relatively calm; you have not landed yourself into an open warzone.
There is a fair amount of opinion around what a Blight is. For your purposes, a Blight occurs when creatures called darkspawn rally in great numbers around an archdemon and rise to the surface with the intent of destroying whatever they come across. An archdemon is an Old God, manifested in the form of a dragon. They do not accompany the darkspawn to the surface, but direct the hoards from deep below the surface. A Blight cannot end until the archdemon has been killed.Humans
This has come to pass five times in recorded history, and hopefully shall not come again in your lifetime.
What you should concern yourself with are darkspawn, which are capable of tunneling to the surface and spreading disease and death as they travel. They are twisted figures, most stand upright on two legs and all ooze black from their eyes and mouth, and will bleed black if you manage to cut them. They are capable of breaking through to surface in smaller groups, though the threat of their presence should not be underestimated because they have not brought an army with them. You are likely to come across them in your time with Riftwatch. The wisest thing you can do if you come across darkspawn is run in the opposite direction, as attempting to fight one can either be your death at the end of their weapons or death from the taint, which spreads from contact with their blood. If you must fight them, stay ranged if you are able. Keep your mouth and nose covered, and aim for their heads. Shout warnings. It's likely there are more in the walls or beneath your feet, tunneling their way out. Take your first opportunity to extricate yourself. Do not deliberately engage darkspawn without a Grey Warden on hand to take point. After the danger is passed, the bodies of darkspawn and their victims must be burned to prevent spread of the taint.
There is no cure for the taint, so please do not take the danger lightly.
Written by the Warden Ellis.
There are more humans in Thedas than any other race. They are typically taller than dwarves and smaller and less grey-skinned than Qunari. They are taller and broader than elves on average, but not as a rule. The best way to tell the difference between a human and an elf (if it isn’t otherwise obvious) is by ear shape. Humans’ are rounded. If their ears are covered and you are not sure, do not guess, because if you are wrong someone will be offended. Don’t ask, either. Just try not to talk about it.Elves
Humans arrived in Thedas after elves and dwarves already lived here, but now they control the surface of the continent for the most part. Most of them are Andrastian. They are divided into different nations and tribes with separate languages and customs. Many of them consider elves, Qunari, dwarves, and humans with different accents than their own to be inferior, in that order. Written by Anonymous. [The above provides an excellent example of the tone and length I would like to see this guide taking, though variation is inevitable and should not be fretted over. Fretting is the editor's job.]
Elves are the second most populous race on Thedas' surface. Generally shorter in stature than humans, their notable features include pointed ears and eyes that shine in darkness. The offspring of elves and humans are called "elfblooded", are often born with rounded ears, and are usually considered human both legally and socially.Dwarves
The first inhabitants of the Thedosian continent, elvenkind was decimated in population and self-governance by human expansion. Elvenkind now has no native land, and elves living in cities are, with few exception, expected to live in special 'alienages', separate from humans; this is in part because Elven citizens are not legally allowed to own property anywhere in Thedas. In Tevinter, where slavery is legal, elves are its most common chattel.
Outside of Tevinter, elvenkind is generally divided into two groups: City Elves, as previously discussed, and Dalish elves. While the term 'Dalish' refers to the historical incident where the Chantry offered elves a homeland in the Dales, and then rescinded it, Dalish elves are often known as "wild elves" because they do not live in cities or Alienages. Dalish live in nomadic clans, unable or unwilling to risk their wellbeing by establishing a permanent home. They did not comply with the Chantry's demand to convert to Andrastianism and give up their traditions (one of which includes intricate facial tattoos, the best, but not sure-fire, way of telling a Dalish elf from other types of elves), and are dedicated to preserving their dying culture. Dalish elves follow the pantheon of Elven gods, while City Elves are generally Andrastian.
Written by Athessa Sulahnan & Mhavos Dalat.
Found most commonly in the large and intricate cavernous cities they have dug for themselves since before recorded history, dwarves are commonly short of stature, somewhat stocky, and the prone to beardedness, though none of this is an assurety. As with elves, if one is not sure whether one is speaking with a dwarf, do not ask, as it is considered impolite; however, Dwarves rarely grow more than five feet in height.Qunari
It is not unheard of for dwarves to live on the surface, though often this means they have rejected or been rejected by the cultural traditions of underground society. Like elves, dwarves cannot become part of Chantry hierarchy, or own property on the surface.
Dwarven society is divided into a complex network of castes, the royal family at the highest echelon of society, while the casteless are at the lowest. All dwarven families that are not casteless can track their lineage back to a certain dwarven paragon who did something great and heroic in the eyes of dwarven society. Casteless dwarves are branded on the face with the following insignia (though individual designs may vary):Written by Anonymous [ because he is not a dwarf]
The term Qunari is often confusing, for it can refer to a race and a religion, often interchangeably. For the sake of correctness: The Qun is a religion, a philosophy and a form of government. Qunari are people who follow the Qun's teachings. However, as most of the Qun's followers are large, grey-skinned, horned men and women, often when referring to 'Qunari' people mean the race-- which to my knowledge has no proper name in Thedosian-- excluding the many elves, humans, and dwarves who also follow the Qun. [Leur religion et leur philosophie sont un putain de mystère pour moi, et j'ai lu le putain de livre.]Medical Practices
For further reading on medical practices endemic to Thedas, please consult the third page of this document. If you have further questions, please consider consulting Sister Sara Sawbones, a medical practitioner in our employ.
[Said third page is a copy of this, with absolutely no changes.]
Traveler's Notes
While we cannot write on every country within Thedas, here is a brief overview of their coinage, and the rate of exchange on one pound of flour and one pound of salt, respectively.
[The Free Marches (as a whole?), Orlais, Ferelden, Nevarra, Antiva, Rivain, Tevinter (?), Anderfels (?). To be provided by Provost Baudin.]
Glossary
For further reading, please consider the following volumes:
[To be provided by Wysteria Poppell. Serah Poppell, if they are not to be found in Riftwatch's library, or difficult to find in general, please mark them as such. I would prefer volumes easily accessed, of course, but one cannot have all they desire. I know how indispensable some rarely found volumes can be. Use your best judgement.]
Thank you for your time, and good luck in this new world. If you have learned nothing from this guide, at least know you have friends who wish to ease the transition.
[Don't forget to include a map of Thedas. Or perhaps a map of Kirkwall would be better.]


private, thru notes at various points;
"...Since before recorded history"
-> We recorded it.
"Like elves, dwarves cannot become part of Chantry hierarchy, or own property on the surface"
-> Depends on the country. South? It's all fine.
-> Tevinter: Not citizens. Complicated.
-> Got a Sister here.
All dwarven families that are not casteless can track their lineage back to a certain dwarven paragon who did something great and heroic in the eyes of dwarven society.
-> Paragons only found noble houses.
-> Everyone else: Ancestors.
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I cannot help but ask: your recorded history stretches so far back?
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The Memories are written in lyrium, go back to the first Thaig.
[ so far as he knows ]
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Why'd you start this project?
[ plenty of ways to educate rifters. a book's a choice. ]
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A Rifter asked it of me a long time ago, and I was not able to make good on that promise at the time. In theory, Rifters are among some of our most vulnerable. And it's one of the few ways I can help.
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What do you make of their history? Rifters.
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I think history is something written down, and that assignment's overdue.
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Tell you what: You ever get down there, we'll ask. Anyway, you beat me to the idea.
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And how would you start it?
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private
Scholarship exploring the complexities of the Qun are sadly hard to come by, but I suppose a more through explanation would bog down the the conciseness.
[ Is she joking, she might be joking. ]
The brand doesn'tWhile it is hardly relevant to Surfacers, much less Rifters, the brand's design isn't individual. We're all branded as children. Some choose to incorporate it or try to cover it with other tattoos.no subject
Apologies and thanks, both. I am beginning to believe books on Dwarven life, written invariably by humans, are overwhelmingly inaccurate.
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You needn't apologize. Casteless aren't part of Ozammar's society, except in capacities the castes prefer to ignore. I very much doubt even a book written by an actual Ozammar dwarf would have any more information.
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If you don't mind my asking, have you ever read any books on the surface that offer accurate information on Dwarven culture? Or, I supposed, being a dwarf, you've never needed to seek them out.
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To be frank, I don't believe any knowledge of the brand would be beneficial, but neither am I able to be unbiased in this instance.
I will leave it to your discretion.
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