A couple notes: I'm setting it in Ostwick because the city isn't detailed much by the games, and I'd like for people who haven't played the setting to be able to join in (to that extent, I'll probably write up more detailed backgrounds for major races and factions, although there is a very good http://dragonage.wikia.com out there). Obviously for those who have played it, I'll detail in brief my version of the events of the first two games, though I'd prefer for characters to be only marginally touched by them, i.e. mage rebels or Fifth Blight survivors are fine. Lastly uh, I'm thinking the game style will be similar (if a little less open world) to Rin's excellent New Vegas game, with the focus more on the characters as members of one or two parties tasked with investigating strange goings-on.
"I removed the chance of compromise, because there is no compromise."
Three years ago, those words rang out across the steps of the destroyed Kirkwall Chantry. Uttered by the apostate Anders, they soon proved prophetic, for even as reinforcements from the Templar Order arrived to put down the remnants of those mages who resisted Knight-Commander Meredith, the other Circles of Magi retaliated and rose up against the Chantry. Within three years, the Mages and Templars -perhaps the defining feature of the Andrastian Chantry- were at war, with a declaration of separation only now reaching the ears of your notoriously independent home in the Free Marches, the Teyrnir of Ostwick.
But as the normally sedate Ostwick Circle contemplates their response to the growing war, the rest of the city is beset with troubles of their own. A recent crackdown on the exiled Carta has led to increasing tension between the city's Teyrna, Sophia Ardyre, and the mercantile surface dwarves, setting the nobility against itself even as rumors of unrest in the alienage worry those who fear what the marginalized city elves are capable of once their backs are against the ghetto's wall. To make matters worse, the Ataashi mercenary company of Tal-Vashoth -the horned giants who have abandoned the harsh philosophies of the Qun- have recently been contracted by a rural bann, presumably to alleviate fears about the return of a different breed of savages, the reclusive Dalish clan Lavellan.
It is into this fire that you are thrown, whether as a bystander or an agent of the many powers that vie for dominance in the region, and the Maker alone knows who will emerge victorious in these troubled times.
Oh, and while I'm at it, here's the very rough draft of the character creation system. Thoughts, feedback, declarations of interest and personal attacks on my character are welcome
Choose a race:
-Human. The most populous, powerful race in Thedas. Human diversity gives you 1 additional point to allocate as you choose. Drawback: None.
-Elf. The second most common Thedosian race. "Lithe, pointy-eared people who excel at poverty." Choose between city elf (+1 dexterity) or Dalish (+1 lore), and may gain bonuses from their natural grace or rumored affinity with magic. Drawback: considered second class outside of their own people
-Dwarf. Historically a powerful underground race, the surface dwarves have been exiled from their home in Orzammar, a nation long in decline. May choose +1 constitution or +1 wealth. Dwarves are naturally resistant to magic. Drawback: dwarves cannot be mages and will be ill at ease with magical happenings
Tal-Vashoth: Exiles and the children of such from the mysterious Qunari people of the north, who once threatened to convert all of Thedas to the alien Qun. They are a hardy, horned people, and most Tal-Vashoth on Thedas are mercenaries, distrusted but useful. +1 to strength and slightly more resistant to physical damage. Drawback: Due to their fearsome appearance and reputation as heathens, Tal-Vashoth are even less trusted than elves, and cannot start with any ties to human institutions.
Choose a class:
-Warrior (sword and shield or two-handed): The backbone of most adventuring parties and armies alike. Important attributes are strength and constitution.
Specializations: Templar (bonus against magic, human and elf only) Berserker (heavy offensive bonuses), Champion (defensive, heavily armored specialists)
-Rogue (daggers or archery): Lightly armored combatants who focus on taking down their enemies with precision. Can pick locks and remove traps. Dexterity and cunning are the primary attributes.
Specializations: Assassin (stealth-based, silent killers), Duelist (offensive specialists focused on quick attacks and distracting their foes), Saboteurs (experts at using alchemical constructions and traps)
-Mage: the oft-feared manipulators of the Fade, where all people besides dwarves go to dream. Run the risk of becoming possessed by demons, but make up for that with great power, should they control it. Mages can channel powers from the four schools, and can choose one major and one minor school of aptitude from which they will gain spells. Human and city elf characters should specify whether they are apostates (free but hunted mages) or part of the Circle. Magic and willpower are the primary attributes.
Specializations: Blood Mage (persecuted and feared workers of profane magic, use blood to fuel spells), Healers (does what it says on the tin), Battlemage (combat-oriented mages who can eventually work a spirit blade), potentially others as the story develops.
Allocate your points (starting total of five, with scores of zero being considered average. May take up to two points of maluses, which will be considered things your character is horrendous at. Magic and lore cannot be taken as maluses.)
Attributes: Strength (affects damage with heavy weaponry), Constitution (how much damage you can take), Dexterity (improves defense and chance to hit), Cunning (affects light weapons and provides other bonuses), Willpower (resistance to magical forces and the ability to keep up in combat), Magic (affinity with the Fade and spirits, affects how many spells you have)
Perks: Lore (knowledge of the mysteries of Thedas, as well as the Fade and history), Status (rank within your social group- discuss with me if you'd like to take this), Wealth (more access to resources), Charm (ability to influence people)
Starting with a specialization costs two points, while earning one during the story costs one. XP points will be awarded for good roleplay and significant accomplishments.