Apostate

In those nations outside the Tevinter Imperium (in-cluding Ferelden), only the members of the Circle of Magi may legally practice magic. Those who defy the law are known as apostates. The Circle of Magi is supposed to find those with magical power and train them before they endanger themselves and others. All those who practice magic risk demonic possession and could turn into abominations, and there is always the risk that any mage might turn to the same forbidden arts practiced by the magisters of the Tevinter Imperium, dangerous blood magic that relies on ritual sacrifice and subverts the minds of other men. This is why there are Chantry Templars in every Circle tower, and why Templars hunt down apostates.

While the law treats all apostates the same way, the category is a broad one. Some are self-taught mages who discovered how to use magic by trial and error. Some come from magical traditions that predate the formation of the Circle of Magi, like hedge wizards and Avvarian shamans. Others are rebels, opposed to the Circle of Magic, the Chantry, or both. They resent the law and choose to go their own way despite the risks.

NOTE: If you choose to play an apostate, your character will have a disadvantage that those of other backgrounds do not. Namely, your character’s powers must be used carefully lest they draw unwanted attention from the Circle of Magi or the Chantry Templars. The upside is that this conflict can lead to some great stories, but you should understand that your character will face challenges others do not.

Add the following to your character:

+1 Willpower: An apostate must have a strong will to fend off possession.

Pick one of the following focuses: Cunning (Natural Lore) or Willpower (Self-discipline)

Choose whether your character is Human or Elf

Your class is Mage.

You can speak and read the Trade Tongue.

You have 3 advancement points that must be spent now. If you are human, choose from the first list, if you are an elf, choose from the second.

Human:
+1 Constitution (2 Points)
+1 Magic (2 Points)
+1 Cunning (2 Points)
Focus: Constitution (Stamina) (1 Point)
Focus: Willpower (Self-Discipline) (1 Point)
Focus: Cunning (Healing) (1 Point)
Focus: Dexterity (Riding) (1 Point)
Focus: Communication (Deception) (1 Point)

Elf:
+1 Cunning (2 Points)
+1 Magic (2 Points)
+1 Dexterity (2 Points)
Speak Elven (1 Point)
Focus: Cunning (Natural Lore) (1 Point)
Focus: Willpower (Self-Discipline) (1 Point)
Focus: Dexterity (Stealth) (1 Point)
Focus: Dexterity (Bows) (1 Point)

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License