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Dragon Age 3: The Origins


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#1
Heimdall

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So I thought to myself, if origins returned in DA3, what would I like to see?  Something of Wish list here...

My scenario: The Templars are attacking a Mage occupied old Imperium fortress.  Over the course of the battle, something unexpected and cataclysmic ocurs that somehow leads to Flemeth saving the protagonist's life and launching him/her on an epic quest.

I decided to limit myself to six as it was in Origins.

Templar Origin (Races: Human (Elf?) | classes: Warrior Rogue)

You are a novice Templar who was given to the order at a young age, you have yet to become a full Templar or learn the Templar techniques (So you aren't railroaded into the Templar specialization).  Now, the war has forced the Templars to field even those that have yet to achieve knighthood into battle.

Mage Origin (Races: Human Elf | classes: Mage)

You are an apprentice abruptly thrust out into the world when your Circle rebelled.  Now you are one of the dwindling Mages trapped by the Templar siege.

Tal Vashoth Origin (Races: Kossith | classes: Warrior Rogue Mage)

You were raised amongst a group of Tal Vashoth disdainful of the Qun.  The mercenary ways of your leaders have led your group into the hired service of the First Enchanter.  Perhaps an ill decision, for now you too are trapped in the fortress.

Surfacer Origin (Races: Dwarf | classes: Warrior Rogue)

You are a member of a Dwarven Merchant's Guild family, a younger son/daughter.  You travel with a caravan involving your family's interest.  Unfortunately, the Templars have seen fit to appropriate your goods while in the area.

Smuggler Origin (Races: Dwarf Human Elf (Tal Vashoth Qunari?) | classes: Warrior Rogue)

You work for a crime syndicate (Could be Carta or Coterie or some such, not sure about the specifics on this one) tasked to recover a particular item from acient Tervinter times.  Of course, the item is in the depths of the fortress and there is a Templar siege in the way...

EDIT:

Other Origins:

Kal-Sharok Origin (Races: Dwarf | classes: Warrior Rogue)


You have been raised in a Noble House in the Dwarven city of Kal-Sharok all your life.  In the wake of the Mage-Templar War, both the Templars and Mages have been clamoring for access to the Lyrium trade.  As a representative of your people, you have been chosen to journey to the surface and treat with one of the prominent Knight Commanders whose army now besieges an ancient Tervinter fortress.

Modifié par Lord Aesir, 20 octobre 2011 - 09:21 .


#2
Aggie Punbot

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Qunari isn't a race, it's a religion. Any race could be a qunari.

#3
TripLight

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Kossith is the name of the ones who brought the Qun to Thedas.

#4
GodWood

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Honestly I think I could live with fewer Origin choices so long as they are well developed.

Since DA3's bound to centre around the Mage/Templar conflict:

Templar Origin
Races: Human
classes: Warrior, (possibly) rogue.

Mage Origin
Races: Human, Elf.
classes: Mage.

Tal-Vashoth:
Races: Kossith and (maybe) Human, Elf.
classes: Warrior, Rogue, Mage.

#5
Raydiva

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Race Choices: Human, Dwarf, Elf and Kossith.

Starting class Choice: Warrior, Mage, Rogue

Characters evolve depending on actions and/or how skill points are used into one of three advanced classes per starting class: Templar, Guard, Mercenary (Warrior based). Battlemage, Spirit Healer, Shape Shifter (Mage based). Assassin, Ranger, Thief (Rogue based).

Starting Stories: Apostate Mage (Human, Elf), Runaway Slave (Elven Rogue, Warrior), Qunari Outcast (Kossith Warrior maaaaaybe Mage), Surface Dwarf (Rogue, Warrior), Human Street Rat (Warrior, Rogue)

#6
SirDoctorofTARDIS

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Templar Origin: Human
classes: Warrior, Rogue
Races: Human

Mage Origin
classes: Mage
Races: Human, Elf

Qunari Origin
classes: Warrior, Rogue
Races: Human, Elf, Dwarf, Kossith

Tal-Vashoth
classes: Warrior, Rogue, Mage
Races: Kossith

Surface Dwarf
classes: Warrior, Rogue
Races: Dwarf

#7
Gervaise

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What about a mixed race origin? Or a mixed religion?
So parents could be human/elf who married for love but have had to endure prejudice ever since from both race communities (think Soris in Origins if he marries a human). Maybe their sibling has become involved in dangerous liaisons - mage/resolutionists versus rogue or warrior/Qun sleeper. The PC is then the target of the opposite group to the sibling (depending on whether they are mage/rogue/warrior), which they can either accept or reject.
Then someone becomes suspicious and family is killed by an irriate mob. While on the run they are rescued by a protaganist who is trying to find recruits to the central plot motivation.

#8
Jessihatt

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Yeah, I'd like mixed race really.
Wonder what a Kossith/Human love child would look like.

But seen as this is a wish list!
Human, Dwarf, Elf, Kossith, Elf-blooded.

I don't particularly find the Dalish fascinating and I hate the Qun (seems evil).

I'd like more family ties - similar to the Human Noble or City Elf (actually felt attached to them families - don't get me wrong I loved Carver and Gamlen, just not Bethany and Leandra).

I think it'd be interesting to see a Kossith who was neither raised by the Qun or Tal-Vashoth, if such a scenario exists.
I think there must be an isolated clan of Kossith who have never heard of them and perhaps have another religion or non at all! The Atheists of Thedas.

But I know on my first playthrough I'll be aesthetically human (elf-blooded or not) if the choice is given to us.

I like the 3 simple classes. They have sub categories anyway, but I'd like to see some new ones.
Seeing a developed shape-shifter could be nice indeed!

I think mages might be apostates in the origin or escaping Templars/scared and violdent villagers.
Don't really know how Orzammar Dwarves would be pulled into a Templar/Mage war but I heard DA3 is about saving Thedas, so who knows. :huh:

Modifié par CommanderJessica, 16 octobre 2011 - 12:35 .


#9
Heimdall

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CommanderJessica wrote...
I think it'd be interesting to see a Kossith who was neither raised by the Qun or Tal-Vashoth, if such a scenario exists.
I think there must be an isolated clan of Kossith who have never heard of them and perhaps have another religion or non at all! The Atheists of Thedas.

Tal Vashoth don't have a religion/philosophy.  They reject the Qun and don't have a belief system of their own, there're your athiests.

#10
TEWR

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The Ethereal Writer Redux wrote...


Also, Origin stories:


First, I predict  (really it's actually me hoping) we'll be playing as a person who is recruited into the Seekers and can either:

A) Side with the Templars
B) Want the status quo to return
C) Side with the mages


Second, here's what I'd like to see depending on race:


1.) Human -- Warriors and rogues are from Nevarra. You're a guard for the ruling family, the Pentaghasts, and your elite service catches the eye of the now broken Chantry. They are in dire need of more able people to help restore order, so they recruit you.


Mages on the other hand are a Tevinter slave. Your master abuses you and your family, and has gone so far to use your own sister as fodder for his spells. Fed up, you brutally slay him but are now awaiting execution. Many slaves have been planning another revolt for years and are now ready to do it if you are killed because you exacted justice, were friends with most of these slaves, and they too are fed up with Tevinter's system. Leliana, seeing what you did as justifiable and working undercover for the White Chantry, uses her bardic arts to persuade them to release you into her custody so as to avoid Tevinter facing another revolt. This revolt would destroy Tevinter, which while the Chantry would be happy to see, they have other issues.


2) Elf -- Warriors and Rogues are from Antiva. A former assassin of the Antivan Crows, you left that life long ago when you fulfilled your last contract against a corrupt noble planning to take over the Antivan throne. Haunted by your past killings, you keep convincing yourself that it was nothing personal. But you have killed men, women, and even children because the Crows told you to. At the local tavern in glorious Antiva City, you overhear something outside. You venture outside to find the noble who hired the Crows standing over your guildmaster's corpse. Seeing you, he has now worked to frame you for the crime, and now the Crows hunt you relentlessly. Your only sanctuary is in the now broken Chantry as the Crows won't touch you there, but you vow to get revenge on that noble and prove your innocence.


Mages however are apostates from the Circle, now on the run. Your mother was a Dalish outcast long ago, and you are seeking them out for safe shelter from the rogue Templar dogs that now hunt you. Traveling from village to village, you avoid going near the Chantries. When you eventually find the Ralaferin clan and its Keeper Gisharel, you see more Templar dogs. These ones however, are not after you, but are after the Keeper and his First. With no other choice, you defend them from the Templars. They offer you shelter within their clan, but the Seekers who are led by Cassandra arrive and take you with them. Their numbers are more than the clan, and you tell them not to try and defend you. You'll gladly submit so long as they will not be harmed. Cassandra agrees and you go with them.


3.) Dwarf -- Warriors and Rogues are an exiled Noble caste dwarf from Orzammar for a murder of one of Bhelen's/Harrowmont's allies that the Assembly doesn't know if you committed or not, but Bhelen/Harrowmont says that should new evidence be brought to light that condemns you, they will hunt you down. Cast out, you now wander Ferelden, unsure of what to do now. The only person who said they would still talk to you is a good friend of yours from the Mining Caste who said he'd help you in any way he could. As you wander the countryside, you think to yourself that you'll become a mercenary or a smuggler. Working for a new mercenary company or smuggler group, your skills catch the attention of the Seekers. The Seekers have been doing some spying on you and now approach you. They know about your contact in Orzammar, and want to use that to help bring the Templars under their control again. With the Chantry now fractured and Dagna's books having caused a free Circle to be established in Orzammar, they need as much lyrium as they can get. Even if you refuse, they threaten to use forged evidence against you and send it to Orzammar. With not much choice, you grudgingly accept.


4.) Tal-Vashoth -- Once a devout follower of the Qun, you left that life seeking a freedom you never thought possible. Your time as Tal-Vashoth has showed you the flaws of the Qunari as well as the flaws of everyone else. Wandering about, you sell yourself as mercenary to the Chantry. The mages and Templars don't matter to you. The Chantry isn't important. What matters to you is your new freedom. Freedom to live your life the way you choose to.

Females have an added reason for leaving the Qun. They wanted to prove that they could fight. That women can indeed be warriors. If she can't prove it to the Qunari, she'll prove it to herself.


 Posted Image


Lastly, all of these roles would preferably be fully voiced by different VAs Posted Image and Bioware shall implement a voice toggle.




#11
Heimdall

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The Ethereal Writer Redux wrote...


Also, Origin stories:


First, I predict  (really it's actually me hoping) we'll be playing as a person who is recruited into the Seekers and can either:

A) Side with the Templars
B) Want the status quo to return
C) Side with the mages


Second, here's what I'd like to see depending on race:


1.) Human -- Warriors and rogues are from Nevarra. You're a guard for the ruling family, the Pentaghasts, and your elite service catches the eye of the now broken Chantry. They are in dire need of more able people to help restore order, so they recruit you.


Mages on the other hand are a Tevinter slave. Your master abuses you and your family, and has gone so far to use your own sister as fodder for his spells. Fed up, you brutally slay him but are now awaiting execution. Many slaves have been planning another revolt for years and are now ready to do it if you are killed because you exacted justice, were friends with most of these slaves, and they too are fed up with Tevinter's system. Leliana, seeing what you did as justifiable and working undercover for the White Chantry, uses her bardic arts to persuade them to release you into her custody so as to avoid Tevinter facing another revolt. This revolt would destroy Tevinter, which while the Chantry would be happy to see, they have other issues.


2) Elf -- Warriors and Rogues are from Antiva. A former assassin of the Antivan Crows, you left that life long ago when you fulfilled your last contract against a corrupt noble planning to take over the Antivan throne. Haunted by your past killings, you keep convincing yourself that it was nothing personal. But you have killed men, women, and even children because the Crows told you to. At the local tavern in glorious Antiva City, you overhear something outside. You venture outside to find the noble who hired the Crows standing over your guildmaster's corpse. Seeing you, he has now worked to frame you for the crime, and now the Crows hunt you relentlessly. Your only sanctuary is in the now broken Chantry as the Crows won't touch you there, but you vow to get revenge on that noble and prove your innocence.


Mages however are apostates from the Circle, now on the run. Your mother was a Dalish outcast long ago, and you are seeking them out for safe shelter from the rogue Templar dogs that now hunt you. Traveling from village to village, you avoid going near the Chantries. When you eventually find the Ralaferin clan and its Keeper Gisharel, you see more Templar dogs. These ones however, are not after you, but are after the Keeper and his First. With no other choice, you defend them from the Templars. They offer you shelter within their clan, but the Seekers who are led by Cassandra arrive and take you with them. Their numbers are more than the clan, and you tell them not to try and defend you. You'll gladly submit so long as they will not be harmed. Cassandra agrees and you go with them.


3.) Dwarf -- Warriors and Rogues are an exiled Noble caste dwarf from Orzammar for a murder of one of Bhelen's/Harrowmont's allies that the Assembly doesn't know if you committed or not, but Bhelen/Harrowmont says that should new evidence be brought to light that condemns you, they will hunt you down. Cast out, you now wander Ferelden, unsure of what to do now. The only person who said they would still talk to you is a good friend of yours from the Mining Caste who said he'd help you in any way he could. As you wander the countryside, you think to yourself that you'll become a mercenary or a smuggler. Working for a new mercenary company or smuggler group, your skills catch the attention of the Seekers. The Seekers have been doing some spying on you and now approach you. They know about your contact in Orzammar, and want to use that to help bring the Templars under their control again. With the Chantry now fractured and Dagna's books having caused a free Circle to be established in Orzammar, they need as much lyrium as they can get. Even if you refuse, they threaten to use forged evidence against you and send it to Orzammar. With not much choice, you grudgingly accept.


4.) Tal-Vashoth -- Once a devout follower of the Qun, you left that life seeking a freedom you never thought possible. Your time as Tal-Vashoth has showed you the flaws of the Qunari as well as the flaws of everyone else. Wandering about, you sell yourself as mercenary to the Chantry. The mages and Templars don't matter to you. The Chantry isn't important. What matters to you is your new freedom. Freedom to live your life the way you choose to.

Females have an added reason for leaving the Qun. They wanted to prove that they could fight. That women can indeed be warriors. If she can't prove it to the Qunari, she'll prove it to herself.


 Posted Image


Lastly, all of these roles would preferably be fully voiced by different VAs Posted Image and Bioware shall implement a voice toggle.

  Hm, you see what I was trying to avoid while I was coming up with Origins was writing thye character's past too personally.  In other words, I had them raised Tal Vashoth and Surfacer dwarf and all the rest because that leaves room for the player to control how their character feels about that role.

1.  What if you are a ruthless bastard that doesn't care if his sister is being used as spell fodder?

2.  What if your character is a killer without regret that doesn't feel guilty at all?

What if you really don't particularly care about the Keeper so much as saving your own skin?

3.  This one just seems a little too reminiscent of the Dwarf Noble Origin...

4.  I had the Kossith raised amongst the Tal Vashoth so as not to necesarily railroad the caracter into hatred of the Qun.

Modifié par Lord Aesir, 16 octobre 2011 - 04:35 .


#12
King Minos

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I want a apostate mage origin.

#13
WhiteKnyght

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Lord Aesir wrote...

Smuggler Origin (Races: Dwarf Human Elf (Tal Vashoth Qunari?) | classes: Warrior Rogue)

You work for a crime syndicate (Could be Carta or Coterie or some such, not sure about the specifics on this one) tasked to recover a particular item from acient Tervinter times.  Of course, the item is in the depths of the fortress and there is a Templar siege in the way...


The Dwarf Commoner from Origins was a Carta member. Just to throw that out there.

Also one thing I didn't like about Origins was how it was too limiting on the character creation. A human warrior is always a noble. A mage is always a Circle mage, etc
.
I say any race and any class for any origin. Save a couple of  things since you cant exactly have a Templar Mage.

King Minos wrote...

I want a apostate mage origin.


I know how to do it.

Start up Dragon Age II, make a new game, and make Hawke a mage. XD

Modifié par The Grey Nayr, 16 octobre 2011 - 04:54 .


#14
naledgeborn

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class based origins.

#15
Jessihatt

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Lord Aesir wrote...

CommanderJessica wrote...
I think it'd be interesting to see a Kossith who was neither raised by the Qun or Tal-Vashoth, if such a scenario exists.
I think there must be an isolated clan of Kossith who have never heard of them and perhaps have another religion or non at all! The Atheists of Thedas.

Tal Vashoth don't have a religion/philosophy.  They reject the Qun and don't have a belief system of their own, there're your athiests.


I know, what I means is those who have never KNOWN the Qun ;)

#16
KJandrew

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All i care about is the ability to be a Kossith, or at least get Maaras as a companion.

#17
DarkDragon777

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Templar- Human
Mage- Human, Elf
------------------------------------
Human, Noble, Slave
Elf, Dalish, Slave
Dwarf, (Orzammar or Kal-Sharok) - Slave/Noble


classes: Human; Warrior, Mage,Rogue; Dwarf; Rogue, Warrior; Elf; Warrior, Rogue, Mage

#18
TEWR

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Hm, you see what I was trying to avoid while I was coming up with Origins was writing thye character's past too personally.  In other words, I had them raised Tal Vashoth and Surfacer dwarf and all the rest because that leaves room for the player to control how their character feels about that role.

1.  What if you are a ruthless bastard that doesn't care if his sister is being used as spell fodder?

2.  What if your character is a killer without regret that doesn't feel guilty at all?

What if you really don't particularly care about the Keeper so much as saving your own skin?

3.  This one just seems a little too reminiscent of the Dwarf Noble Origin...

4.  I had the Kossith raised amongst the Tal Vashoth so as not to necesarily railroad the caracter into hatred of the Qun.


Ultimately you can't have a say in everything your character feels. Take for instance the Dalish Origin. That Origin assumes that I care about everyone in the clan. But what if I don't? What if I hate them? What if I hated Tamlen? I can't express that.

Anyway, that's just a brief snippet of the general idea of the origins of each story. When I made that I was really tired and just wrote what came to my mind.

#19
Heimdall

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The Ethereal Writer Redux wrote...

Hm, you see what I was trying to avoid while I was coming up with Origins was writing thye character's past too personally.  In other words, I had them raised Tal Vashoth and Surfacer dwarf and all the rest because that leaves room for the player to control how their character feels about that role.

1.  What if you are a ruthless bastard that doesn't care if his sister is being used as spell fodder?

2.  What if your character is a killer without regret that doesn't feel guilty at all?

What if you really don't particularly care about the Keeper so much as saving your own skin?

3.  This one just seems a little too reminiscent of the Dwarf Noble Origin...

4.  I had the Kossith raised amongst the Tal Vashoth so as not to necesarily railroad the caracter into hatred of the Qun.


Ultimately you can't have a say in everything your character feels. Take for instance the Dalish Origin. That Origin assumes that I care about everyone in the clan. But what if I don't? What if I hate them? What if I hated Tamlen? I can't express that.

Anyway, that's just a brief snippet of the general idea of the origins of each story. When I made that I was really tired and just wrote what came to my mind.

  I realize that, but I still think giving someone the history of an assassin and making them guilt ridden might be a bit much.  It can be minimized.

#20
TEWR

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Lord Aesir wrote...

The Ethereal Writer Redux wrote...

Hm, you see what I was trying to avoid while I was coming up with Origins was writing thye character's past too personally.  In other words, I had them raised Tal Vashoth and Surfacer dwarf and all the rest because that leaves room for the player to control how their character feels about that role.

1.  What if you are a ruthless bastard that doesn't care if his sister is being used as spell fodder?

2.  What if your character is a killer without regret that doesn't feel guilty at all?

What if you really don't particularly care about the Keeper so much as saving your own skin?

3.  This one just seems a little too reminiscent of the Dwarf Noble Origin...

4.  I had the Kossith raised amongst the Tal Vashoth so as not to necesarily railroad the caracter into hatred of the Qun.


Ultimately you can't have a say in everything your character feels. Take for instance the Dalish Origin. That Origin assumes that I care about everyone in the clan. But what if I don't? What if I hate them? What if I hated Tamlen? I can't express that.

Anyway, that's just a brief snippet of the general idea of the origins of each story. When I made that I was really tired and just wrote what came to my mind.

  I realize that, but I still think giving someone the history of an assassin and making them guilt ridden might be a bit much.  It can be minimized.



I don't know, maybe the player could use that set personal background to make their character change over the course of the game.

Maybe your assassin character was guilt-ridden but over time learns to accept that what's done is done and he shouldn't lament over it, or he stays guilty, or he embraces that this is who he is. Or maybe he atones in various ways.

I think having a set personal background -- if used properly -- can allow for more ways to roleplay a character in the core game itself. At the very least, it might allow for an equal level as Origins did. I think this was DAII's intent, but they didn't really pull it off.

#21
Heimdall

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The Ethereal Writer Redux wrote...

Lord Aesir wrote...

The Ethereal Writer Redux wrote...

Hm, you see what I was trying to avoid while I was coming up with Origins was writing thye character's past too personally.  In other words, I had them raised Tal Vashoth and Surfacer dwarf and all the rest because that leaves room for the player to control how their character feels about that role.

1.  What if you are a ruthless bastard that doesn't care if his sister is being used as spell fodder?

2.  What if your character is a killer without regret that doesn't feel guilty at all?

What if you really don't particularly care about the Keeper so much as saving your own skin?

3.  This one just seems a little too reminiscent of the Dwarf Noble Origin...

4.  I had the Kossith raised amongst the Tal Vashoth so as not to necesarily railroad the caracter into hatred of the Qun.


Ultimately you can't have a say in everything your character feels. Take for instance the Dalish Origin. That Origin assumes that I care about everyone in the clan. But what if I don't? What if I hate them? What if I hated Tamlen? I can't express that.

Anyway, that's just a brief snippet of the general idea of the origins of each story. When I made that I was really tired and just wrote what came to my mind.

  I realize that, but I still think giving someone the history of an assassin and making them guilt ridden might be a bit much.  It can be minimized.



I don't know, maybe the player could use that set personal background to make their character change over the course of the game.

Maybe your assassin character was guilt-ridden but over time learns to accept that what's done is done and he shouldn't lament over it, or he stays guilty, or he embraces that this is who he is. Or maybe he atones in various ways.

I think having a set personal background -- if used properly -- can allow for more ways to roleplay a character in the core game itself. At the very least, it might allow for an equal level as Origins did. I think this was DAII's intent, but they didn't really pull it off.

Well, in Origins you occasionally could, through dialogue, hint at the general nature of your attitude or relations with the origin characters and the background were.  I'm fine with making someone forced into being an assassin, but the player should then be able to choose whether they feel guilty or just don't like being bossed around by the Crows.

#22
Dave of Canada

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I'd love to be a Seeker in DA3, so I'll write assuming we are a Seeker.

Chantry Affirmed.
"Loyalty" leans toward Templar.
Race: Human.
classes: Warrior, Rogue.
Description: You were raised in the confines of the Chantry your entire life, your parents a victim of circumstance and died shortly after walking into the Chantry with you in their arms. After the collapse of the Circles and the Templar seperation, the chantry mother who raised you since childhood has contacted the Divine due to fear of maleficar influence in the Chantry itself.

Story: You start off as a simple Chantry brother / sister and have to deal with Seekers that have started to investigate the inner workings of the Chantry, looking for any signs of blood magic or maleficar. Eventually, you're caught up in a conspiracy in the Chantry itself which eventually ties back to your parents and not everything is what it seems in the Chantry itself.

Consequences:
Local Templar and Chantry folk recognize you, often referring to your past in the Chantry and how it might've influenced you. This backfires as well, mages and pro-mage folk recognize you and might be less trusting despite you being capable of showing pro-mage attitude towards them.

A Pro-Mage Chantry Affirmed can eventually earn the trust of mages and become a Chantry/Templar "double agent" or outright defect to the mages side, though they'll deal with prejudice throughout the campaign. 


The Tevinter Slave.
"Loyalty" leans more toward the Seekers.
Race: Human, Elf, Dwarf.
classes: Mage (Elf / Human), Warrior, Rogue.
Description: A Tevinter Magister's favorite pet / "apprentice", you're brought to Orlais to take care of your master while he's supervising the damage and decide if Tevinter should involve themselves in the Templar / Mage war. While you're pulling the cart of the caravan with other slaves, drug addled Templar attack it in search for Lyrium. Your master gives you a chest which is of "vital importance" and tells you to flee.

You escape through the woods with the chest while being hunted by Templar, as you're about to be struck down a regiment of Seekers who's been hunting them comes and saves your life. They see the Tevinter markings on the chest and decide to take it away, though enchantments on the chest prevent it from being opened.

Story: You're eventually dragged about everywhere and treated to the world for the first time as a "free person", the Seekers and the Chantry take great fascination with the chest and try to open it but not even the most powerful of Loyalist Mages are able to open it. 

The chest's importance to the conflict is always hinted at, both mages and templar seek it out (without knowing what it truly does) and the Seekers want to make sure whatever is inside doesn't fall into the hands of any side. There's always this feeling of everybody knowing more than you, something which can frustrate you greatly.

Consequence:
Neither the Templar or the Mages have any opinion on it, therefore you're a "blank slate" and you're able to create your loyalties when it's necessary or what you truly believe. Other Tevinter magisters play an important role in your life as other magisters who know what's in the chest try to reclaim it for themselves.

An interesting dynamic is you're unable to read (codex entries don't count), meaning the protagonist has to trust others for reading files / papers and might possibly be manipulated by it. A Templar who reads what's contained in the chest and wants it for himself could lie and say there's nothing on the note, you'd have to read their "reactions" to tell if they're lying or not.

The Mage.
"Loyalty" leans more towards mages.
class: Mage, Warrior, Rogue.
Description: Mage (or a warrior / rogue who's a mage but never trained) doing mage things. The "non-mages" have to deal more with their risk of possession. Stuff happens, getting tired of typing.

#23
KJandrew

KJandrew
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The Ethereal Writer Redux wrote...



 Posted Image

Where did you get that picture?

#24
TEWR

TEWR
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DAII collector's Editon guide

#25
KJandrew

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Please say we get to play as him.
Kossith = Awesome
That Armour = Awesome
Letting me play as a Kossith in that armour = Me ardently defending Bioware at every opportunity.
What can i say, my loyalties are easily bought