We were a Grey Warden first time around.
Then champion of Kirk Wall.
I don't know if you can do anything bigger then DA:, it is a massive game
You show a surprising lack of imagination.
Let's go with Tevinter as the main setting, with trips into Nevarr, the Anderfels, and Orlais if so desired.
Origins:
Slave: (Human, Elf, Dwarf, Qunari) You have been with your current master ever since you were young. She has been tough but fair, for a Tevinter Magister and has granted you a certain degree of freedom in completing tasks.
Warrior: Seeing your martial skill at a young age she began grooming you to be the Bodyguard of her beloved Daughter who has the potential to be a dreamer. The Daughter is arrogant, but genuinely cares for Tevinter and it's people, and seeks to change the status quot.
Rogue: Seeing your talent for pranks and stealth at a young age she began grooming you to be her personal spymaster. Learning the secrets of her enemies and sticking daggers in those that needed to be silenced. Her daughter finds you a necessary evil, and her current spymaster sees you as a threat to his position.
Mage: The Mistress was surprised to discover your talent for magic, and has since taken you under her wing as an apprentice. Her daughter views you as a rival (possibly a frenemy) for her mothers attention.
Soparati: (Human, Elf, Dwarf) Your family has had to work hard to become one of the more prominent merchant families. However your current status could shift as their are always those below and above that would see your family fall. Your new alliance with a Tevinter Magister should provide aid your family needs to gain a little breathing room
Warrior: You've ben protected your siblings from bullies (or perhaps bullying others) every since you were a child. Your older now, with more experience, training, and tools at your disposal but the job remains the same: Ensure NO ONE walks over your family. That is why your are aiding this Magister in their endeavor.
Rogue: You learned long ago that a whispered word, or a well played prank could do far more damage than a punch to the face. Your expierence and talent in that regard has only expanded as the stakes you play for have grown significantly. This new alliance with a Tevinter Magister should provide many opportunities to ensure your families dominance.
Laetans: (Human, Elf) Your family has a proud tradition of providing competent capable mages to the Tevinter circles. You may have no voice in the government, but that is not the same as having no influence. As an apprentice to a Magister you are getting an education few in the Imperium could dare hope to received.
(Okay, could do more withe the backgrounds but I think you get the idea...moving on)
Once you get past the Origin adventure (A short city adventure that takes into account your background etc) you join a Tevinter mage as she explores an Eluvian. One of her rivals turned her Spymaster to his cause and has set a trap for her, intending to do away with her while she's trapped in the Alien space. Things go VERY wrong, the magic she was working, freeing an Elven god: Falon'Din: Friend of the Dead, who Possess the Rival and sets out to regain worshipers as you remain trapped between worlds. With Your Magisters dying breath she passes on the key and encourages you to seek out the door to which it's bound. You find said door nearly too late stumbling through and finding yourself in a lost Elven temple to Elgar'nan: God of Vengeance and near death....where you find Solas waiting for you. Too weak to resist, Solas has you drink from a pool granting you knowledge. Knowledge of the Eluvens, and much more.
Back in Tevinter, The Rival begins to preach a convincing heresy, swaying some people away from the Maker, and the old gods and to a new one. Tevinter is thrown into turmoil as people clash in the streets and in the courts. Lines are drawn....and The Rival seems to be moving towards victory. Even if you'd like to See Tevinter fall....The Rival won't stop there, they wish to be adored, worshiped by all and will use lost elven magics to see it done. In The Rivals mind they are already a god, and see no need to tear open a the sky or storm the fade. All they want is the devotion of the people of the world, who once unified under their sway can build something that surpasses what came in his age.
Using the Eluvians you build alliances, race across The Tevinter Imperium and it's neighboring countries, arm your allies with weapons both martial and political, while denying The Rival the Elven artifacts they seek (But you can't be everywhere and thus grabbing one item leaves another ripe for the plucking by your enemy). Eventually you become the head of the Rebel/Loyalist faction seeking to stop Falon'Din...and perhaps change the Empire as we know it, forever.
This is a game where you can win every single fight you are in and still lose if you ignore or fail at the political game. Simply put, whether it be on the battlefield, in the Council, or even amongst the merchants guilds...you win or Tevinter dies....and a new god rises to claim the devotion of the world.
Why is the Inquisition not involved? Falon'Din learned his lesson from his last attempt. He's not going to launch an invasion of the south until he has Tevinter secured, the Qunari brought to heel and his people have already begun seeding this new faith amongst the southerners. Also, Tevinter has stood against several exalted marches so invading is right out of the question as all it'd do would be to unite Tevinter against a common foe.
So there you go, a little imagination and we have a plot for Dragon Age: Revolution.
Addendum.
To be fair, Falon'Din wouldn't have to be a soul possessing The Rival. He could be an Elf with an Orb and the Rival could be his right hand/prophet.