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deviantID

Abadir
Franske
Artist
Italy
Current Residence: Ciampino (RM - IT)
Favourite genre of music: Celtic and Piano-Pop
Favourite style of art: 3D animation
Operating System: FAILdows
Wallpaper of choice: Mine! :P
Favourite cartoon character: Saint Seiya's Andromeda Shun, Donald Duck
Personal Quote: "SALVAcomeselatuavitanedipendesse!" ("SAVEasifyourlifewereatstake!") - Dina
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I have come to realize I am neglecting deviantart for some time now, as I am immersed in work and roleplay - in my spare time, and though I still am working on projects I plan to submit here none of them is nearby ready.
I have moved again, from Rome to the province of Caserta, and I am still unemployed though I manage to do some occasional job, and I should have a little more free time am comfort to resume working at a faster pace over these project I plan to submit here. Those of you who follow me for "In Peace Vigilance" should be happy to know I have news, one good and a couple not so bad.
The good news is: I am still working on it. As I approached the end I realized I had to rewrite massive chunks of the final chapteres because DA2 made me change part of the original ending as I replaced an appearance of Alistair with Grey Warden Carver, and a good part of the dialogues were based on the fact that Alistair was there and was the king of Ferelden. My original plan was to take some time off, rewrite those dialogues and finish drawing both chapter 9 and 10 before submitting them at a faster pace. Then I moved from Lugano to Rome and had to adjust to the new life and in the meantime Inquisition was announced as well as a couple of books. I then decided to see what Inquisition would have brought to the lore, and I found out I was right to wait.
Much as I feared when Fenris was introduced before DA2 came out, Inquisition forced me to reconsider the concept of three lore elements that play a major role in IPV: Eluvians, Lyrium and Flemeth's legacy. This means that not only the ending will be somehow affected, but I will need to rewrite (and partially redraw) also the sixth and seventh chapter ("Through the Mirror" and "All Fade Breaks Loose") which on rereading I realized they didn't make much sense in the first place... well, they did with DAO lore, which was when the chapters were written. Since this will take time and I am sort of running out of it because I want to focus on other original projects I am working on (a graphic novel based on a play I collaborated writing and played in high school expanding it and giving it a new form and another things still very WIP) I decided to reach a compromise by delivering you a revised version of IPV (and the ending of it) in written form to work on the comic version at a later date.

TL;DR: I am not discontinuing the IPV comic, but I am adding on the side a "fanfic version" where I plan to adapt the story to the new lore and deliver the ending more quickly for those who are impatient to see how the story ends. After that, I'll keep working on the comic version but I won't set any deadline to it.

The "novelization" is at a good point, actually, I have more than half of it written and it will need a bit of proofreading and editing from a native english speaker (I accept volunteers, but beware it is LONG =P), but I plan to start submitting it soon, perhaps a chapter every 2/3 days, when it's done. Once I start sumbission you won't be kept hanging.
Stay tuned, and if you're interested I'm still open to commissions.

Activity


TMM - Political Map of Ferelden Reference by Abadir
TMM - Political Map of Ferelden Reference
THIS IS A RESORCE FOR THE MERRY MABARI RPG GROUP
While lore friendly, no accuracy claims are made.


This are the (loose) locations of the known fiefs of Ferelden, reconstructed from Origins and Inquisition maps as well as Dragon Age Legends (location of the Waking Sea Bannorn) and the Tabletop RPG (Edgehall).
The "No-lords lands" are of unknown attribuition and can be used by GMs to set new bannorns for their quests, except for the Brecilian Forest that seems to be "free land".

Note  that in Dragon Age: Origins the arling of West Hills created confusion with the bannorn of West Hill city, and it carried in Inquisition as well when the heraldy attributed to the arling in Awakening - a ram's skull - appears on the War Table map by the city of West Hill location. For all those reasons, it was used the Tabletop RPG alternate name "Western Hills" for the arling.

As RP convention, the Merry Mabari and the surrounding towns are considered territories of the Arling of Denerim.

Known feofees in 9:29 Dragon:
(nobles marked ith a * are only mentioned in coversations and codex entries and never appeared in games)
Gwaren - Teyrn Loghain McTir (Origins)
Highever - Teyrn Bryce Cousland (Origins)

Amaranthine - Arl Rendon Howe (Origins)
Denerim - Arl Urien Kendells* (Origins)
Edgehall - Arl Fergus Lendon* (Tabletop RPG)
Redcliffe - Arl Eamon Guerrin (Origins)
South Reach - Arl Leonas Bryland (Origins)
Western Hills - Arl Gallagher Wulff (Origins

Calon - Bann Elarra* (Inquisition)
Dragon's Peak - Bann Sighard (Origins)
Oswin - 
Bann Loren* (Origins/Inquisition) - Not to be confused with "Caer Ostwin" in Inquisition
Rainesfere - Bann Teagan Guerrin (Origins)
Southern Bannorn - Bann Ceorlic (Origins)
West Hill (city) - Bann Franderel* (Origins)
Waking Sea - Bann Alfstanna Eremon (Origins)
Winter's Breath - Bann Telmen* (Origins)
White River - Bann Reginalda*(Origins)

The following don't appear in the map due to overlaying or unknown position/Arling
City of Amaranthine - Bann Esmerelle (Awakening)
Dragonmount* - Uknown Bann (possibly Bronach, Darby or Perrin) and position (possibly in the eastern bannorn)
Unknown - Bann Bronach* (Origins - codex/conversation)
Unkown - Bann Darby* (Origins - codex/conversation)
Unknown - Bann Perrin (Leliana's song/Da2)

If you find inconsistencies or new sources, please note me: I consider this a WIP work and I'll be happy to update.

Geographical version: TMM - Ferelden Map Reference by Abadir
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TMM - Ferelden Map Reference by Abadir
TMM - Ferelden Map Reference
THIS IS A RESORCE FOR THE MERRY MABARI RPG GROUP
While lore firendly, no accuracy claims are made.
This is a map of Ferelden to be used as reference for locations in the Merry Mabari RPG group. Several locations had been added from the previous version including the ones that appear in Inquisition, Legend and the Tabletop RPG.
In a couple of cases there was an inconsistency in postion (Redcliffe, Crestwood and Storm Coast: in some Dragon Age Inquisition in-game resurces were located in a different place than the World Map), in those cases I preferred the World Map position sine it matched better the known shape of the areas.
Keep in mind that TMM is set in 9:29 Dragon, so:
- Haven (albeit on the map) was inhabited by the Disciples of Andraste and isolated, its location was not known until Genitivi got there searching for the Urn of Sacred Ashes.
- Honnleath has a statue (Shale) in the middle of the main square.
- Lothering was not destroyed yet, in fact was a thriving commercial node.
- Crestwood was what in DAI we see as "Old Crestwood" and the settlement on the hills was probably non-existent or considerably smaller.
- Jainen is a circle tower that appears in Dragon Age: Legends. Due to its isolated position is not well known as the bigger Kinloch Hold Circle, and may be best to consider it ruled by Isolationists and leave it alone.
- Due south of Ostagar there's Flemeth's hut. Don't go there: toad magic and Morrigan's stew awaits those who venture the area.

Download for better resultion.

Political version: TMM - Political Map of Ferelden Reference by Abadir
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The Merry Mabari has often allowed players to play mages that, while belonging to the Circle, travel the outside world for adventure. However playing a Circle mage can be a grey area where lore is not always clear and changes so much through the games that you sometimes wonder if things have been retconed or have always been that way.

Advantages of playing a Circle mage are that you don't have to worry (too much) about templars and hiding your magic, not to mention the fact that you may have an easier life in quests that are set in the Circle of Magi or in dealing with officially sanctioned mages and templars.
However, a Circle mage should follow some rules of conduct that have never being officially stated in the games and probably never will, as your mage character in Origins was a Grey Warden, Hawke was an apostate and your inquisitor, even if from the Circle, lives in the mage-templar war era, when things are different and will possibly change forever.
The questions you should ask yourself when choosing to play a circle mage are:
  • Can my mage leave the tower?
  • Can my mage do mercenary work?
  • What specializations are restricted to a Circle Mage?
  • How does a Circle Mage deal with common folks?
  • How does a Circle Mage deal with apostates and templars?
  • What is required of my Circle Mage to not be considered "turned apostate"?
  • Ok, but how does a Circle Mage have to carry themselves?
  • Can my mage have a relationship/marry?
  • What happens if I screw up?

Can my mage leave the tower?

Strange as it may sound the answer is... yes.
Despite how Anders put it, in DA lore towers are not prisons always and for everyone. Vivienne is the living proof of it, and as she says "every circle has their rules".
We have information about how things go in five/six Circles, though not all of them are relevant because the Orlesian ones (Montsimmard's and the White Spire) are described only in times around the Mage-Templar war:
  1. Kirkwall is unanimously described as the most restrictive Circle. Ever. It is also a unique situation: other circles are more permissive.
  2. Starkhaven and the White Spire look on the more "restrictive" side, albeit the Spire policy may have been hardened after Kirkwall's rebellion.
  3. Kinloch Hold seems to set the average: mages are allowed to go outside with the permission of the First Enchanter and the Knight Commander, albeit officially it is the First Enchanter who grants this permission and the Knight Commander only has a "consultive role" with overriding privileges if there's a matter of security. Translation: if you are in Irving's good graces and don't anger Gregoir, you are allowed to leave the tower but only after your Harrowing.
  4. Montsimmard Circle is known only through Vivienne's dialogue but it appears to be on the "permissive" side, especially considering its First Enchanter lives outside of it. Vivienne's vision of mages, though, gives a clear view over its politics: it keeps the "most undesirable elements" at bay (a.k.a. "locked up") and allows the others to prove themselves, even allowing them outside.
  5. Dairsmuid's Circle is known only from codex entries, and it's by far the opposite of Kirkwall in terms of freedom and uniqueness. Rivaini mages are allowed to live with their families and come and go as they please, and circle templars are often overlooking cases of possession and spirit summoning if the mages can manage them. Mind that this is a very unique and faraway situation, if you plan playing a Rivaini Circle mage, you should contact an admin.
None it's known about the circles in Antiva, Hossberg, Ansburg, Hasmal, Markham and Jainen. According to the Trevelyan Mage inquisitor dialogue options Ostwick may have been on the permissive side, as probably Cumberland is too, being the seat of the Grand Enchanter mages often come and go on official business. When in doubt, we'll consider the average Circle policy similar to Kinloch Hold (jointly ruled by First Enchanter and Knight-Commander, generally restrictive but not a prison).
In addition to this, we have these particular cases:
  • Tevinter Mages: Despite that you can't play a Magister, you can play a mage from Tevinter and not being considered apostate: if you have been trained in a Tevinter Circle, you still belong to one and even if your Circle answers to a different Chantry, templars must treat you like any other mage that is allowed outside the tower (meaning you're safe unless you misuse your magic or slit your wrists to summon demons and control minds: remember blood magic is officially forbidden in the Imperium as well).
  • Tranquils and Formaris deserve a different approach. Tranquils are allowed to leave whenever they please since they're not mages anymore, but often decide (logically) to work in the Circle because they realize people find them unsettling. It's not uncommon, though, that tranquils set up commercial activities in cities (i.e. Wonders of Thedas in Denerim). The Formari group does have tranquils in it, but also mages, specialized in alchemy or enchantments (though enchanting is a Tranquil's doing). Formaris often set up shops, so they are in theory allowed to leave the tower the same way mages are.
Note that DA2 Legacy DLC (and the dragon age wiki) mentions the rank of "Junior Enchanter" but little is known about that, and it may be the full title of "enchanter" to further distinguish it from "senior enchanter". Also note that Dalish mages are technically considered apostates, but as long as they live with their clans and they are not too many, they are not pursued by templars. However, if a dalish mage leaves their clan (which should be your case) templars should pursue them.

In short, to play a Circle Mage in TMM you must: 
  1. be from a "permissive Circle" (Kinloch Hold or Montsimmard, but also others). 
  2. having passed your Harrowing
  3. be in the First Enchanter's good graces
  4. not be having issues with templars, particularly the Knight Commander
  5. have an actual reason to stay outside (research, army duty, healer or serving a noble)
If you are an Anders-like libertarian activist with a history of escape attempts behind you, it is certain you will not have this permission. Consider points in Bluff skill.

Can my mage do mercenary work?

Yes. As long as you stay on the "legal" side, the Circle allows mages to work to sustain themselves (if you're not in the tower you don't have free meals and clothes, right?). You must be careful about what jobs you pick, especially if a templar is involved: breaking the law doesn't bode well...

What specializations are restricted to a Circle Mage or an Apostate?

If a specialization is allowed only through a specific training (as Templar for warriors) it will be noted in the specialization description. Rest assured that if a specialization is restricted to Circle training and your Circle mage turns apostate AFTER they got it, you can keep it.

How does a Circle Mage deal with common folks?

As a general rule, commoners ditrust mages, or "Robes" as some call them. Even as a circle mage, you should restrain yourself from using magic in public (unless it is required from you, i.e. as a healer), as it may get you lynched or persuade templars to recommend you for returning to the Tower if you're considered to use your powers "too freely". Of course there are people out there who don't consider all mages inherently dangerous, so you might be lucky...

How does a Circle Mage deal with apostates and templars?

As you please. There are several philosophies and each issues a response: if you consider yourself a "loyalist" (like Vivienne) you tend to get along with templars and denounce apostates, if you're "aequitarian" (like Wynne) you tend to mediate, not frowning upon apostasy on principle but trying to keep templars happy, if you're a "libertarian" (like Anders) you tend to not care about apostates and have a bad relationship with templars (not that this may compromise your chances to get outside the tower), if you're a "lucrosian" you just don't care as long as you can stay outside and make profit. The last case that should be mentioned is to be an "isolationist", meaning you believe mages would live in isolation and practice your magic away from everyone, but if you consider yourself one I don't think you'd came to live in the Tavern...

What is required to my Circle Mage to not be considered "turned apostate"?

Turning apostate when you are a Circle mage is potentially quite easy, so it could also be done "accidentally". As far as Circle politics go, it probably depends from Circle to Circle: in Kirkwall you may turn apostate even if you fall asleep in a cupboard and Meredith doesn't see you for more than three hours, while in Dairsmuid you may turn apostate only if you actually destroy your phylactery. As a general rule, Circle mage-players have established they turn regular reports to templars on their activity and maintain correspondence with the Circle Tower, just to tell them "I'm still here, I haven't turned abomination and I'm not practicing forbidden arts". If however you WANT to turn apostate, you need to deal with your phylactery first. Contact an admin for that: there are many variables for this and would take too long to consider them all here.

How does a Circle Mage have to carry themselves?

In short, Don't commit a crime or you'll be prosecuted, by Templars instead of City Guards because most guards would fear you because you're a mage. Remember what's considered a "crime" in Ferelden: abuse of magic, assault and murder, theft, false witness, impersonating, slavery and treason.
  • Don't dabble into forbidden arts such as Blood Magic and demon summoning: templars may decide your time out in the world is over and if you're lucky they would bring you to the towers instead of remove you physically from this plane of existence altogether;
  • Restrain the use of your magic to what's necessary, Don't use it for bullying or boasting, that's frowned upon, and don't abuse it.
  • Remember also that Circle mages are supposed to rat out apostates. It is your choice in how to deal with the situation, but remember that if an apostate is discovered, you may be involved in the following investigation if you knew them. You may want to consider spending a couple of points in the bluff skill, just in case...
  • Keep in touch with the tower. This is not strictly necessary, but as said before it's an established custom/headcanon.
  • When in doubt, ask for templars assistance. Poor things, give their life purpose every once in a while!

Can my mage have a relationship/marry?

Sure, why not? There are however a few limitations. Quoting David Gaider:
Mages within the Circle are permitted to marry, but it's impractical with outsiders and they also must get permission from the Chantry (so it might be considered a reward for good behavior). Even so, the culture within the typical Circle of Magi tends to make mages unwilling to marry. The policy on fraternization will depend on the individual Circle-- some forbid it, while others do not, though in either case it still occurs. Considering mages live outside normal culture, they also consider themselves free of cultural conventions (especially those who were raised in a Circle from a young age) and thus tend to be quite liberal in their views.
If you have a child, the child belongs to the Chantry and (wether you're married or not) is taken away and, if proven mage, sent to another Circle. You are not forbidden to see them afterwards, however it may be difficult to track them down (see Rhys and Wynne's story). Keep also in mind that mages/templar relationships are forbidden, so if you have one you may want to keep it a secret.
To live outside the Circle the already mentioned rules apply regardless of your marital status.

What happens if I screw up?

If your circle mage is turned apostate, or accused maleficarum, or breaks the law, consequences vary. Don't just assume it means Tranquil (unless that's what you want):
  • A mage breaking the law may be imprisoned in the Tower and serve his sentence supervised by templars.
  • A mage accused of blood magic may be sent to Aeonar for questioning and if proven guilty executed.
  • A mage turning abomination is usually killed. If however the abomination can be contained and isolated, the Circle may decide to attempt confronting the demon possessing the mage in the Fade and free the mage from possession, but he would likely not allowed to leave the tower afterwards unless they're made tranquil.
  • Tranquility is an extreme punishment that is usually forbidden on mages that passed their harrowing (Anders/Karl conversation during the quest "Tranquility" in DA2 act 1) unless they're proven to be blood mages or they turned abomination (and in any case execution is more common). Using the brand as a punishment is common practice only in the most restrictive circles (Kirkwall is the only documented case pre-mage-templar war). The chantry, especially during Justinia V's lead, frowns upon this use of the rite, which is primarly a way to help mages who can't control their powers.
As a final note on Tranquility: we know from Asuder that the rite can be reversed if a spirit touches the mind of a tranquil (possession is not necessary, it is sufficient that the spirit communes with the tranquil) restoring their connection to the fade and in turn their powers and emotions. However this is not common knowledge at the times of TMM, and keep in mind that the longer a person has been Tranquil the more intense their restored emotions are: of the known restored tranquils (don't want to make spoilers but if you played DAI you would know why I use the plural) those who have been tranquil for just a couple of weeks seem to have full control over their emotions (albeit they tend to seek for thrill and passion -er, no pun intended =P (Razz)), but Pharamon in Dragon Age: Asunder who has been one for years becomes extremely emotional and doesn't have much control over strong emotions like panic and enthusiasm.
TMM Guide - Playing Circle Mages
Quick collection of useful lore and established (head)canons in the TMM group to play a Circle mage consistently.
Dragon Age 2 and Anders in particular have given a grim concept of the Circles, having seen them at their worse. This guide aims to rebalance your concept on them so you won't play as Red-Lyrium-Meredith was in charge of all the Circles in Thedas. ;)
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TMM - Callan Compendictionary by Abadir
TMM - Callan Compendictionary
A few notes on this:
Drunkhard is Yes and No because he dfoes drink a lot but as Alcomancer he doesn't feel the effect much.
His "vallaslin" are based on Merril's DA2 design that is an in-between of Mythal's and Ghilan'nain. Since they're not true vallaslin, however, doesn't matter much.
Yes he prefers humans. And yes, preferred amount of partners is "some" but not all at the same time (well, if it happens... but let's not make it a habit)
Also yes, "Challah" is his real name. He just loathes it and has always introduced himself as "Callan" since he was able to introduce himself. Saved him also a lot of bullying when he was living in his village.
Also, what is law? (baby don't hurt me...)

About Callan: TMM - Callan Character Sheet by Abadir
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I have come to realize I am neglecting deviantart for some time now, as I am immersed in work and roleplay - in my spare time, and though I still am working on projects I plan to submit here none of them is nearby ready.
I have moved again, from Rome to the province of Caserta, and I am still unemployed though I manage to do some occasional job, and I should have a little more free time am comfort to resume working at a faster pace over these project I plan to submit here. Those of you who follow me for "In Peace Vigilance" should be happy to know I have news, one good and a couple not so bad.
The good news is: I am still working on it. As I approached the end I realized I had to rewrite massive chunks of the final chapteres because DA2 made me change part of the original ending as I replaced an appearance of Alistair with Grey Warden Carver, and a good part of the dialogues were based on the fact that Alistair was there and was the king of Ferelden. My original plan was to take some time off, rewrite those dialogues and finish drawing both chapter 9 and 10 before submitting them at a faster pace. Then I moved from Lugano to Rome and had to adjust to the new life and in the meantime Inquisition was announced as well as a couple of books. I then decided to see what Inquisition would have brought to the lore, and I found out I was right to wait.
Much as I feared when Fenris was introduced before DA2 came out, Inquisition forced me to reconsider the concept of three lore elements that play a major role in IPV: Eluvians, Lyrium and Flemeth's legacy. This means that not only the ending will be somehow affected, but I will need to rewrite (and partially redraw) also the sixth and seventh chapter ("Through the Mirror" and "All Fade Breaks Loose") which on rereading I realized they didn't make much sense in the first place... well, they did with DAO lore, which was when the chapters were written. Since this will take time and I am sort of running out of it because I want to focus on other original projects I am working on (a graphic novel based on a play I collaborated writing and played in high school expanding it and giving it a new form and another things still very WIP) I decided to reach a compromise by delivering you a revised version of IPV (and the ending of it) in written form to work on the comic version at a later date.

TL;DR: I am not discontinuing the IPV comic, but I am adding on the side a "fanfic version" where I plan to adapt the story to the new lore and deliver the ending more quickly for those who are impatient to see how the story ends. After that, I'll keep working on the comic version but I won't set any deadline to it.

The "novelization" is at a good point, actually, I have more than half of it written and it will need a bit of proofreading and editing from a native english speaker (I accept volunteers, but beware it is LONG =P), but I plan to start submitting it soon, perhaps a chapter every 2/3 days, when it's done. Once I start sumbission you won't be kept hanging.
Stay tuned, and if you're interested I'm still open to commissions.

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:iconbairdduvessa:
bairdduvessa Featured By Owner Dec 14, 2014
happy birthday
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:iconlol19:
lol19 Featured By Owner Dec 14, 2014
Happy Birthday :)
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:iconlonewolfd:
LonewolfD Featured By Owner Dec 14, 2014
Happy Birthday to you.
Sit down, pour yourself a cup of your favorite drink, a slice of your favorite cake and have fun with what ever your plans of the day are
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Teal-Eri Featured By Owner Dec 14, 2014  Hobbyist Digital Artist
Happy birthday! :airborne: :cake:
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patsedi Featured By Owner Dec 14, 2014
Happy Birthday! :)
I hope you are having a great day.
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SinRedemption Featured By Owner Dec 14, 2014  Hobbyist General Artist
Happy Birthday! :happy birthday: 
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vampirisa Featured By Owner Dec 14, 2014  Hobbyist Digital Artist
A proposito... auguri! :D Party Have your cake and eat it too
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kylemallory Featured By Owner Dec 14, 2014  Student Traditional Artist
Happy birthday :cake: :party:
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Abadir Featured By Owner Dec 14, 2014
Thanks!
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Lilithblack Featured By Owner Oct 20, 2014  Hobbyist Digital Artist
DAI RISORGI :(
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