Ander Survivor
The Anderfels is a nation in the northwest of Thedas, distant
and remote from Ferelden. It is the home of the Grey Wardens’
headquarters, Weisshaupt Fortress, and is the one nation in
which the Wardens retain an important political influence.
No region of Thedas has paid a higher price for defeating the
Blights. The Anderfels, once a part of the Tevinter Imperium,
was the center of three of them and its steppes have still not
recovered. The Blights poisoned the land to such an extent
that they are utterly devoid of life. Even with the defeat of the
old Blights, however, the Ander people could not rest easy.
Darkspawn raids have been common there since the Divine
Age. This has made the Anderfels a nation of survivors. You
must be tough to see your adult years there. A surprising
number of Anders choose to remain in this harsh environment
but those who decamp for other parts of Thedas are
quite capable of taking care of themselves.
Playing an Ander Survivor
If you choose to play an Ander survivor, modify your character
as follows:
- Add 1 to your Constitution ability. Anders must be tough.
- Pick one of the following ability focuses: Constitution
(Stamina) or Strength (Climbing). - You can speak and read Ander and the Trade Tongue.
- Choose a class. You can play either a rogue or a warrior.
Additional Benefits
Roll twice on the Ander Survivor table for additional benefits.
Roll 2d6 and add the dice together. If you get the same
result twice, re-roll until you get something different.
2d6 Roll | Benefit |
---|---|
2 | +1 Dexterity |
3-4 | Focus: Constitution (Running) |
5 | Focus: Cunning (Historical Lore) |
6 | Focus: Perception (Tracking) |
7-8 | +1 Strength |
9 | Focus: Dexterity (Brawling) |
10-11 | Focus: Willpower (Courage) |
12 | +1 Perception |
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