Antivan Wayfarer
Antiva is a coastal nation north of Ferelden and east of the
Tevinter Imperium. While technically a monarchy, Antiva is
really ruled by its merchant princes. It produces little of note
but excellent wine, so trade is a way of life. Antiva is famous
for its merchants and sailors, though it has little in the way
of a warrior tradition. It is said that Antivans are good at
everything but fighting. Or at least fighting on the battlefield.
In fact, they excel at dirty fighting and Antiva is home
to the most notorious guild of assassins, thieves, and spies in
Thedas: the House of Crows. The Crows are part and parcel
of the political structure in Antiva, though the identities of
the rich and powerful that direct its council are a secret. The
system seems anarchic but the House of Crows have proved
a valuable safeguard to Antivan independence. While the
nation may not have a standing army, the leaders of any
invading force know that the Crows will get to them in the
end. This is an effective deterrent to would-be conquerors.
Since Antivans trade all over Thedas, they are frequently found
in port cities and other commercial centers. The Crows, too,
export their services. They are valued for their skill, discretion,
and professionalism.
Playing an Antivan Wayfarer
If you choose to play an Antivan wayfarer, modify your character
as follows:
- Add 1 to your Communication ability. Antivans are
expressive and love to talk. - Pick one of the following ability focuses:
Communication (Bargaining) or Cunning (Navigation). - You can speak and read Antivan and the Trade Tongue.
- Choose a class. You can play either a rogue or a warrior.
Additional Benefits
Roll twice on the Antivan Wayfarer 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 Cunning |
3-4 | Focus: Cunning (Evaluation) |
5 | Focus: Communication (Seduction) |
6 | Focus: Communication (Persuasion) |
7-8 | +1 Dexterity |
9 | Focus: Dexterity (Initiative) |
10-11 | Focus: Perception (Hearing) |
12 | +1 Perception |
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