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Dossiers of Thedas Collection

There are lots of people in Thedas. Those people often understand the value of working
together.

The following stat blocks represent the largest denominations of Thedas’ politics and borders.
These represent innumerable peoples and smaller Organizations that band together to
represent the people of an entire country when war comes or when the Blight returns to Thedas.
These should be used only if the nation come together against a common enemy (like the
darkspawn, or against the next qunari invasion!).

You may adjust these as needed, use them as backdrops for a campaign of war, as context for
the greatest heights that Organizations may reach, or even as targets for particularly malicious
campaigns of national espionage.

The Anderfels
Still haunted by the darkspawn, the Anderfels is a harsh place with a pious people watched over
by the legendary Grey Wardens.

Might ​5​ (Garrison, Special Troops: Grey Wardens)


Wealth ​3
Influence ​3 ​(Chantry)
Intrigue ​2
Magic ​4
Structure ​3​ Stability ​300 ​ Scope N​ ational ​Troops: ​550
Blighted​: Whenever the Anderfels rolls on the Organization Misfortune Table, replace any “New
Arrivals”, “Attacks of Opportunity”, and “Rival Maneuvering” events with “Darkspawn Difficulties”.
Grey Wardens: ​Because of the Grey Warden presence, the Anderfels always gains a +3 bonus
on Plots performed against darkspawn-based Organizations.

Antiva
The wealthy nation of merchant princes is also home to Thedas’ greatest guild of assassins, the
House of Crows.

Might ​0
Wealth ​11​ (Goods, Treasury, Services)
Influence ​8 ​(State)
Intrigue ​11​ (Assassins, Counter-Spies, Spies)
Magic ​2
Structure ​7 Stability ​375​ Scope ​World Troops: ​None
Stunt Bonus​: Antiva may perform the ​Contacts​, ​Equip/Supply​ (once for free), &
Rebuild/Expand​ (once for free) Growth Stunts for -1 SP. May also perform the ​Bolster​ and
Sabotage Operation​ Plot Stunts for -1 SP.
Profitable Returns: ​Antiva may perform the ​Greater Assets​ Growth Stunt for -1 SP if its
Wealth ever falls below 9, but only if it uses the stunt to add 1 to its Wealth.

Ferelden
A young nation of warriors who love their dogs and potentially produced the prophet Andraste,
Ferelden is a place of strong wills and hearty people. Having fought off oppression from two
powerful nations and even weathered the Fifth Blight, Ferelden stands strong against nearly any
tide.

Might ​9​ (Garrison, Raiders Special Troops: Mabari Hounds)


Wealth ​6
Influence ​6​ (Commonfolk)
Intrigue ​4
Magic ​3
Structure ​6​ Stability ​500 ​ Scope ​World Troops: ​10500
Stunt Bonus​: Ferelden may Perform the ​Bolster Infrastructure​, and ​Rebuild/Expand ​(once
for free) Growth Stunt for -1 SP; and the ​Devastate​ and ​Further Advantage​ Plot Stunts for -1
SP.
Hero of Ferelden: ​If the Hero of Ferelden is alive in this timeline, Ferelden may reroll any failed
Plots that are lead by the Hero, taking the second result. If they are not alive, increase Structure
by 1.
Mighty: ​The Organization has a long history and strong culture. Stability is at least 350, and
troop number is multiplied by 5.

The Free Marches


The Free Marches are a collection of fiercely independent city-states, each with their own
distinct cultures and governments, that rarely unite expect for the the legendary Grand Tourney.
When they do unite, they cannot be ignored, for even the Blight may topple in the face of the
Free Marches. (This stat block should be used only if the city-states come together. Each would
likely have its own stats.)

Might ​8 ​(Raiders)
Wealth ​8​ (Goods)
Influence ​6​ (Commonfolk)
Intrigue ​5
Magic ​4
Structure ​5​ Stability ​500 Scope ​World Troops: ​22000
Stunt Bonus​: The Free Marches may perform the ​Exciting Opportunities​ Growth Stunt for -1
SP. When the Free Marches are united against a common threat, the Free Marches may
perform the ​Overwhelm​ and ​Rebuild/Expand​ (once for free) stunts for -1 SP.
Powerful:​ This Organization has centuries of history and culture. Stability is at least 500, and
troop number is multiplied by 10.

Nevarra
Nevarra is a powerful nation of many calls to fame. They inter their dead in the Grand
Necropolis, have had many grand dynasties and famous rulers like the Pentaghasts and the
Van Markhams, and have a long history of dragon-hunting. They were once a Marcher
city-state, but became their own nation to rival any in Thedas.

Might ​9​ (Garrison, Special Troops: Dragon Hunters)


Wealth ​9​ (Treasury)
Influence ​8 ​(State)
Intrigue ​5
Magic ​4 ​(Lore, Specialized Magic: Entropy)
Structure ​6​ Stability ​600​ Scope ​World Troops: ​26000
Stunt Bonus​: Nevarra may perform the ​Devastate​ and ​Two-Pronged Plot​ Plot Stunts for -1
SP.
Death is Politics: ​If an important figure passes away who benefited the nation greatly, such as
a powerful noble or someone who could be part of a New Hire of Best of the Best Growth Stunt,
they are interred in the Grand Necropolis, and Nevarra gains +5 SP on their next Growth check
for morale after a lavish festival-ceremony.
Powerful:​ This Organization has centuries of history and culture. Stability is at least 500, and
troop number is multiplied by 10.

Orlais
Orlais is the center of Chantry power, the birthplace of the Chevaliers, and a bloody
battleground of elitist intrigue. Many Orlesians happily claim that the Grand Game, as they call
it, has claimed as many lives as the wars Orlais has fought and won. With a long history of
conquest, civil war, and war within, Orlais is not to be trifled with.

Might ​10 ​(Garrison, Siege, Special Troops: Chevaliers)


Wealth ​9​ (Treasury, Services)
Influence ​10​ (Chantry, State)
Intrigue ​11​ (Counter-Spies, Secrets, Spies)
Magic ​4​ (Lore, Mages)
Structure ​7 Stability ​700 Scope ​World Troops: ​29000
Stunt Bonus: ​Orlais may perform the ​Exciting Opportunities​ and ​Useful Secrets ​Growth
Stunts for -1 SP, and may also perform the ​Undermine​ and ​Power Shift ​Plot Stunts for -1 SP.
Political Savvy​: Orlias’ elite are political masterminds, so Orlais may reroll a failed Influence
test and take the second result.
Powerful:​ This Organization has centuries of history and culture. Stability is at least 500, and
troop number is multiplied by 10.

Orzammar
The largest current kingdom of the dwarves has seen better days. It carries on despite centuries
of attack by their darkspawn foes, and the constant, bloody turmoil of their rigid caste politics.
The dwarves are still industrious, and Thedas’ supplier of lyrium, so they remain far from
irrelevant.

Might ​8​ (Garrison, Raiders, Siege, Special Troops: Legion of the Dead)
Wealth ​8​ (Goods, Treasury, Services)
Influence ​8 ​(Dwarves, Foreign Power: Tevinter, State)
Intrigue ​8​ (Assassins, Spies)
Magic ​6​ (Enchanters)
Structure ​8​ Stability ​500​ Scope ​World Troops: ​12000
Stunt Bonus​: Orzammar may perform the ​Exciting Opportunities, Equip,​ and ​Contacts
Growth Stunts for -1 SP.
King of Orzammar: ​If Bhelen is King, increase Orzammar’s Influence and Wealth by 1. If
Harrowmont is King, increase Intrigue and Might by 1.
Mighty: ​The Organization has a long history and strong culture. Stability is at least 350, and
troop number is multiplied by 5.

Par Vollen
Par Vollen is the center of Qunari culture, and although it is not their birthplace, the Qunari
consider it to be their new home. The capital of Qunandar is said to be one of the wonders of
the world, and the intricate society of the Qunari works as a unified whole, with each person a
part of the greater creature that is the Qun.

Might ​12​ (Garrison, Raiders, Siege, Special Troops: Saarebas)


Wealth ​8 ​(Goods)
Influence ​5 ​(Qunari)
Intrigue ​7 ​(Assassins, Counter-Spies, Secrets, Spies)
Magic ​5
Structure ​10​ Stability ​800​ Scope ​World Troops: ​25000
Stunt Bonus:​ Par Vollen may perform the ​Useful Secrets​, ​Extreme Devastation​, and
Overwhelm​ Plot Stunts for -1 SP.
What Discipline Achieves:​ Par Vollen is unparalleled at warfare, so Par Vollen may reroll a
failed Might test, taking the second result.
Unshakable Faith: ​Par Vollen is the center of the Qun, and its strength can be felt here. Par
Vollen may reroll a failed Growth test, taking the second result.
Powerful:​ This Organization has centuries of history and culture. Stability is at least 500, and
troop number is multiplied by 10.

Rivain
Rivain is a unique place with a clever and strong-willed people. A strange melting pot of Chantry
doctrine, Qunari discipline, and local ancient traditions, this matriarchal nation is also a favorite
port of raiders and those who terrorize the sea. The leaders of this nation are mages, calling
themselves Seers, and while they bow to the Chantry-worshipping monarchy, they practice
magic openly and guide the Rivani people as they always have.

Might ​7 ​(Raiders)
Wealth ​6​ (Goods, Treasury)
Influence ​7​ (State)
Intrigue ​6​ (Spies)
Magic ​7​ (Mages, Specialty Magic: Spirit)
Structure ​6 Stability ​400 Scope ​National​ Troops: ​1000
Stunt Bonus​: Rivain may perform the ​Undermine​ and ​Split Targets​ Plot Stunts for -1 SP.
Seer’s Wisdom:​ By consulting the spirits, the Seers can make accurate predictions about the
future. Rivain may reroll a failed Growth test and take the second result.
The Tevinter Imperium

Tevinter once conquered all of Thedas, and its mark can still be seen in old ruins, standardized
currency, and even the Imperial Highway that stretches across the continent. Tevinter is not
what it once was, but it is still a might magocracy that stands as one of Thedas’ powerhouses.

Might ​7 ​(Special Troops: Legionnaires)


Wealth ​9​ (Treasury)
Influence ​9​ (Dwarves, State)
Intrigue ​7​ (Counter-Spies, Spies)
Magic ​11​ (Enchanters, Lore, Mages, Specialized Magic: Blood, Entropy, & Primal)
Structure ​7 Stability ​700 Scope ​World Troops: ​29000
Stunt Bonus​: Tevinter may use the ​Surgical Strike​ and ​Overwhelm​ Plot Stunts for -1 SP.
Magic Military: ​Tevinter may use Magic instead of Might to determine the number of troops
they have.
For the Greater Good: ​By using blood magic rituals (in secret, of course) the Imperium may
sacrifice 1d6 Stability for an equal bonus on a Plot test.
Magisters:​ No nation comes close to the Imperium in magical ability. Tevinter may re-roll a
failed Magic test, taking the preferred result.
Powerful:​ This Organization has centuries of history and culture. Stability is at least 500, and
troop number is multiplied by 10.

Seheron
A jungle paradise once held by Tevinter, this nation has become a bloody battleground between
the Imperium and the Qunari. In the middle of this chaos are Tal-Vashoth and the local
Fog-Warriors who consider both sides enemies. The natives are mostly converted to the Qun,
but many resent all sides of this conflict, as Seheron has become shaped by war like no other
nation.

Might ​5 ​(Raiders, Special Troops: Fog Warriors)


Wealth ​5​ (Goods)
Influence 4 (Qunari, Tevinter)
Intrigue ​7​ (Assassins)
Magic ​5
Structure ​3​ Stability ​300​ Scope ​NationalTroops: ​700
Stunt Bonus​: Seheron may perform the ​Two-Pronged Plot​ Plot Stunt for -1 SP.
Torn by War:​ The TN for Seheron’s Growth tests is 13 instead of 11.
Guerilla Warfare:​ The Fog Warriors hit and run tactics are effective. Seheron may reroll a Might
(Raiders) test, taking the preferred result.
Increasing Abilities of an Organization

Local Regional National World

5 or less 1 gp 10 gp 100 gp 1000 gp

6-8 2 gp 20 gp 200 gp 2000 gp

9 or higher 3 gp 30 gp 300 gp 3000 gp

Organization profit

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