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DracoDruid wrote:Sure it's not the "canon policy" but I think it's a good (and playable) compromise, which also might produce interesting roleplaying opportunities.




DracoDruid wrote:Our idea:
At least in Ferelden (the "Land of the Free"), Mages are at least partially free to travel alone, under certain circumstances:
Once they arrive in a new town, they have to report in the local chantry/templar order/mage circle/city guard.
They have to say why they are there, what they want and how long they will be staying.






Teryn wrote:I wonder did you play the video game? There is a point that you can have a conversation with someone in the circle tower about this issue. Mages are allowed to leave the tower as they please and return as they please. They are not trapped within the tower after passing there harrowing. Templars are normally not assigned to mages when they leave the tower on there own. Lets take a look at the encounter with the darkspawn attacking three mages on top of a hill that you can run into. One of those mages was more or less a teacher, he called himself a master, the other two where two students whom had just passed there harrowing not to long ago. I wouldn't worry too much about how your player whom is playing a mage got out of the tower.

Disemvowel wrote:You are 100% correct, how did THIS get past us all?







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