ɴᴇʀɪᴀ sᴜʀᴀɴᴀ (
unabatedly) wrote2015-10-17 11:40 pm
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Entry tags:
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PLAYER INFORMATION
NAME: Kal
ARE YOU 18 OR OLDER?: Yes.
CONTACT:
CURRENT CHARACTERS: N/A
CHARACTER INFORMATION
NAME: The Warden (Neria Surana)
CANON: Dragon Age (Origins)
CANON POINT: Post-Witch Hunt DLC
CHARACTER AGE: Early 20's
HISTORY: The Warden & Warden-Commander
Magi Origin, or her prologue level and backstory
Main Story Plot
Awakening Plot
PERSONALITY:
Surana, like all malleable protagonists, has a personality that is chosen by the player. The options in Origins are slightly more ambiguous than in latter games, though many choices reflect a core three personalities: Diplomatic, Charismatic/Charming, and Aggressive. Though they are not so black and white as Dragon Age II, they routinely follow a similar path structure and allow for the player to try a diplomatic approach, make a witty side remark, or simply attack a target or act rudely. Other options also allow the player to take advantage of origin-specific differences, which include race (dwarf, elf), class (mage), and gender (male/female). As such, Surana's personality mostly favors the diplomatic approach, with a few side remarks about her status as a mage and a sharp comment or two about her race as an elf.
Surana, like many mages in the Circle of Magi, is a mage driven by curiosity. Magic is an art that will allow her growth throughout her entire lifetime, and spells take a long time to learn and to develop to perfection. As there are many skill trees for mages, it also means that she has the potential to expand her repertoire of power to greater heights than that of a warrior or rogue. But with this curiosity also comes wariness and caution, something (hopefully) drilled into every mage at a young age. "Magic exists to serve man and not to rule over him." Over and over she is told this and, truthfully, anyone would begin to believe such diatribe. But to Surana, this is a rule that is meant to be followed: outside of this law exists anarchy and blood magic, and a desperation that often costs a mage's life to a Templar sword or to the demons in the Fade. Surana asks questions of those she meets both inside the Circle and outside in Ferelden (and the game gives you many opportunities to ask as many questions as you'd like), even to the point of perhaps frustrating some people. But Surana is also a quick learner, picking up patterns and forming her own opinions (right and wrong) from what she's been given. A prime example of this is a conversation with Sten concerning Qunari children: Surana may ask Sten why children are not raised by their parents in the Qun and though Sten responds with clipped answers and hardly any information with them, there are options to pick up on the patterns and draw a proper conclusion. In this case, it is that the priests raise children and the Qun in its entirety is the "family" unit for the children. Though parents do not have the same roles, the children are cared for by all and nurtured so that they reach their potential.
It is also, perhaps, important to note Surana's privilege in knowing so much within the Circle, even if there are constraints to her learning. In the game, it is possible for Surana to engage in conversation - and, as always, to eavesdrop - with others around the Circle and to come to the conclusion that Irving himself has taken Surana as a teacher. Though many young and budding mages are taken to be apprentices by the older enchanters and elder mages, no other mage is mentioned to be Irving's pupil. Not much is said on this, to be certain, but it can be derived that being the private pupil of the First Enchanter has more privilege than most positions, and is also a position of protection. This ensures that the First Enchanter can teach some of the brighter pupils and, also, allows the First Enchanter to know precisely when that mage is ready for their Harrowing. As this is speculation and, thus, a moot point, it also can give some insight into Surana's loyalty to the Circle both in the beginning of the game, towards the end, and during Awakening: Surana is loyal to the people in the Circle and those who are empathetic to the plight of mages, but not necessarily to the structure of the Circle itself. This also sheds light onto Irving and Surana's relationship, which is an amiable one, founded on trust and reliability. When Surana returns to the Circle, Irving is surprised but glad to see her, and is even more proud of her accomplishments when she stands up to and defeats Uldred.
But with this privilege comes one of the most hazardous of all emotions within the Circle: pride. The strongest of the demons in the Fade are Sloth, Desire, and Pride. Surana encounters all three on her journeys in the Fade, but it is Pride that lays a trap for her (using both Rage as a decoy and Sloth as a side test). Though she ultimately evades it, it speaks volumes to what initially draws her to her power as a mage. As Irving's apprentice, she has been given the best, and so she sees the world through the rose-tinted glasses of a privileged scholar. Though her position may have been alienating (and there is evidence to point to that, too, when Surana speaks of being an elf among humans in the tower) it also gave her benefits that the others did not have, and this is rather telling to her position. She does not have to worry about becoming Tranquil or failing her test. Instead, she fears disappointing others, especially Irving and her companions.
People are drawn to Surana, both out of necessity and out of their own forms of curiosity. But they stay because of a few select traits that are not uncommon but shine within her. The first is her iron will and her determined attitude to finish a task that's been put in front of her. Part of this stems from that fear of disappointment, but it is also in part because she refuses to give up (pride, again) and believes any sacrifice is worth the cost...so long as that sacrifice is personal and others are not wrapped up in her struggles. This is why she drinks from the flask at Warden's Peak, despite knowing the research Avernus has spent his life on. Blood magic, however forbidden, can give its bearer the power to combat the impossible. Though Surana is not a blood mage*, she gives herself two powers associated with blood magic solely in her position as a Warden so that she has the strength and power to fend off the darkspawn that threaten to destroy the land around her. This is something the demons can comment on in the Fade and in battle: Pride, itself, tells Surana how much potential she has even in the beginning, and Desire offers Surana whatever she wishes in the hopes of being set free. This has, however, sometimes come off as headstrong. An example is the scene with Mordock from Redcliffe, she can convince him that they will succeed, and it sounds a great deal like boasting. In part, it is.
[*In the ability tree, these two powers are separate from the Blood Magic skills, and thus I am counting them separately from a logistics point of view but not from a morality standpoint.]
The second trait is her conscientiousness, tied together with her patience and her willingness to listen. Though Surana is patient and is a good listener (you have to be when your companions all tell you their life stories), she is more than willing to do her own share of talking. When it comes to certain characters (Sten and Shale, to say the least) it's nearly impossible to give them the silent treatment if you wish to have any sort of bond. In the Circle, Surana learned to listen, to obey and to do as she was told. Diligent as a student and not expecting to ever teach in turn, Surana eventually learns that speaking does have its benefits. She displays courage in standing up to Uldred in the Circle Tower, and the authority of a Warden at the Landsmeet before Loghain. As inexperienced as she is (and she is inexperienced, make no mistake about that), she has learned over the course of her journey that there is a time to listen, a time to speak, and a time to act. This only becomes more obvious as she takes on the mantle of Warden-Commander and she begins to enact her own decrees and rules. Though she is hardly fit for the role (and being the Hero of Ferelden doesn't exactly give her the proper credentials for anything), she slowly comes into her own, though she is reluctant and hesitant at first. But the changes in tone can be seen in dialogue, where there are fewer uncertainties and more declarations. Surana goes so far as to even challenge a Knight-Commander for the release of an old friend, and she manages it (with more than a few complications).
With this comes a willingness to please others. She hopes to balance her companions with defeating the Blight and she hopes to juggle their needs and desires over the good of the situation. Earning their favor is important to her, to an elf who has had few friends and now has no home and no family to turn to. She is alone in a world that fears and reviles her and what few friends she has are more important to her than all of the gold in Thedas. In them she finds kinship and safety, as they all respect her if nothing else. These are also her biggest influences in her time away from the Circle. Morrigan, a witch of the wilds, teaches her to be fearless and unapologetic for who she is. She is a mage above all else and should not fear what people believe of her. Alistair teaches her of family and kindness, and she finds a kinship with him being the only Wardens in Ferelden. In Leliana and Zevran she finds adventure and friendship, and tragic lives that have made them bolder, more cautious, and protective of what little they have in life. Sten and Shale teach her strength and fortitude, not just from enemies but from the verbal assaults from friends. It is Sten who challenges her authority and even strikes out at her once, forcing her to stand up for herself or be trampled upon. Wynne gives her hope for mages who struggle, and she finds wisdom in her advice. Oghren, last but not least, teaches her to be headstrong and loud, to not back down, to get up even when all hope seems lost. Who wouldn't want to please these people, this family she's made? But they are also impossible to be pleased at once, and so Surana loses herself in befriending one person and neglecting someone else. The consequences of this are not so dire but still she is afraid of disappointing them, and struggles to keep everyone alive and happy for so long as they travel together.
Surana, for all that she sounds strong and likeable, has plenty of weaknesses. As mentioned before, her willingness to please everyone and find a happy medium often leads to neglecting others and trampling on their concerns. Origins in particular can throw many difficult decisions at the Warden, specifically when it comes to moral choices. Surana does what she believes is best and, in being the loudest voice, wins out. But not all of her decisions are good ones. In choosing the next dwarven king, she unwittingly brings an entire house to ruin (Dragon Age II verifies that if Harrowmont is chosen over Bhelen, then his entire line is slaughtered to prevent insurrection). In giving into the demands of a forest spirit, she has the Keeper of a Dalish clan killed to protect his people. She wastes time returning to the Circle Tower to help Connor when he is possessed and puts Lady Isolde and Bann Teagan in danger simply because she believes there's a chance. She even goes looking for a dead prophet's ashes to cure a sick man. Some of these turn out 'for the better' in some circumstances, but that outlook is only for the privileged and for the victors. Surana is the victor; the people she harms even accidentally will never forget the blow she has given them, and that is a test she has neither passed nor learned to accept just yet, young as she is.
In Awakening, Surana is much more vocal about what she wants and the future that she endeavors to have, but again, at what cost? In protecting apostates, she is willingly going against Templar orders and endangering her comrades simply to aid her own beliefs. She shows ill regard to noblemen to the point that they specifically try to hunt her down in an effort to kill her and take back the lands of the Keep. The two most difficult decisions Surana must make in Awakening boil down to this: choose saving the Keep and the Wardens or the innocents in the city of Amaranthine, and side with the Architect to potentially stop all Blights or destroy him for what he's done. And Surana, learned and prideful, kind and driven, chooses what's best for her and those around her, not necessarily what is best for the whole and for everyone involved. Is there guilt over the decision? Absolutely. Surana carries the weight of guilt on her shoulders more than anyone else. But she must keep going or she will never grow; she must keep walking or she will never reach her destination; she must protect what is hers or no one else will.
ABILITIES: Surana is a mage, which means she has access to magic. Magic is an element that exists in Thedas just as other things do, like gravity. Only mages, however, can tap into magic and manipulate it. Magic comes from the Fade and the world's connection to it; thus, mages draw their power in from the Fade itself. Unlike normal people, mages have mana, which is their pool of energy specifically designed to allow them to tap into the Fade and into their magic. The greater the well of mana, the more one can cast spells. Mana, in the gameplay sense, grows when it is leveled up. But mana does not make a powerful mage. In fact, some mages derive their power simply from sheer force of will and talent, like in the case of Connor. Connor, being only nine, unwittingly was able to strike out into the Fade and search for his father and encounter a demon. Others, particularly blood mages, don't necessarily need to be talented mages. Blood magic allows them simply to give themselves plenty of mana and power with which to combat foes.
Surana is frequently called a very talented mage, so much so that she became the First Enchanter's personal apprentice. But this also allowed her to catch the eye of a Pride demon.
The stronger the mage, the more powerful their connection with the Fade...and the more noticeable they are to demons.
Spells are divided up into skill trees, just as rogues and warriors have "talent" trees. All characters in Dragon Age also are allowed to have specializations. Surana, as the Warden and Warden-Commander, eventually has three specializations. They are as follows:
Spirit Healer: Surana's primary specialization is that of the Spirit healer. Spirit healers are unique among mages in that they can attract and "befriend" spirits in the Fade to aid them in their spellcasting and in their healing. This means that the mage themselves is very attuned to the Fade and to the spirits. However, this is also a dangerous power, as it can attract demons.
Surana knows all of the Spirit Healer spells.
Arcane Warrior: During her time in the Brecilian Forest, Surana found a phylactery containing an ancient spirit that taught her the powers of an Arcane Warrior. This is mostly a "buffer" specialization that allows Surana to use her magic to settle a 'strength' requirement, which allows her to wear armor and use weaponry outside of staffs. As an Arcane Warrior, she can channel her magic through her body to make herself powerful and to allow her to last much longer in combat. The final learned spell also allows her connection to the Fade to deepen to both protect her and augment her magic. However, this is also dangerous to her against demons. This also allows Surana to use a sword.
Surana knows all of the Arcane Warrior spells.
Shapeshifter: Learned from a Witch of the Wilds, Surana can transform into a few animal forms in combat, such as a bear, a large spider, and a swarm of insects. At the highest level, she can also assume a more corrupted form, and can overwhelm enemies or paralyze them on the battlefield as a bear and spider, respectively. Shapeshifting is limited to animals; she cannot transform into objects or people. Morrigan is shown turning into smaller animals in cutscenes and so, one would believe this is possible. Morrigan states that one must try to see through the mind of said animal to become it in an attempt to understand it.
Surana knows all of the Shapeshifter spells.
During the Warden's Peak DLC, Surana drank from a vial of a Warden's concoction and now also knows Power of Blood spells, of which there are two. Though these are, essentially, blood magic, they do not count towards the "blood magic" tree.
In regards to the other skill trees, I'll try to be brief and explain what Surana knows.
Creation magic allows a mage to cast healing spells and also buffer spells to aid allies. It can also lessen an opponent's damage. Surana knows Heal, Rejuvenate, Regeneration, and Spell Wisp.
Spirit spells allow Surana to cast spirit spells on enemies to damage them or to buffer allies. Some even allow for mana regeneration. Of these, Surana knows Spell Shield, Walking Bomb, and Death Siphon.
Entropy spells damage enemies usually in short bursts or take away their life to help the caster. Surana knows Drain Life and Death Magic.
Primal spells are your basic elemental spells. They also come with the ability to coat weapons with elemental energy. Of these, Surana knows Flame Blast, Rock Armor, Stone Fist, Winter's Grasp, and Lightning.
Arcane spells are the traditional spells mages can learn. The default and starting move is Arcane Bolt. Surana also knows Arcane Shield and Repulsion Field.
WHAT DOES ALL OF THIS MEAN? (and how things will be nerfed)
To put it into game mechanic terms, Surana will be able to use healing spells (provided this is allowed by the witches, and of course, can be stopped should it be related to another character's punishment). She will have most of her normal spells and will not use them against others in the household. For the Shapeshifter specialization, she will be able to transform into smaller animals as well (Morrigan is shown turning into a wolf/dog of some sort) such as a cat, a dog, etc. but her larger forms will not be permitted unless the witches allow or in the case of some sort of event. Violence isn't the answer, after all. Spells will be used for lightshows, fancy performances, for sex, for heat, for passion, but not to hurt others (unless, again, an event or order from the witches calls for it). I am okay with anything being nerfed per mod request.
Unrelated to spellcasting, Surana is also an expert at coercion as a talent (though this won't be able to be played without mun permission and does not involve magic; it simply means Surana is very charismatic and good at verbal manipulation) and is a standard herbalist, able to make potions and a few other salves, and other helpful tinctures. She will be more of a honeytongue to gather information in an effort to protect herself...or to gain favor with her matron witch.
SINS & VIRTUES:
Sins: Pride (HUGE amounts of pride as a mage, a Warden, as someon capable of great power - the demon she initially finds in the Fade is, presumably, a demon of Pride due to its size), Lust (for knowledge)
Virtues: Temperence (wisdom), Charity (sacrifice - only of herself, and only if a favorable outcome can be reached), Kindness (loyalty, compassion), Humility (bravery, altruism at times)
SAMPLES
ONE and TWO