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The Forest Sprite
Forestsprites, also known as flowersprites,, are a diminutive race of faerie-like creatures that only dwell in various forests all around Thedas. They are revered and protected by the elf clans
Forestsprites are varied in appearances. Some are mistaken for flowers, others look like twigs, some look like green plants.
Tanglemoss
Forestsprite's sole sustenance is tanglemoss that grows in the deepest depths of the forests and in caves.
Its uses outside of the sprite community, it is a rare ingredient in some healing magic and potions.
Owlbear
Owlbears were monstrous beasts with the bodies of bears covered in thick fur and feathers. Their heads were like those of owls, but with a serrated beak.
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The Hyena
HABITAT: Forbidden Oasis, The Western Approach COMPANION: Yes MOUNT: How heavy are you? (no) SHAPESHIFT: Yes RANGER CALL: Yes
Hyenas are predatory mammals that thrive in the harsh deserts of western Orlais. They are canine in appearance, with a coat pattern of brown, yellow, and white, which provides excellent camouflage against the arid landscape. Known for their distinctive, high-pitched calls that can be heard echoing across the dunes at night, hyenas are both feared and respected by the inhabitants of the region. Their powerful jaws and keen sense of smell make them efficient hunters and scavengers, capable of bringing down prey much larger than themselves and efficiently stripping a carcass clean.
Living in highly organized packs, hyenas exhibit a complex social structure led by a dominant female. This matriarchal system ensures the stability and survival of the pack in the challenging desert environment. Each member of the pack has a specific role, from hunting to caring for the young, showcasing their highly developed social behavior.
Despite their fearsome reputation, hyenas play a crucial role in the ecosystem of western Orlais. By controlling the populations of smaller herbivores and cleaning up carrion, they help maintain the balance of nature. Their adaptability and resilience make them one of the most formidable predators in the desert, capable of surviving and thriving where few others can.
In the lore of Thedas, hyenas are often depicted as symbols of cunning and tenacity, admired for their resourcefulness and feared for their ferocity. Stories of their intelligence and pack tactics are told by travelers and merchants, adding to their mystique and the aura of danger that surrounds them.
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The Chimera
HABITAT: Varies COMPANION: No MOUNT: No SHAPSHIFT: Rare RANGER CALL: No Guardians of: The Earthsprites
A chimera had the hindquarters of a goat, the forequarters of a lion, and a set of dragon wings. Additionally, a chimera had three heads, that of a horned goat, a lion, and a dragon. This head typically resembled a red dragon, though it was not unlikely to find ones with heads resembling other species of chromatic dragon.
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Civilian Engineer Archetype
The professions of armorer, blacksmith, farrier, carpenter, baker, cook, seamstress, tailor, inventor, architect, stonemason, bookbinder, candlemaker, fletcher, jeweler, brewer, and taxidermist are all united by their roles as engineers, each crafting and constructing the essentials of life through skill and creativity. These individuals apply their expertise to design, create, and improve tools, structures, and everyday items, embodying the spirit of engineering in various forms.
Armorers, blacksmiths, and farriers work with metal, shaping it through fire and forge to create durable armor, tools, and horseshoes. Their craftsmanship ensures the protection, functionality, and efficiency of essential items, blending strength and precision in their work.
Carpenters, stonemasons, and architects design and construct the built environment. Carpenters and stonemasons shape wood and stone into sturdy structures, while architects envision and plan buildings that are both functional and beautiful. Together, they create the physical spaces that shelter and support communities.
Bakers, cooks, brewers, and candlemakers transform raw ingredients into sustenance and comfort. Through the art and science of their crafts, they produce food, drink, and light, nourishing both body and soul. Their creations are the results of careful measurements, timing, and a deep understanding of materials.
Seamstresses, tailors, and jewelers engineer wearable art. They design and fabricate clothing and accessories, considering both form and function. Their work requires a keen eye for detail, a steady hand, and the ability to transform fabric and metal into items of beauty and practicality.
Inventors and fletchers push the boundaries of creativity and innovation. Inventors develop new devices and solutions, often revolutionizing the way tasks are performed, while fletchers craft arrows with precision, ensuring accuracy and effectiveness in archery.
Bookbinders and taxidermists preserve and present knowledge and nature. Bookbinders create durable books, protecting the written word for generations to come, while taxidermists artistically preserve animals, capturing the essence of the natural world for study and appreciation.
Despite the diversity of their trades, these engineers are bound by a common thread of ingenuity, skill, and a commitment to creating and improving. They take raw materials and ideas and transform them into something greater, constantly innovating and refining their techniques. Through their work, they shape the world around them, making life more functional, beautiful, and enriched for all.
Foci
Armorer
Blacksmith
Farrier
Carpenter
Baker
Cook
Seamstress
Tailor
Inventor
Architect
Stonemason
Bookbinder
Candlemaker
Fletcher
Jeweller
Brewer
Taxidermist
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Werebeasts
Long ago, the Chasind perfected the art of shapeshifting. Whole clans would venerate specific animals, passing their ways down through the ages, concentrating the essence of their worship until their bloodlines internalized the form of the beasts they so fervently emulated.
So, too, are other tales - of dark curses and spiteful vengeances. Skilled dark mages who were capable of forcing transformations upon their enemies, entropic magics that dredged up animalistic instincts in their foes.
With the veil gone, these curses and bloodline bonds have reasserted themselves in full force. In the modern day, these “werebeasts” are uncommon, but still extant.
Werebeasts can be either naturally-born (from other werebeasts) or magically cursed with the affliction. Weres who share the same bloodline also share the same species of animal, while cursed weres’ species type is determined by the mage who cursed them. Wolves, bears, and large cats are most common, though some outliers do exist.
The affliction, once rooted, is genetic, and extremely difficult to cure.
All werebeasts, whether cursed or by bloodline, have three “forms” that they are able to shift between. The first, their “humanoid” form, is virtually indistinguishable from other humanoids. All races are potentially able to become werebeasts, with the exception being aberrations, whose unique blood disallows a were shift to take root.
The second form is their animal form - again, virtually indistinguishable from a “real” animal. The were is able to shift into their animal form at will, though doing so can be painful and sap the were’s energy. Werebeasts in animal form are often slightly larger than their natural counterparts and may have some specific identifying markings, but otherwise appear to be natural animals. The werebeast cannot speak or cast magic while in their animal form.
The third, most infamous form of a werecreature is their anthrope form. An unholy blend of both humanoid and animal, the werecreature has no control over this form whatsoever, and cannot shift into it at will. Their instincts take over while in this form, and they are typically overcome with unmitigated bloodlust. Werebeasts are (often painfully) forced into their anthrope form at every full moon. With time and effort, the were may gain a measure of control over themselves while they are in this form, but it does not come naturally.
Wolfsbane and other potions and poultices can create a soothing effect on an anthrope. Only very skilled alchemists are capable of concocting these aids, and most refuse to do so, viewing werecreatures as myths at best, and monsters at worst.
TO CREATE A WEREBEAST
Only one werebeast is permitted per player.
Determine whether the character was born a werebeast, or if they were cursed.
Identify the species of their animal form in your character's codex.
Describe their anthrope form, and how much control they have over it, do this is your character's codex.
Note: Thedas has two moons with different moon phase cycles; and the anthrope form is forced on both full moons.
We prefer common animals, but if you have an idea for an uncommon or rare animal, present staff with a compelling plot hook. This is on a case-by-case basis.
CURRENT WEREBEASTS
Andromeda Stern | Jaguar | Born/Blood
Rian Bradigan | Wolf | Cursed
Name/Species/Cursed
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Valiant Hearts Comprehensive Claims List
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The Coterie
The Coterie is a powerful and pervasive criminal organization within Kirkwall, involved in various illicit activities such as smuggling, extortion, and assassination. They control much of the underworld economy and have significant influence over the city's politics.
Name • The Coterie of Kirkwall Scope • Lowtown, Darktown, The Docks in Kirkwall Headquarters • Lowtown, Kirkwall. There are a series of homes with underground access to tunnels that the Coterie utilizes to slip throughout the city without notice. Leader • @Nairn, "Boss" or "Guildmaster"
Values • Secrecy: The Coterie values secrecy and discretion in their operations. Members are expected to keep their activities hidden from authorities and rival factions to avoid detection and interference.
Loyalty: Loyalty to the Coterie and its leadership is crucial. Members are expected to prioritize the organization's interests above personal gain and to support their fellow members in times of conflict or need.
Profit: The Coterie is driven by profit and financial gain. Members engage in various criminal activities such as smuggling, extortion, and theft to accumulate wealth and power within Kirkwall.
Power: Members of the Coterie seek to wield influence and control within Kirkwall's underworld. They aim to expand their territory and assert dominance over other criminal factions in the city.
Resourcefulness: Adaptability and resourcefulness are valued traits among Coterie members. They must navigate the complexities of Kirkwall's political landscape and respond effectively to challenges and threats.
Unity: Despite their individualistic and often ruthless nature, Coterie members understand the importance of unity in achieving their collective goals. They may form alliances and cooperate with other criminal elements when advantageous.
Pragmatism: The Coterie operates pragmatically, making decisions based on practicality and the potential for profit or survival. They are willing to make compromises and alliances if it serves their interests.
Violence: While not their only tool, the Coterie is not afraid to use violence and intimidation to achieve their objectives or maintain their dominance over rivals. They value strength and assertiveness in dealing with adversaries.
Independence: The Coterie prides itself on its independence from the formal authorities and institutions of Kirkwall. They operate outside the law and resist interference from Templars, the Chantry, or the city's nobility.
Adaptability: The ability to adapt to changing circumstances and exploit opportunities quickly is highly valued. Coterie members must be flexible in their methods and strategies to survive and thrive in the competitive environment of Kirkwall's underworld.
Goals • The Coterie's primary goal is ensuring the leadership of Kirkwall is in their favor, and that those same leadership roles do not intervene or affect their trades.
Allies • House of the Salamander (tentative alliance), Kirkwall Nobility (forced alliance) Enemies • Kirkwall Authorities (police) Rivals • Not applicable at this time.
Requirements The Coterie typically "helps people", indebting those people to the C so that they cannot leave easily. While indebted, they're trained in the ways of the Coterie, and can work their way up the ranks as they earn trust and prove their loyalty. Eventually, the intended outcome of their servitude, is that they'll not want to leave their new found family.
Joining the Coterie is as simple as writing your character's history into it, and connecting with existing Coterie characters. You can also have a character inducted into the Coterie ICly by talking with existing characters in the guild.
Members Fully fledged Coterie members can freelance outside of the Coterie, but will always put the Coterie first. Any NPC roles can be requested, except for John-Marc. John-Marc's role will be open after his plot plays out.
LEADERSHIP:
These are the topmost roles within the organization.
Boss: Nairn
Grand Magician: John-Marc (NPC)
Lieutenant: Open position; second-in-command to the Boss, responsible for executing orders, managing day-to-day operations, and acting as middle-man for dealing with other organizations.
GENERAL MEMBERS:
People on this list fill a variety of roles, and may focus on something specific over holding a role in leadership.If you don't see a role listed, but you'd like to pick up an NPC role or create a role, just send a DM to Ivy.
Head Enforcer: Danny
Spymaster: Cardell (NPC)
Treasurer: Lisbeth (NPC)
Head Fixer: Open position; this person problem-solves, negotiates, and manages relations with outside groups.
Head Recruiter: Felicia (NPC)
Executioner: Open position; this person carries out punishments and eliminates threats to the Coterie from the inside.
Teachers (multiple): Open position; because the Coterie often takes in street urchins, members with skills enough to teach these children are needed.
Safecracker & Thief: Colton Young
Fighter & Entertainer:Yoonjie
Pickpocket & Teacher: Haulean
PARTIAL MEMBERS:
These people have bought out their debt, proven themselves loyal, or otherwise been released from the Coterie but choose to stick around, even so.
Healer: Ruth Yoesif
Healer: Megara Fern
Assets
A large underground mess hall underneath Lowtown.
Hidden tunnels throughout the entirety of Kirkwall.
The guild is extremely wealthy, with an undetermined amount of gold and jewels at their disposal. Legacy Clause • If Ivy, Nairn's RPer disappears, the Coterie would fall to Bach's character Danny or Tink's character Haulean. Should neither of them want the Coterie, it would go up for grabs of an existing or newly written Coterie character to take over.
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Starkhaven
Starkhaven, once the largest city and among the most influential in the Free Marches, has become the ruling power. Still governed by a prince and ruled by the Vael family, the current leader - Sebastian Vael - has far surpassed any power gained by his predecessors. Feeling the encroaching threat of Antiva, Sebastian made bold moves among the remaining city-states, taking Tantervale and Ostwick in addition to Kirkwall.
PRINCE OF STARKHAVEN: Sebastian Vael has been the ruling prince since 9:38 Dragon. Dedicated the first few years of his reign to settling the city-state after the attempted coup and resolving any remaining disputes about his claim to the title. Uninterested in doing more than restoring balance and keeping the peace at first, the entirety of the wealth of the crown is poured into aiding Kirkwall in the initial years following the destruction of its Chantry. He has since brought Kirkwall under his rule, annexing the city-state in 9:41 Dragon. In the last year, he has annexed both Tantervale and Ostwick as well.
PRINCE/SS CONSORT: Sebastian is currently unattached, but this slot is reserved for whomever becomes his significant other. Cannot be obtained OOCly.
CHANTRY ADVISOR: Person is involved heavily in the Chantry, and is probably up in arms about the fact the Circles are abolished, and the Grand Enchanter and Divine are dead. Probably pushing for Divine election.
FIRST ENCHANTER: The First Enchanter worked closely with the now-deceased Divine, and the previous First Enchanter. They have claimed the mantle as their own, as they pursue ways to help stop possessions. This person grew up around Rivain, and has amassed a lot of knowledge about the Rivaini nullification amulets. Their hope is to figure out how to mass produce said amulets. This person is a necromancer, and may be pursuing the idea of bringing back their mentor, the Divine Victoria.
SENIOR ENCHANTER: This person is the First Enchanter's mentee. They likely disagree with their teachers darker peeks into necromancy, but are uncertain whether to report their mentor to the ruler of Starkhaven.
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The Evanuris - Sylaise
SYLAISE, THE HEARTHKEEPER - WIKI PAGE
In Dalish lore, Sylaise, the Hearthkeeper, is the goddess of all the domestic arts. The Dalish pray for her to spare the sick and to watch over their innocents, and was thought to be June's wife. In their stories she gave the elves fire, taught them how to weave rope and thread, and to use herbs and magic for healing purposes. It is likely she was a revered healer in this unknown war, known for saving lives rather than taking them. This is most likely, as Sylaise's path is called the Vir Atish'an - The Way of Peace.
Little is known about Sylaise, but an ancient song reveals rivalry between Sylaise and other gods. Perhaps, then, Sylaise would have tried to help Mythal, rather than be an instigator in her murder. It would not be far-fetched to think that Sylaise - a woman of peace - would have wanted the tyranny of the Evanuris to end just as much as Mythal.
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