Dark Fantasy
The dark world of the Dragon Age series. Set on the continent of Thedas
Author's Note: Set in the year 9:29 Dragon, 1 year before the events of the first game. Thedas is a dark fantasy world defined by its mature themes and rich lore.
Magic is both powerful and dangerous, with mages feared and controlled to prevent demonic possession and the use of forbidden blood magic. The Circle of Magi confines mages, overseen by the Templar Order of The Chantry creating tension and fear of rebellion.
Twisted, grotesque humanoid creatures of decay and corruption known as Darkspawn pose existential threats. Occasionally a Blight led by a corrupt old god in the form of a dragon leads them to the surface from the Deep Roads. Heroes known as Grey Wardens stand against these forces, often sacrificing their lives to combat the Archdemon leading each Blight.
Political intrigue is ruthless, with nations like Ferelden and Orlais embroiled in deadly power struggles. Noble families vie for power through manipulation, assassination, and war.
The Chantry’s religious dogma often leads to conflict and hypocrisy, with heresies and purges creating a landscape of spiritual strife. The Fade, a realm of dreams and demons, constantly threatens to spill into the mortal world, with malevolent spirits eager to breach The Veil, risking possession and madness.
Racial tensions and social strife are pervasive. Elves, once a proud civilization, are now marginalized, living in slums known as Alienages in human cities or as nomadic Dalish clans. Dwarves grapple with decline in their underground cities, their once-great kingdoms overrun by darkspawn in the Deep Roads.
Moral ambiguity pervades the narrative, with choices that lead to significant and often tragic consequences. Themes of betrayal, sacrifice, and survival are central, creating a richly layered and immersive experience.
Thedas is a world where darkness is not just a backdrop but an intrinsic part of its fabric, setting it apart from generic fantasy worlds.
Played | 149 times |
Cloned | 27 times |
Created | 229 days ago |
Last Updated | 7 days ago |
Visibility | Public |
Spike Growth
Transmutation
Details
School | Transmutation |
Level | 2 |
Casting Time | 1 action |
Range | 150 |
Duration | Up to 10 minutes |
Description
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The development of land is camouflaged to look natural. Any creature that does not see the area when the spell is spell casts must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.