[PLAYER INFO]
NAME: Beckett
AGE: 20
JOURNAL:
bwhahahabeckIM: FAILURE ALERT
E-MAIL: badgerred@gmail.com
[CHARACTER INFO]
CHARACTER NAME: Anders
FANDOM: Dragon Age (Video Games)
CHRONOLOGY: Post-Dragon Age: Awakening
CLASS: Hero
SUPERHERO NAME: Healer
ALTER EGO: Anders | Healer
BACKGROUND: Anders was born in the Anderfels, a Germanic country of extremes and birthplace of the famous Grey Wardens. He was sent away to the Circle of Magi at a very young age. He does not know his parents very well and does not mention them with the exception of one of his only possessions--a small embroidered pillow his mother made.
He was sent to the Fereldon Circle located off the coast of Lake Calenhad. To say the least, Anders was a troublemaker. He held the record for most escape attempts--one time, he swam across the lake during lessons. He always harassed the Templars watching over them.
Anders also speaks fondly of his many sexual exploits in the Circle, specifically how their robes were designed for easy access. While at the Circle, he fell into a relationship with Enchanter Karl who was much older than him and probably a teacher. However, they did not last as Anders points out that the Templars often used love against the mages in the Circle. He also kept the company of the Circle's cat, Mr. Wiggums. However, Mr. Wiggums became possessed by a rage demon and took down three Templars before finally getting killed. Anders recalls this with both happiness at the Templars' demise and sadness for Mr. Wiggums as well.
At roughly seventeen, Anders underwent his Harrowing. The process involves throwing the mage apprentice into the Fade (dreamscape) and making them face a demon. Templars are on nearby watch to kill the mage if they turned into an abomination (possessed by a demon). The mage apprentice would have to fight the demon to pass. Anders passed.
He escaped several times and spent a year in solitary confinement. A few years down the line, as a young adult Anders escaped once again. He was apprehended by Templars and was being taken back to the Circle. They stopped at Vigil's Keep--the newly appointed Grey Warden base-- for a rest when Darkspawn attacked.
The Darkspawn are demonic monstrous creatures that come from the depths of the Deep Roads (underground) and have terrorized Thedas for years. They are led by the Archdemon, dragons that possess the souls of old gods. When Darkspawn come up led by an Archdemon, that is called a Blight. A Blight has recently terrorized Fereldon, but was stopped by one of the last remaining Grey Wardens, Mahariel. However, after the Archdemon's death, there were still many Darkspawn rampaging through Fereldon.
Anders was caught in an attack which took out his Templar guards, leaving him to smite those buggers. This is where he meets the Grey Warden-Commander Mahariel and his guide Mhairi. Mahariel agrees to let Anders join him as they go through Vigil's Keep, finding survivors and taking out the Darkspawn. They meet a rude, drunken dwarf Oghren (who knows the Grey Warden) along the way and take him too.
Once they take down the of the Darkspawn and rescue seneschal Varel,they meet King Alistair at the gates of Vigil's Keep. Mahariel voices his suspicions of the organized Darkspawn attack and needing more numbers for the Grey Warden base. A Templar interrupts their discussion to point out they had a dangerous apostate criminal--Anders. Mahariel and Alistair invoke the right of conscription, to have Anders be a Grey Warden and therefore free of the Circle. Soon afterwards, Mhairi, Oghren, and Anders take part in the joining ritual which involves drinking Darkspawn blood. Oghren burps, Anders promptly faints, and Mhairi dies therefore only having Oghren and Anders be officially recognized as Grey Wardens.
Anders and the crew set out on the trail of a Grey Warden, Kristoff, who has gone missing. They travel through the city of Amaranthine, finding clues that Kristoff was in the desolate Blackmarsh. They come across the abandoned town filled with Darkspawn and Blighted wolves. The crew feel the Veil (between the real world and the Fade) thin in the area. They find Kristoff's decomposing body just outside of town and soon after meet a Darkspawn messenger who calls himself the First, talking mysteriously of the Mother. He brings a gift from her which turns out to be a trip to the Fade. The messenger is shocked by this turn of events and leaves to find a way back, leaving Anders and his companions trapped in the Fade.
After fighting through demons, they discover a "Baroness" has trapped the spirits of the Blackmarsh town in the Fade. They meet the spirit Justice who can help aid them. Anders has his doubts, scared of coming up against an "evil, powerful witch", but the Warden-Commander persuades him to fight alongside him in hopes of finding a way out. With Justice, they barge into the Baroness's stronghold. They discover the Baroness has allied herself with the First. They defeat the First in combat, but the Baroness beats them to the kill, using the First to send them back through the Veil. Anders and the others wake up back in the real world with Justice having possessed Kristoff, trapped.
They continue on their way, completing odd quests due to the goodness of the Warden-Commander's heart. Their travels bring them to the Wending Wood to find out what is destroying the caravans. They discover an elvhen mage, Velanna seeking revenge on what merchants have done to her sister. She escapes from their sites and the crew decide to search for her. After stumbling on an abandoned elvhen settlement and silverite mine, they are greeted by the Architect who puts them to sleep, leaving them to wake up in regular clothes in a prison. They are greeted by Velanna's sister of all people who opens their cell, gives them a key to the Architect's chest, and escapes with no answers to their questions. With just the clothes on their back and Anders's magic, they fight their way through Darkspawn. They eventually find their equipment and the Architect who sends two dragons after them. They slay those as well and press forward only to have the Architect once again escape.
Once back in the wood, the party continues to search the forest for Velanna. They come across a bandit who has been tainted by Darkspawn blood and is slowly dying. He confesses that the Darkspawn attacked and planted their weapons in the elvhen camp to make it look like the attack that inflamed Velanna's rage. Anders is horrified at the bandits dying over a misunderstanding and asks if anything can be done. Just as the Warden-Commander mercifully kills the bandit, they are ambushed by more Darkspawn. After taking out the Darkspawn, they confront Velanna and persuade her that the Darkspawn are responsible for kidnapping her sister. Justice is distraught considering she's a murderer, but Anders deflects through lewd comments which earns him a glare. Velanna demands they back into the silverite mine, but the Warden-Commander informs her of what they have already done. So, she joins their party, eventually becomes a Grey Warden, and they continue on their journey, searching for answers.
Upon returning to Vigil's Keep (and stopping a conspirator's assassination attempt), the Warden-Commander gives Anders a kitten to call his own. He calls him Ser Pounce-a-lot and he soon joins the party on their journeys in Anders's pack. He becomes Anders's best friend and the two are inseparable.
The Warden-Commander takes his crew to the Knotwood Hills upon hearing news that a couple of people stumbled upon a hole into the Deep Roads. They investigate and come across Sigrun, a dwarf scout from the Legion of the Dead, ambushed by Darkspawn. They kill them and speak to Sigrun. She informs them that she must return to the fortress Kal'Hirol, a stronghold for Darkspawn and broodmothers (women corrupted by Darkspawn blood that breed Darkspawn). She escaped as her Legion was killed. Warden-Commander swears they will take back the fortress. With Sigrun, they proceed to the fortress Kal'Hirol. There, they find Jukka, one of Sigrun's comrades, injured. Before he dies, he informs them the broodmothers are breeding an army and must be stopped. They press on, sneaking into the fortress. They fight their way through, finding Darkspawn attacking each other. While finding a pool of lyrium, the Warden-Commander and Anders have a conversation concerning Anders's freedom. He talks of wanting to be a hedge mage as well as the many futures he has waiting for him such as torn to pieces in some ogre's belly. On that morbid note, they move on. They continue and stumble on a conversation between two Darkspawn about the Mother versus the Architect. This prompts a fight when they are noticed. They defeat the one calling himself the Lost and his Inferno Golem. Sigrun deduces he was defending the broodmothers, so they press on to kill them. With the broodmothers' defeat, the Warden-Commander recruits Sigrun into the Grey Wardens.
As they return to Vigil's Keep, the Seneschal Varel holds a meeting with the nobles. A messenger bursts in, saying Darkspawn armies are attacking Amaranthine. The Warden-Commander takes Anders, Oghren, and Sigrun with him to defend the city. After a fray with Darkspawn, they meet with the city's defenders who lament the city's destruction. Suddenly a Darkspawn approaches with a message from the Architect. He warns the Warden-Commander that Darkspawn are marching to Vigil's Keep. They have to decide whether to stay to defend Amaranthine or go back to Vigil's Keep. The Warden-Commander decides to burn down Amaranthine and the Darkspawn within. Anders protests, angry that he would destroy a city that has been around for generations and the likelihood of survivors in there. The Warden-Commander persuades him that it is necessary. Anders agrees reluctantly.
They return in time to the surprise of their companions at Vigil's Keep. The Darkspawn army comes and they ready themselves to defend the Keep and succeed. One of their scouts informs them that they have found the Darkspawn trail that will lead them to their leader, the Mother. The Warden-Commander (including Anders, of course) decide to follow hot on their trail. They find the Drake Lair the Mother is hiding in, but before they could find her, they meet the Architect. The Architect proposes that the Warden-Commander give him samples of their blood and inject them into the Darkspawn to free them from the call of the Old Gods. This, he says, will stop more Blights from coming. The Warden-Commander disagrees and they kill the Architect and his companion, Utha.
They go forth to the Mother's lair and all the companions have their own snarky remarks to make. They defeat the Mother and her Children with the Warden-Commander dealing the final blow.
Afterward, they returned to the Vigil where the Warden-Commander was deemed a hero. Anders stayed on as a close companion of the Warden-Commander and mentor to new Grey Warden mage recruits.
*Note: Because Dragon Age is an interactive roleplaying video game, these events may happen in a different order depending on how you play. I am going with my own playthrough and how events turned out as I played along.
PERSONALITY: Anders is a free spirit. He hates confined spaces and admits to being a bit claustrophobic. He enjoys the open air and smell of the forest.
He is extremely flirtatious and lewd. He is sexually promiscuous, accustomed to quick trysts in the Circle and orgies at the Pearl (the brothel at Denerim). He also creatively uses his magic for added excitement. Aside from sex though, Anders has never dared to fall in love since he has grown up in fear of the Templars and how they used love against the mages. With that in mind, he can be aptly described as pansexual. He does not care for someone's sex or gender, focusing only their personality and spirit. Though he does feel sexual attraction (such as tattoos on women), when it comes to love, it's about what is within rather than physical appearance. This explains his dalliance in the Circle with Karl who is at least ten years older than him and male.
Anders struggles with his religious beliefs. The main religion of Thedas is belief in the Maker and the Prophet Andraste. The Chantry runs similarly to the Catholic Church and have a tight hold on Thedas. They also govern Templars. He used to be "a good little Andrastian". While Anders believes in the Maker, he is also disgusted by how the Chantry interprets Andraste's words and mistreats mages. He has very strong feelings about the struggle of mages and how they are treated by people.
However, despite his strong feelings about the Circle, he is too much of a coward to do anything about it. This is pointed out several times by Justice about how Anders has an obligation to champion for mages' rights. Anders retorts by saying he rather likes not being dead as he equates stepping up to the plate to a death sentence.
Anders has deep issues with the Circle. He's already spent one entire year in solitary confinement. He deflects this with humor. His jokes and lewd comments are a crutch he relies on, so he doesn't have to face his problems of which he has many.
Deep down though, he wants to help as he is a healer by trade. He's a tragic romantic who just wants to escape his problems and settle down out of sight, out of mind.
POWER:
Magic; specializing in spirit healing.
Dream-Walking; he can walk through people's dreams, use magic, and observe, but nothing beyond that.
[CHARACTER SAMPLES]
COMMUNITY POST (FIRST PERSON) SAMPLE: [There's button smashing and peculiar swearing damning some woman called Andraste. Suddenly the video flashes on and there is black, because Anders is still trying to break the thing apparently. When he pulls back his hand and notices it's on, he finally stops fighting with it and just stares. When he finally speaks, it's in a British-but-not-quite accent.]
How in the Maker's name do they fit all of these people in here? Or is this an elvhen thing? I think there was something about communicating with...hairbrushes? Oh, I don't know. I never paid attention. Earned me quite a few lashings from Senior Enchanter Wynne. Sigh. Ever-so-perky even at her age.
Er, that is to say, if Senior Enchanter Wynne is also using this...whatever it is, I hope she understands that I am being a good little mage, ridding the world of evil one ugly thing at a time!
Though it's a bit hard to be a hero when you're not where you're supposed to be.
[Pause.]
This can't be the Fade. You don't have that ugly mucus sky over your heads and the people are actually solid. Trust me. I checked.
Certainly would like a few answers. The people talk like dwarves, but they don't look anything like it unless they are the dwarves' distant cousins.
Oh, look at me, rambling away at a box that is probably demonic. Well, listen here, box--don't even think about trying to tempt me. I will--
[And he must have pressed something, because the video suddenly goes black and there is no sound coming from him.]
LOGS POST (THIRD PERSON) SAMPLE: It was the same dream. The night was cloudy and strange green color that always reminded him of vomit more than spirits. However, instead of dreams of escaping and rolling hills of hay with a nice wooden cottage that belonged to him and his nice plump wife, it was darker. Everything felt ominous. The winding paths was just dark dirt and nothing was alive. It was barren save for the fires on already dead trees and ruins from toppled walls.
Anders gripped his staff and with his other hand instinctively went to his bag to pet Ser Pounce-a-lot, but there was nothing there. That was one other clue that this was all a dream--not even his cat would follow him into this dreary place. He sighed and continued walking down a path to Maker-knows-what.
No, that wasn't right. He knew what was coming around the corner. He's had this dream before, but he always tried casting out those memories. It was one of the great things about being a mage. While normal humans barely remembered their dreams, Anders could recall them with alarming clarity. Every twisted Darkspawn face, every blood curdling cry, and the worst part, he remembered, was the looks on his companions' faces as they fell one by one. The Warden-Commander was always the last to fall, fighting to his death.
Was this going to be another one of those dreams; Anders, off to the sidelines, trapped in a crushing prison watching as his comrades in arms were tortured?
He walked until he reached an area with walls and houses on fire. His heart sank, falling somewhere in his stomach, gurgling unpleasantly. He knew this place. He had drank its beer, eaten its food, bedded its occupants, and it was in ruins all around him. The air wreaked of decomposing bodies and ash.
The worst part was knowing that this actually happened.
Amaranthine was once a proud city deep-rooted in history particularly during the war with the Orlesians and a hot spot for merchants and trading. Anders protested vehemently when the Warden-Commander ordered it to be burned to the ground. He couldn't bare thinking of all the citizens still alive and struggling, hoping to be saved by their darling Hero of Fereldon only to be sacrificed for the greater good.
It made him sick to his stomach.
He looked up toward the Chantry, scoffing at its symbol out of old habit.
"So much for the Maker smiting the wicked," he murmured to himself. He squinted at the platform, noting movement. A group coming down the stairs, roaring, and the scratching in Anders's head grew more intense. Darkspawn. Here they come, swords and staffs and bows and arrows. Anders stood there, knowing he couldn't fight it. They'll come and consume him until--
He was pulled out at the last second. Anders woke with a start. His skin felt hot and his eyes prickled. Not a decent amount of rest, but he was just going to ignore it. He would throw on his smile and shimmy on over for another day of insulting Oghren and being talked down to by Justice (he didn't know what was worse--the Darkspawn dreams or Justice's guilt trips).
Until the next night, then the next, and the next...
FINAL NOTES ABOUT YOUR CHARACTER: If there is any chance he can bring his cat, Ser Pounce-a-lot? That would make him a very happy man.