Jade Age: Dragon Age Edition: V1.0
Jade Age: Dragon Age Edition: V1.0
Jade Age: Dragon Age Edition: V1.0
by Gavinwad
I own nothing. Inspiration drawn from the Jade Empire and Dragon Age video games by Bioware. These rules
conform to the Dragon Age tabletop RPG published by Green Ronin. The above image is property of Bioware. This
content is free to use and share. I earn no profit from it.
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INTRODUCTION
Welcome to Jade Age. This is a fanmade supplement to the Dragon Age tabletop roleplaying
game published by Green Ronin, featuring the Jade Empire setting from the Bioware game of the
same name.
This supplement adds a number of new backgrounds found in the Jade Empire (ostensibly
located somewhere to the west of Thedas), as well as the Martialist class and a host of new
talents for the class. I’ve also created the Opportune Fighter talent, which adds some “attack of
opportunity” abilities that can appeal to people coming off of D&D or Pathfinder. A few new
spells are also available, some of which are based on ones found in the Fantasy Age game, others
of which I created myself.
The inspiration for this project came from playing both the Dragon Age series and the Jade
Empire game, and realizing that it was entirely feasible that the settings of both games could
exist in the same world.
So I decided to put this little project together. Concepts were borrowed from the Dragon Age
tabletop RPG (obviously), as well as the Fantasy Age system on occasion. Most of the talents
I’ve created draw heavy inspiration from fighting styles in the Jade Empire video game, using
the same names (except for Baleful Tempest, which is just called Tempest in the video game) as
well as the same core concepts.
In making this supplement, I wanted to represent the powers, abilities, and backgrounds found in
Jade Empire to a reasonable degree of accuracy, but also keep them balanced with what can be
found in the Dragon Age tabletop game. I wanted the character options here to be useful and
worth dipping into, but I tried to avoid making “gimme” abilities that are foolish not to pick. But
until these options are tried and tested, I cannot guarantee how well I succeeded.
--Gavinwad
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BACKGROUNDS
The Jade Empire is a vastly different culture from those found in Thedas. It comes with its own
geography, customs, rituals, traditions, and beliefs. As such, new backgrounds are in order.
Magic is less stigmatized in the Jade Empire, so most of these backgrounds allow for any class.
Having magical talent is certainly a remarkable occasion, and life is very different for mages and
martialists. But it doesn’t normally involve being sequestered away in a compound and being
watched over by templars. Mages and martialists can live relatively normal lives if they choose.
But adventure often finds them eventually.
APPRENTICE WIZARD
Most people with magical potential in the Jade Empire choose a broader array of talents rather
than solely focusing on their spells. However, there are exceptions to this rule. Kai Lan the
Serpent and Sung Sui of the Imperial Arena are good examples of wizards who use magic as
their primary tool of offense. Some such mages choose to pass on their magical traditions to
young apprentices with the gift.
Roll twice on the Apprentice Wizard table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
APPRENTICE WIZARD
2d6 Roll Benefit
2 +1 Willpower
3
3-4 Focus: Cunning (Historical Lore)
7-8 +1 Cunning
12 +1 Dexterity
ARENA GLADIATOR
Many people of the Jade Empire enjoy a good blood sport, particularly in the Imperial Arena and
the grand city of Phoenix Gate. Some find the whole affair distasteful, but there is no denying the
coin that flows when hardy warriors take on harrowing challenges in the pit. These warriors use
whatever skills at their disposal to rise through the ranks, earning prestige and coin for their
successes. Such a warrior also knows how to please the crowd, guaranteeing them more fights in
the future.
Roll twice on the Arena Gladiator table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
ARENA GLADIATOR
2d6 Roll Benefit
2 +1 Strength
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5 Focus: Cunning (Cultural Lore)
7-8 +1 Constitution
12 +1 Communication
The one eternal engineering project in the Jade Empire is the Wall. It has been under
construction for centuries, and will likely still be under construction for several more. Some
whisper that the Wall will never be finished until it encircles the entirety of the Jade Empire.
Originally, the Wall was built to protect the burgeoning empire from the Horselords of the north.
Now, it is a destination for the most downtrodden and unfortunate. Or the most cruel and vile of
criminals. It is a punishment a small step below the death sentence, as most find their deaths in
the endeavor eventually anyway. The taskmasters of the Wall hate their workers almost as much
as they hate their stations, and they aren’t quiet about such opinions. Ogres are particularly
sought after as laborers due to their immense size and strength.
If you choose to play an escaped wall slave, modify your character as follows:
● Add 1 to your Constitution ability. Only the hardy survive the Wall long enough to find a
way to escape.
● Pick one of the following ability focuses: Constitution (Stamina) or Strength (Might).
● Choose whether your character is a human or an ogre. If ogre: you are susceptible to
magic. You suffer a –1 penalty on all ability tests to resist spells and other magical
effects, such as magic item powers.
● You can speak Common.
● Choose a class. You can play a rogue or a warrior.
Roll twice on the Escaped Wall Slave table and reference the column that matches your chosen
race (human or ogre) for additional benefits. Roll 2d6 and add the results together. If you get the
same result twice, re-roll until you get something different.
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ESCAPED WALL SLAVE (HUMAN)
2d6 Roll Benefit
2 +1 Willpower
7-8 +1 Strength
12 +1 Dexterity
2 +1 Dexterity
7-8 +1 Strength
12 +1 Constitution
FOREST HUNTSMAN
The Great Southern Forest in the Golden Delta lies just outside of the town Tien’s Landing. It,
and many other forests like it, are tended to by hunters under noble employ. Or they are poached
by those who oppose such bureaucracy in pursuit of personal wealth. Either way, people found in
such places are skilled at navigating in wilderness environments and surviving there for extended
periods.
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PLAYING A FOREST HUNTSMAN
Roll twice on the Forest Huntsman table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
FOREST HUNTSMAN
2d6 Roll Benefit
2 +1 Constitution
7-8 +1 Dexterity
12 +1 Willpower
The Glass Sea lies on the eastern portion of the Jade Empire continent, and has many inlets that
stretch into the land itself. One of these water passages reaches the town of Tien’s Landing, for
instance. For as long as history is recorded, these seas have been plagued by pirates. They sail
under many different banners, and fight amongst themselves almost as often as against the
merchant vessels that try to sneak by. They are cruel by virtue of their chosen profession, but
rigid hierarchies offer some semblance of order to prevent mutinies. On some occasions, the
pirate factions have even been known to unite under common purpose. Towards the end of
Emperor Sun Hai’s rule, for instance, the Guild and the Lotus Assassins united the pirates for
their own ends.
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PLAYING A GLASS SEA PIRATE
If you choose to play a glass sea pirate, modify your character as follows:
● Add 1 to your Dexterity ability.
● Pick one of the following ability focuses: Cunning (Navigation) or Dexterity
(Acrobatics).
● You can speak Common.
● Choose a class. You can play a martialist, rogue, or warrior.
Roll twice on the Glass Sea Pirate table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
2 +1 Strength
7-8 +1 Constitution
12 +1 Communication
HORSELORD WANDERER
North of the Seat of Heaven province in the Jade Empire lie the lands of the Horselords.
Veritable warriors and strategists, this rival society has plagued the Jade Empire for centuries.
The threat they posed was the primary impetus to the construction of the Wall. For a time, it
seemed inevitable that the Empire would fall to the Horselords. Zeng Sai, The Tree that Defies
the Fire, was defeated by the Imperial Army and the Spirit Monks of Dirge. Since then, the
Horselords and the Jade Empire have held an uneasy truce. Occasionally, people from the realm
of the Horselords choose to explore and wander the continent. They are usually treated like
savages by the Imperials.
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PLAYING A HORSELORD WANDERER
Roll twice on the Horselord Wanderer table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
HORSELORD WANDERER
2d6 Roll Benefit
2 +1 Perception
7-8 +1 Constitution
12 +1 Strength
IMPERIAL COMMONER
Although much of the continent belongs to the Jade Empire, “Imperial” as a moniker more often
refers to citizens of the Imperial City itself or the surrounding lands in the Seat of Heaven.
Commoners of this region represent the lowest social class, except for the time periods when
slavery wasn’t outlawed in civilized lands. Commoners must find vocations for themselves to
survive in the city. Many farmers cart their wares into the Imperial City after major harvests.
Other commoners might set up a tannery or a blacksmith’s shop.
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PLAYING AN IMPERIAL COMMONER
Roll twice on the Imperial Commoner table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
IMPERIAL COMMONER
2d6 Roll Benefit
2 +1 Communication
7-8 +1 Willpower
12 +1 Strength
IMPERIAL NOBLE
For those families fortunate enough to have garnered favor with the current ruling class of the
Jade Empire, a noble’s life is in store for them and their children. Such individuals enjoy many
comforts, often including lands of their own and a portion of the taxations imposed on the
commoners therein. Imperial Nobles also enjoy a more complete education, as well as the
mandate assurance that they are better than everyone else.
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● Add 1 to your Communication ability. Nobles are not invincible, and it takes a silver
tongue to maintain such a lofty station.
● Pick one of the following ability focuses: Communication (Persuasion) or Cunning
(Historical Lore).
● You can speak and read Common and Tho Fan.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Imperial Noble table for additional benefits. Roll 2d6 and add the dice together.
If you get the same result twice, re-roll until you get something different.
IMPERIAL NOBLE
2d6 Roll Benefit
2 +1 Perception
7-8 +1 Cunning
12 +1 Dexterity
IMPERIAL PHILOSOPHER
On the outset, any two people wandering around the Scholar’s Garden in the Golden Way of the
Imperial City might seem to be the same type: bookish, prude, and all too eager to explain their
areas of research to you. But in reality, this area is home to two distinct factions: the
philosophers and the scholars. And mistaking one for the other could get you embroiled in an
intellectual debate four seminars before you realize what’s going on. Philosophers are concerned
with the “why” of things. Why do the seasons change? Why do birds fly north for the winter?
They seek enlightenment of mortal consciousness and the truth behind existence itself. Scholars
consider them foolish for keeping their heads in the clouds looking for secrets that aren’t there.
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If you choose to play an imperial philosopher, modify your character as follows:
● Add 1 to your Willpower ability. Philosophers must be disciplined to pursue every
avenue of thought without bias.
● Pick one of the following ability focuses: Cunning (Arcane Lore) or Communication
(Persuasion).
● You can speak and read Common.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Imperial Philosopher table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
IMPERIAL PHILOSOPHER
2d6 Roll Benefit
2 +1 Cunning
7-8 +1 Communication
12 +1 Perception
IMPERIAL SCHOLAR
As mentioned above, scholars and philosophers have had it out for centuries. These two rival
factions spend most of their time arguing (or debating, as they often insist) in the Scholar’s
Garden. The scholars tend to concern themselves with the “how” of things. How d o the seasons
change? How do the birds know to fly north? Details are the root of every puzzle. Scholars
believe that it is only through research and consistent experimentation that truth can be found.
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● Add 1 to your Cunning ability. Scholars must stay sharp in order to tell those
philosophers exactly how they are wrong.
● Pick one of the following ability focuses: Cunning (Research) or Dexterity (Calligraphy).
● You can speak and read Common and Tho Fan.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Imperial Scholar table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
IMPERIAL SCHOLAR
2d6 Roll Benefit
2 +1 Perception
7-8 +1 Communication
12 +1 Willpower
OGRE MERCENARY
In Thedas, the term “ogre” refers to a hulking species of darkspawn, speculated to derive from
the forms of Qunari. In the Jade Empire, ogres are a mortal species all their own. They are large
creatures, often bearing giant horns on their bestial heads. Their skin is covered in a layer of
brownish fur. It is possible that the Qunari and the ogres of the Jade Empire share a common
ancestor, perhaps thousands of years ago. The fact that the Qunari are proficient seafarers adds
credence to this theory. They could have landed on multiple landmasses in the distant past, and
allowed themselves to adapt along two different evolutionary paths.
In any case, ogres in the Jade Empire often sell themselves off as mercenaries to bandits or
pirates. They have a reputation for being little more than mindless brutes. Whether or not this is
true, ogres know they can make good coin off of that reputation and make use of their size and
strength.
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PLAYING AN OGRE MERCENARY
Roll twice on the Ogre Mercenary table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
OGRE MERCENARY
2d6 Roll Benefit
2 +1 Communication
7-8 +1 Constitution
12 +1 Strength
OGRE TRIBESMAN
The ogre tribes reside in secluded parts of the Jade Empire. Some of them lair in the peaks of the
Hills of the Six Holy Scrolls, carving out a living in the frozen forests and crags therein. Little is
known about ogre culture. Most ogres that people encounter are either slaves or swords for hire.
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If you choose to play an ogre tribesman, modify your character as follows:
● Add 1 to your Strength ability. Ogres are large and in charge.
● Pick one of the following ability focuses: Perception (Smelling) or Strength (Might).
● You can speak Common and Ogre.
● Like all ogres, you are susceptible to magic. You suffer a –1 penalty on all ability tests to
resist spells and other magical effects, such as magic item powers.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Ogre Tribesman table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
OGRE TRIBESMAN
2d6 Roll Benefit
2 +1 Willpower
7-8 +1 Constitution
12 +1 Strength
Larger even than the Imperial City is the port metropolis of Phoenix Gate. It lies in the
Prosperous East, controlling much of the trade through the Glass Sea. So much coin flows
through the city that it has been likened unto a river of wealth. Competition in Phoenix Gate is
hotter than anywhere else in the Jade Empire. As such, only the most proficient of artisans can
eke out a living. Potters, goldsmiths, weaponsmiths, engineers, cartographers, moneylenders,
bookbinders, and many more are all examples of a typical Phoenix Gate artisan.
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If you choose to play a Phoenix Gate artisan, modify your character as follows:
● Add 1 to your Dexterity ability. Artisans must have a steady hand to create works worth
selling.
● Pick one of the following ability focuses: Dexterity (Crafting) or Cunning (Evaluation).
● You can speak and read Common.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Phoenix Gate Artisan table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
2 +1 Communication
7-8 +1 Cunning
12 +1 Strength
Wherever the river of coin flows, fishers can be found. Not everyone is able to find and ply a
craft in the Prosperous East. Some have little choice but to resort to less scrupulous methods of
earning a living. The honorable lowlifes of Phoenix Gate cut purses and swindle tourists. The
dishonorable ones steal children to sell in illegal slave markets.
If you choose to play a Phoenix Gate lowlife, modify your character as follows:
● Add 1 to your Strength ability. It’s a hard life living in the streets. Only the strong can
survive for long.
● Pick one of the following ability focuses: Perception (Seeing) or Dexterity (Stealth).
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● You can speak Common.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Phoenix Gate Lowlife table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
2 +1 Perception
7-8 +1 Dexterity
12 +1 Communication
In the grand city of Phoenix Gate, wealth is the key to power and influence. The line between
aristocrats and wealthy merchants is thin indeed. Many merchant houses have strict hierarchies
with possibilities for promotion through merit of brokering profitable deals and making good
investments. Those born to a merchant lord house often enjoy a life of providence, never having
to lift a finger. Other merchant houses cut off their children at a certain age, requiring them to
apply their skills at commerce in order to get by. Some such children choose a different life
instead, adventuring or seeking new horizons.
If you choose to play a Phoenix Gate merchant lord, modify your character as follows:
● Add 1 to your Cunning ability. Merchant lords must keep a watchful eye out for
opportunities.
● Pick one of the following ability focuses: Communication (Bargaining) or Perception
(Empathy).
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● You can speak and read Common.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Phoenix Gate Merchant Lord table for additional benefits. Roll 2d6 and add the
dice together. If you get the same result twice, re-roll until you get something different.
2 +1 Perception
7-8 +1 Communication
12 +1 Constitution
SHREWD HERMIT
Not everyone in the Jade Empire comes from a grand city or trading village. Some prefer the
serenity of the wilderness in order to perfect their bodies, minds, and souls. Hermits are usually
not born into the vocation. Some are trying to escape a specific event that haunts them. Others
just find the clamor of civilization too much to bear for long. Regardless, great heroes often
come from humble origins. Sagacious Zu was one such hermit. He ran from his past and thought
to leave it behind forever. But he went on to aid the last Spirit Monk in reclaiming the Empire.
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● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Shrewd Hermit table for additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll until you get something different.
SHREWD HERMIT
2d6 Roll Benefit
2 +1 Dexterity
7-8 +1 Constitution
12 +1 Strength
SPIRIT MONK
The Spirit Monks are all but extinct. They were the followers of the Water Dragon, serving her
in the lofty temple of Dirge in the Hills of the Six Holy Scrolls. They possessed great magical
talents, able to help guide lost souls to their rest. Ever since the crimes of Emperor Sun Hai
during the Long Drought however, the Spirit Monk traditions have been greatly diminished in
the Jade Empire. The remaining Spirit Monks are extraordinarily rare, and may have had to hide
their heritage for some time. The GM might not allow Spirit Monk characters in the campaign.
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Roll twice on the Spirit Monk table for additional benefits. Roll 2d6 and add the dice together. If
you get the same result twice, re-roll until you get something different.
SPIRIT MONK
2d6 Roll Benefit
2 +1 Strength
7-8 +1 Dexterity
12 +1 Willpower
The Way of the Closed Fist is the "Low path" or the path of discord and aggression. This path
isn't necessarily evil, though its followers may use it to justify their own evil actions. Those who
follow the Closed Fist believe that strength is power and that power allows them to impose their
will. They are generally quicker to resort to violence, allowing strength to decide the best course,
and will do whatever it takes to advance their station. Closed Fist followers are not concerned
with balance or harmony or the larger world consequences of their actions, but they are not
disconnected with the world. An evil man ignores a plea for help because he does not care, but a
man on the "low path" ignores the plea because that person will survive on their own if they are
strong enough. The man on the "low path" may help if the odds are unreasonable, or if there is an
incentive to give assistance.
If you choose to play a student of the Closed Fist, modify your character as follows:
● Add 1 to your Strength ability. Followers of the Way of the Closed Fist value strength
above all else.
● Pick one of the following ability focuses: Strength (Intimidation) or Cunning (Poison
Lore).
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● You can speak and read Common and Tho Fan.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Student of the Closed Fist table for additional benefits. Roll 2d6 and add the
dice together. If you get the same result twice, re-roll until you get something different.
2 +1 Dexterity
7-8 +1 Willpower
12 +1 Cunning
The Way of the Even Hand is a relatively new philosophy in the Jade Empire, and has yet to gain
much attention. Most followers of the Even Hand do not concern themselves overly with
converting others to their way of life. The Even Hand acts as a balance between the Closed Fist
and the Open Palm. Followers believe that the Closed Fist often harbors too much aggression
and too many harsh lessons, and that the Open Palm tends to coddle those who need discipline
and resistance. The Even Hand is capable of giving and taking, striking and healing.
If you choose to play a student of the Even Hand, modify your character as follows:
● Add 1 to your Cunning ability. Followers of the Way of the Even Hand know that the
best solution to most problems is found through knowledge and deliberation.
● Pick one of the following ability focuses: Communication (Investigation) or Cunning
(Cultural Lore).
● You can speak and read Common and Tho Fan.
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● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Student of the Even Hand table for additional benefits. Roll 2d6 and add the
dice together. If you get the same result twice, re-roll until you get something different.
2 +1 Willpower
7-8 +1 Dexterity
12 +1 Communication
The Way of the Open Palm, a martial philosophy, is considered the key to maintaining harmony
with nature, one's own surroundings, and the place that one has within the Celestial Bureaucracy.
In order to stay in symbiosis with nature and one's surroundings, a follower of this philosophy is
expected to actively assist in lessening chaos, resisting and removing tyranny, and providing
assistance in lessening the burdens of others. The philosophy is not without its pitfalls. Those
who follow the Way of the Open Palm can be tempted to set everything right by might alone.
This can become a convenient excuse. Eventually, one may decide that direct violence is too
inefficient, and changes tactics to enforcing their will so that a crime never takes place. Thus, the
practitioner would result in becoming an oppressor when initially all one wanted was to make
things right.
If you choose to play a student of the Open Palm, modify your character as follows:
● Add 1 to your Communication ability. Followers of the Way of the Open Palm know that
nonviolent solutions are essential to bring about the most harmony.
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● Pick one of the following ability focuses: Willpower (Faith) or Cunning (Healing).
● You can speak and read Common and Tho Fan.
● Choose a class. You can play a mage, martialist, rogue, or warrior.
Roll twice on the Student of the Open Palm table for additional benefits. Roll 2d6 and add the
dice together. If you get the same result twice, re-roll until you get something different.
2 +1 Constitution
7-8 +1 Willpower
12 +1 Dexterity
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MARTIALIST
In Thedas, mages are widely feared for both their immense power and their potential to become
dangerous abominations. Thedosian mages draw their power either from the Fade, or from
mortal blood in the case of blood magic. Such mages are often seen commanding giant magical
tempests and many different schools of magic. However, this hungry approach to magical power
also puts them at risk of demonic possession. And their dependence on magic in order to survive
in this dangerous world renders them lacking in other areas.
Most characters with magical abilities in the Jade Empire only have access to one or two kinds of
magic. Through this disciplined focus on a narrow division of magic, martialists are able to more
safely practice their art. Demonic possessions and other magical mishaps are not unheard of in
the Jade Empire, though they are more rare. And they seldom strike those who merely dabble in
magic.
Discipline and control are key cultural themes in much of the Jade Empire, and this carries over
into both magic and combat. Martialists combine combat with the arcane, flawlessly executing
complex physical maneuvers across the battlefield. Above all else, martialists strive for balance.
The three philosophical attributes of a human are body, mind, and spirit. Most martialists believe
that neglecting even one of these is unhealthy.
For a martialist, the path to perfection never ends. As a martialist, you can expect to do a bit of
everything in combat. You can cast spells, hit enemies at range, or get in the thick of things. You
gain access to unique martialist abilities that spend mana points but are less complex than spells.
Your training did not include mucking about in armor, as it restricts the careful motions that you
need for your martial and magic endeavors.
This is not a rival to the Mage class, so don’t expect to be slinging spells around as effectively or
as often. Consider yourself a mobile fighter with spells as icing on the cake.
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Weapon Groups: Brawling and Staves, plus one of the following: Axes, Bludgeons, Bows,
Heavy Blades, Light Blades, Polearms, or Spears.
Available Talents: You have access to the following talents in addition to the ones provided in
this supplement: Animal Training, Archery Style, Carousing, Chirurgy, Command, Contacts,
Dual Weapon Style, Horsemanship, Intrigue, Linguistics, Lore, Music, Observation, Oratory,
Poison-Making, Pole Weapon Style, Quick Reflexes, Runecrafting, Thrown Weapon Style,
Trap-Making, Two-Hander Style, Unarmed Style, and Weapon and Shield Style.
Specializations: Because martialists have a wide range of abilities, they are capable of choosing
from multiple specializations. You have access to the following specializations from other
classes: Blood Mage, Shapeshifter, Spirit Healer, Duelist, Berserker, Champion, Reaver, and
Spirit Warrior. You must still unlock them as normal, however. And depending on the setting of
the campaign, some specializations (such as Blood Mage and Spirit Warrior) may be more
difficult to acquire.
CLASS POWERS
Martialists gain the following powers at the specified level.
LEVEL 1
Elemental Bolt: Martialists learn to focus magical power through their hands. If both of your
hands are free, you can make a special ranged attack that damages foes with a blast of elemental
energy. This is resolved like a normal ranged attack (so stunts are possible), but the attack roll is
a Magic (Elemental Bolt) test. An Elemental Bolt has a range of 16 yards and inflicts 1d6 +
Magic damage. It requires no mana points to make this attack. The type of bolt that is thrown is
dependent upon the Magic Style chosen. If multiple Magic Styles each change the type of bolt
thrown, then you may choose which type as you use this ability. The Magic (Arcane Lance)
focus changes to Magic (Elemental Bolt) if applied to a Martialist, but it functions the same.
Mana Points: You use mana (often called “chi” by natives of the Jade Empire) to power your
spells and some class abilities. You start with a number of mana points equal to 5 + Willpower +
1d6 and you gain additional mana points equal to your Willpower whenever you gain a new
level. You must keep track of your current mana points; this is a measure of how much magical
power is at your command at any given time. You spend mana points when you cast spells; you
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can regain them through rest and meditation. Regaining mana points is based on your Willpower
instead of your Magic (1d6 + Willpower per hour of rest).
Martial Talent: You become a Novice in one of the following Martial Style talents: Leaping
Tiger, Legendary Strike, Thousand Cuts, or White Demon. Every Martial Style grants a unique
mode called a Martial Mode at Novice level. A character can have only one Martial Mode active
at a time, and if they activate a new Martial Mode while one is already active, then it replaces the
original mode. Characters can still benefit from any number of other modes as normal.
Starting Talents: You become a Novice in the Brawling talent and one of the following Magic
Style talents: Baleful Tempest, Dire Flame, Ice Shard, Stone Immortal, or Storm Dragon.
LEVEL 2
Chi Heal: You can recover from your own wounds directly by using up your mana reserves. As
a free action on your turn, you may use Chi Heal. When you do, spend a number of mana points
up to a maximum of 5. You regain health equal to the mana points spent. However, this healing
only has an effect on recent wounds. You can only use Chi Heal if you were dealt damage by an
attack since your last turn.
LEVEL 3
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
LEVEL 4
Alloyed Body: Through intense conditioning and training, you have achieved a high tolerance
and resistance to physical duress. When wearing no armor, you gain a bonus to your armor rating
equal to half your Constitution, rounded down.
LEVEL 5
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
LEVEL 6
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New Specialization: You may choose one specialization for your class. You gain the Novice
degree of its specialization talent.
LEVEL 7
Chi Strike: You have learned to channel your chi into your attacks, dealing extra damage.
Before you make an attack roll with a melee or ranged attack (including Elemental Bolt, but not
spells), you may choose to make it a Chi Strike. Spend 3 mana points. If you hit with the attack,
you deal extra damage equal to your Magic. This extra damage is penetrating.
Spirit Strike: When attacking with your fists, gauntleted or otherwise (or feet, or elbows, or
whatever), you treat them as magical. This allows them to inflict full damage to incorporeal
creatures like shades.
LEVEL 8
New Specialization Talent: You gain the Journeyman degree in the specialization talent you
gained at level 6.
New Martialist Talent: Choose a Martialist Talent. You become a Novice in it if it is a new
talent for you or gain a degree in that talent if you already have it.
LEVEL 9
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Improved Chi Heal: When using the Chi Heal ability, you regain an additional health for every
two mana points you spend. Also, the amount of mana points you can spend to regain health by
using this ability increases to 10.
LEVEL 10
New Specialization Talent: You gain the Master degree in the specialization talent you gained
at level 6.
LEVEL 11
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New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Mana Points: Starting at level 11, you only gain mana points equal to your Willpower divided
by two, rounded down when you gain a new level. Increasing your power at higher levels is not
as easy.
LEVEL 12
New Martialist Talent: Choose a Martialist Talent. You become a Novice in it if it is a new
talent for you or gain a degree in that talent if you already have it.
LEVEL 13
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
LEVEL 14
New Specialization: You may choose one new specialization for your class. You gain the
Novice degree of its specialization talent.
LEVEL 15
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
New Martialist Talent: Choose a Martialist Talent. You become a Novice in it if it is a new
talent for you or gain a degree in that talent if you already have it.
LEVEL 16
New Specialization Talent: You gain the Journeyman degree in the specialization talent you
gained at level 14.
LEVEL 17
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New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
Improved Martial Style: You may have up to two different Martial Modes active at once. If
you activate a third, you choose which mode deactivates.
LEVEL 18
New Specialization Talent: You gain the Master degree in the specialization talent you gained
at level 14.
LEVEL 19
New Talent: You become a Novice in a new talent or gain a degree in a talent you already have.
LEVEL 20
Epic Martialist: Pick one type of stunt (combat, exploration, roleplaying, or spell). You gain a
+1 bonus when generating stunt points of that type.
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TALENTS
There are many styles of fighting found in the Jade Empire. Here are some of them.
Warriors proficient in Baleful Tempest have the winds at their beck and call. Fighters who have
faced this style and survived tell tales of blasts of gale-force winds and of powerful whirlwinds
that effortlessly sent them flying away from the Tempest master himself. Many practitioners of
Baleful Tempest face entire gangs without ever taking a wound, as the mighty winds at their
command keep their foes at bay. Warriors with the chill of the wind in their hearts find Baleful
Tempest far easier to command.
Novice: You gain the Warding Winds spell and your Elemental Bolt is a series of sharp,
buffeting winds.
Journeyman: You gain the Wind Blast spell. You may use the Disarm stunt for your ranged
attacks with your Elemental Bolt.
Master: You gain the Entrapping Vortex a nd Vortex Storm spells. Your Defense permanently
increases by 2, and your Speed permanently increases by 4 yards.
Practitioners of Dire Flame can throw bolts of fire, project explosive fireballs, and even summon
dragon-like burning constructs that immolate enemies with tongues of flame. Sometimes the
sight of a fighter wielding the power of flame is enough to reduce the bravest of opponents to
begging for mercy.
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Novice: You gain the Flame Blast spell. You may have your Elemental Bolt ability deal fire
damage.
Journeyman: You gain the Flaming Weapons spell. When generating stunt points with any spells
from the Dire Flame talent, you gain access to the Immolation stunt and it costs 2 stunt points
instead of 3.
Master: You gain the Fireball and Inferno spells. Inferno can take on the appearance of a dragon
when cast. Additionally, whenever you make a damage roll of any kind, you may choose to
reroll one of the damage dice, but you must keep the second result.
While many warriors swear by the power of Dire Flame, many others seek to master the
powerful Ice Shard. By using their chi to summon forth the soul-chilling cold of the highest
mountains, masters of Ice Shard can send daggers of ice flying toward enemies, call a freezing
ice storm to slow their shivering foes, or even encase opponents in columns of ice before
shattering them with a single blow. Few fighters have the courage to stand up to the cold stare of
an Ice Shard master.
Novice: You gain the Winter’s Grasp spell, and your Elemental Bolt is a shard of ice and frost.
Journeyman: You gain the Frost Weapons spell. Additionally, whenever you inflict the Lethal
Blow stunt on an opponent using your Elemental Bolt (frost), the target also takes a -4 penalty to
speed on its next turn.
Master: You gain the Cone of Cold and Blizzard spells. Additionally, when a creature’s speed is
impaired by a Winter’s Grasp or Cone of Cold spell that you cast, or by your Elemental Bolt
(frost), melee attacks against that creature gain +1 to attack and +1d6 to damage.
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Practitioners of Iron Palm throw their entire body into each blow, mixing open-handed strikes
with powerful, driving assaults. A low stance ensures that each blow directs momentum from the
user's entire body to hit with the force of a sledgehammer. This mixture of power, balance, and
brute strength demolishes individual opponents as easily as it scatters groups.
Novice: Your strikes are effective at relentlessly pressing foes away. You may use the activate
action to enter Iron Palm mode. While this mode is active, you gain the following benefit.
Whenever you use the Skirmish stunt to push an enemy away while using an unarmed strike, you
may choose to follow that enemy, stepping up into the space it just left. You may do this for
every instance of the Skirmish stunt you use on that attack.
Journeyman: Your solid stance provides a strong foundation for devastating blows. When you
generate stunt points using an unarmed strike, you may use both the Defensive Stance and
Mighty Blow stunts at the cost of only 3 stunt points, instead of 4.
Master: Your sudden charge catches enemies off balance. While you are in Iron Palm mode and
when you take the charge action and hit with an unarmed strike, you may choose to attempt to
knock the target prone. If you do, make a Strength (Might) opposed check against the target’s
Strength (Might). If you succeed, then the target is knocked prone. For every 2 by which you
beat the target’s total, you deal 1 extra damage on your attack.
With the vigor and speed of the animal for which this martial style was named, Leaping Tiger
dazzles onlookers even as it carves up opponents. Practitioners of this Martial style focus so
completely on the strength and quickness of the tiger that razor-sharp claws seem to sprout from
their fists. The style's quick, leaping techniques and punishing strikes create a flurry of death that
can keep even armed opponents at bay.
Novice: Your strikes are like tiger claws. You may enter Leaping Tiger mode as an activate
action. While using this mode, you gain the following benefit. When making an unarmed attack,
you ignore an amount of the target’s armor rating equal to half your Strength (rounded down).
Journeyman: You can summon a mighty roar that commands the attention of the battlefield. You
can perform the Threaten stunt for 1 stunt point instead of 2, you gain a +2 bonus on the Strength
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(Intimidate) check, and you can use the Threaten stunt multiple times against different
opponents.
Master: Your ferocity in combat is unmatched. When you reach 0 health during combat, you do
not fall until the end of your next turn, at which point you suffer the normal penalties. On this
turn, you may only spend your actions to move toward or attack an enemy. This extra round is
counted as normal for your rounds before death.
Many in the Jade Empire have heard of Legendary Strike, but few have actually seen it in action.
Fewer still have mastered this martial style, but those who have are to be feared; their blows rain
down too fast to block, and their kicks can quickly put an opponent out for good.
Novice: As a wielder of this famed style, you know that fists are not your only means of striking.
You may enter Legendary Strike mode as an activate action. While using this mode, you may use
your legs and feet as unarmed attacks, allowing you to keep your hands occupied while attacking
with the rest of your body.
Journeyman: Your powerful kicks are disorienting to opponents accustomed to defending from
the waist up. When you perform the Mighty Blow stunt with an unarmed attack, the target takes
a -1 penalty to defense and all checks until the end of your next turn. Lethal Blow is the same,
except that it imposes a -2 penalty instead.
Master: You have perfected this style and your strikes are truly legendary. One-Two-Three is a
special stunt that you can perform for 5 SP. This stunt can only be used when making an
unarmed attack in Legendary Strike mode. You can make a second attack against the same
enemy or a different one within range and sight. If this attack hits, you may make a third attack
against any enemy within range and sight. If this final attack hits, it deals an extra 1d6 damage
and the target is knocked prone. Each of these attacks must be unarmed and cannot generate
stunt points.
OPPORTUNE FIGHTER
Classes: Martialist, Rogue, and Warrior.
Requirement: None.
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You are a watchful force on the battlefield, ready to pursue and harry opponents who would
disengage.
Novice: When you take the Press the Attack minor action, you do not need to declare a specific
enemy combatant. Nor do you need to have successfully struck that opponent this turn. When an
opponent moves out of range of your melee attacks as any part of its movement, you may use the
movement granted by Press the Attack to pursue them. Alternatively, you can attempt to strike
them with a melee attack in place of this movement. Make a melee attack as normal, though it
cannot generate stunt points. If the target survives the attack, it still moves as normal. If you use
either the movement or the strike during the round, your Press the Attack ability ends for the
round and you cannot use it additional times.
Journeyman: When an enemy moves away from you and triggers your Press the Attack ability,
you may both pursue and strike at that enemy, in either order. This ends your Press the Attack
ability.
Master: You have become a stalwart combatant, and no enemy is safe from your ire. If you use
the Press the Attack action, you may now use the triggered strike ability up to a number of times
per round equal to your Dexterity. These attacks must still be triggered by adjacent opponents
moving away from you. You may still only take the triggered movement once per round.
Those most adept at manipulating chi find that even the spiritual energy of others is within their
grasp. The strikes and forms of the Spirit Thief style enable practitioners to tap an enemy’s vital
energies and refill their own reserves. While the techniques of this style do no physical damage
to its victims without being charged with the user’s chi, those who face a Spirit Thief master find
themselves without the resolve to put their hearts into the fight.
Novice: You gain the Mana Drain spell and you may have your Elemental Bolt deal spirit
damage.
Journeyman: You gain the Mana Cleanse spell. Additionally, when making an unarmed attack,
you may choose to deal only half damage (halved after all rolling and damage calculation) to the
target to regain 2 mana points. This type of attack only works against mortal creatures and
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spirits. You must decide whether to use this attack before you make your attack roll. You can
only recover mana in this way during combat.
Master: You gain the Spell Might and Mana Clash spells. You are also more in tune with your
spiritual well-being. When regaining mana points through an hour of rest, you regain 2d6 +
Willpower instead of 1d6 + Willpower.
Fighters who study this style gain mastery over the ponderous element of earth, putting the
mighty power of stone and crystal at their command. Masters of Stone Immortal have the ability
to attack enemies with crystalline missiles, encase foes in stone, or even open the ground beneath
an opponent's feet. To command the power of earth requires a mind centered on balance,
stability, and order.
Novice: You gain the Stonefist spell. Your Elemental Bolt is formed of crystals and shards of
stone.
Journeyman: Your manipulation of earth has granted you more precise control, allowing you to
deal out greater damage or offer your party greater protection. You gain the Earthquake spell.
When using the Mana Shield stunt, you may target both yourself and an ally within 10 yards, and
the bonus to Defense increases to +3 instead of +2.
Master: Through your study and focus on the hardiness of stone, you have gained new power and
resilience. You gain the Petrify spell and a permanent +2 bonus to your armor rating while not
wearing armor.
The forms and strikes of Storm Dragon enable the master to call upon the power of lightning to
annihilate opponents. Its motions summon forth electricity to course through its victim, doing
massive damage and projecting a terrifying display of your power.
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Novice: You gain the Shock spell and your Elemental Bolt is a jolt of electricity arcing through
the air.
Journeyman: You gain the Lightning s pell. When generating stunt points with any spells from
the Storm Dragon talent, you gain access to the Lightning Arcs stunt and it costs 3 stunt points
instead of 4.
Master: You gain the Tempest a nd Chain Lightning spells. You also gain a small chance of
stunning enemies with any attack. Whenever you roll three sixes on an attack roll or a casting
check of an attack spell, all targets of the attack must make a Constitution (stamina) test against
your Spellpower. If the target(s) are already making a test against Spellpower for the attack, then
just use that test instead. Any targets who fail the test are stunned. They cannot act for the next
1d3 rounds. This is in addition to the normal effects of the attack or spell.
Thousand Cuts is aptly named, though the style does not involve blades. A master of this style
relies on numerous light strikes in quick succession instead of singular punishing blows or
thunderous kicks. Most opponents reel under such a relentless assault, unable to counter fast
enough to find an opening for their own attacks.
Novice: Your fists are a blur of motion. You may enter Thousand Cuts mode with an activate
action. While in this mode, you gain a bonus to unarmed damage rolls equal to half your
Dexterity, rounded down. This represents multiple small attacks all striking at once.
Journeyman: Your strikes are swift and deadly. When you make an unarmed attack while in
Thousand Cuts mode, the Lightning Attack stunt costs only 2 SP and you can use it multiple
times on the same attack. Each additional attack must also be an unarmed attack.
Master: You are a master of speed and can overwhelm opponents with blows. If you make an
unarmed melee attack and you are not charging, you can make another unarmed attack as a
minor action. The second attack cannot generate stunt points, and you only add half of your
Strength (rounded down) to damage. You do not need to be in Thousand Cuts mode for this
ability.
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VIPER (martial style)
Classes: Martialist, Rogue, and Warrior.
Requirement: You must have the Cunning (Poison Lore) or Cunning (Healing) focus.
Viper emphasizes speed and unpredictability, alternately lulling the opponent with rhythmic
movements and striking with incredible speed. Individually, this style's strikes are light, but they
are only a part of its arsenal. Those who have mastered Viper's mysteries know a series of
pressure points that can sour the blood and disrupt their foes' vital organs. Rare is the warrior
who can withstand the lightning quick strikes of Viper while being torn apart from the inside.
Novice: You may enter Viper mode as an activate action. While in this mode, your attacks have
lasting consequences. Disrupt Vitals is a special stunt you can perform for 2 SP when you hit an
opponent with an unarmed attack while in Viper mode. Until the end of your next turn, it takes
damage equal to your Cunning whenever it takes a major or minor action. Creatures without
blood or organs are immune to this effect.
Journeyman: You may perform the Envenom stunt with 1 SP instead of 2, and you may apply
poison to your unarmed attacks. Lightning Attack costs 2 SP instead of 3.
Master: Enemies who take damage from Disrupt Vitals by taking a major or minor action take
damage equal to double your Cunning instead of your base Cunning. Enemies suffering from
Disrupt Vitals also take a -2 penalty to Defense.
Many martial artists criticize the White Demon style for being slow and ponderous, but in the
hands of a true master it can be one of the deadliest martial styles of all. While it lacks the
crowd-pleasing panache of faster styles, White Demon's sheer power and intimidating techniques
plow through opponents like an ogre in a teahouse.
Novice: You may enter White Demon mode with an activate action. While in this mode, you
may use a minor action to increase the damage of your next attack in that same turn by 1d6.
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Journeyman: You can strike fearsome blows with your fists. You can perform the Mighty Blow
stunt for 1 SP instead of the usual 2 when using unarmed attacks.
Master: The damage increase granted from the Novice degree of this talent increases to 2d6.
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SPECIALIZATIONS
Specializations in Jade Age work identically to those found in Dragon Age. However, the new
martialist class is able to choose from a wider array of specializations than the other classes,
since it is a class involved in both combat and magic. Here are the specializations available to the
martialist class:
Shapeshifter: It should be noted that shapeshifters in the Jade Empire are exceedingly rare, just
like in Thedas. But these rare individuals have also learned how to transform into a wider array
of creatures than simple beasts. It often takes intense study or combat against specific creatures,
but such shapeshifters can turn into such creatures as golems, evil spirits, and even some
demons. Such transformation styles are ultimately up to the GM, and they may require the
completion of certain quests in order to learn these forms. Most such forms should only be
available at the Master rank of the Shapeshifter talent. In Jade Empire terms, the Horse Demon
Transformation Style can be effectively portrayed using the Rage Demon adversary.
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SPELLS
The spells provided here are a new line of advancement in the Primal school. They represent the
manipulation of wind magic. Some ideas are borrowed from the Air Arcana of the Fantasy Age
RPG. Others are spells of my own creation.
WARDING WINDS
Magic School: Primal
Spell Type: Defense Mana Cost: 4 MP
Casting Time: Major Action Target Number: 10
Test: None Requirement: None
You summon up a whipping wind that circles about you and protects you from harm. You gain a
+2 to your Defense vs. ranged attacks. Anyone adjacent to you (friend or foe) suffers a –1
penalty when making melee attacks. Warding Winds lasts until the end of the encounter.
WIND BLAST
Magic School: Primal
Spell Type: Attack Mana Cost: 8 MP
Casting Time: Major Action Target Number: 14
Test: Strength (Might) vs. Spellpower Requirement: Warding Winds
You send a powerful gust of wind from your outstretched hands. The wind blast is 6 yards long
and 4 yards wide. Anyone caught inside it must make a Strength (Might) test vs. your
Spellpower or be knocked prone and pushed back a number of yards equal to your Willpower. If
they succeed they are instead pushed back 2 yards and not knocked prone. The wind will also
send light objects flying, blow out candles, etc.
ENTRAPPING VORTEX
Magic School: Primal
Spell Type: Attack Mana Cost: 17 MP
Casting Time: Major Action Target Number: 18
Test: Strength (Might) vs. Spellpower Requirement: Wind Blast
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You weave your arcane energies into a vortex that lifts your victim into the air, paralyzing them
and drawing the air out of their lungs. Choose a target within 16 yards. They are caught in the
vortex, hovering off the ground unless they pass a Strength (Might) test vs. your Spellpower. A
creature caught in this way gains a +4 bonus to Defense against ranged attacks and a -4 penalty
to Defense against melee attacks. They also immediately take 1d6 + Magic damage as the winds
buffet them. They cannot take any actions on their turn, except to reattempt their test at the start
of their turns until they succeed and overcome the spell. They are not subject to a coup de grace.
For every turn the creature fails to escape the vortex, they take 1d6 + Magic penetrating damage
as the air is sucked out of their lungs. You may move the vortex as well as its entrapped target as
a minor action on your turn. You can move it a number of yards equal to your Magic in any
direction, even up into the air. However, the vortex can never be more than 16 yards away from
you. It dissipates if this occurs. If a creature succeeds at their Strength (Might) test, the vortex is
dissipated.
VORTEX STORM
Magic School: Primal
Spell Type: Attack Mana Cost: 28 MP
Casting Time: Major Action Target Number: 21
Test: Strength (Might) vs. Spellpower Requirement: Entrapping Vortex
This spell operates the same as Entrapping Vortex, except that it targets all creatures within 4
yards of you. When you use your minor action to move a vortex, you may move each vortex at
once, all in different directions if you so choose.
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WELCOME TO THE
JADE EMPIRE
The Jade Empire is a land of strife, intrigue, and danger, much like Thedas. The continent of
which the Jade Empire controls the majority has no given name in the video game. It might be
referred to as “The Jade Empire and surrounding lands,” if anything.
The Jade Empire is roughly divided into four main provinces. The video game does not provide
us with a complete map of the realm, so precise locations can only be speculated at.
The Seat of Heaven. Occupying the northern portion of the Jade Empire, the Seat of Heaven is
home to the grand Imperial City. The Imperial City is the capital of the nation and home to the
Imperial Palace, from which the emperor rules. There have been many dynasties of such rule,
beginning with Sagacious Tien, the first emperor.
The Prosperous East. As indicated by its name, The Prosperous East lies as the eastern edge of
the empire, sprawling across the coast of the Glass Sea. Phoenix Gate is the largest city in the
Jade Empire, dwarfing even the Imperial City. What little trade and relations occur between the
empire and the strange barbarians of the Mysterious East across the Glass Sea would likely occur
here.
The Golden Delta. This southern region of the Jade Empire is largely agricultural, providing
most of the land’s food and basic resources. Such towns as Two Rivers and Tien’s Landing
occupy this area.
Hills of the Six Holy Scrolls. Finally, to the west are expansive mountains and unexplored
lands. Somewhere among these lofty peaks is the Temple of Dirge, once home to the Spirit
Monk disciples of the Water Dragon. This region also contained a town known as Broken Path,
from which the character of Smiling Mountain originated.
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APPENDIX 1: RELATION TO THEDAS
In the Dragon Age setting, very little is known about the lands surrounding Thedas. The same is
true of the Jade Empire setting and video game. However, there are clues sprinkled throughout
both games that could be considered hints toward their shared geography and setting.
● Rumors and Geography. Jade Empire calls out a “Mysterious East” that lies somewhere
to the east of the Glass Sea. Dragon Age calls out a “Mysterious West” that lies
somewhere to the west of the Anderfels, across the Volca Sea.
○ There is also Viridis, which is described as green jungles over which wingless
dragons can be seen.
○ Leliana mentions that as of 9:41 Dragon, the Hero of Ferelden is traveling deep
into the west to lands that have supposedly never known a Blight.
○ Thedas is located in the southern hemisphere of the unnamed planet. This planet
has two moons, the secondary moon being named Satina (from whence the
holiday of Satinalia gets its name). It is not specified in which hemisphere the
Jade Empire lies, and its (also unnamed) planet has an unspecified number of
moons.
● The Outlander is Orlesian? A character found in the Scholar’s Garden of Jade Empire
is known as the “Outlander,” and washed up on shore after a storm wrecked his ship in
the Glass Sea. He is clad in garb virtually identical to the fashions of Orlais (though
perhaps a bit more garish), and is delightfully voiced by John Cleese. He wields a
rudimentary firearm called Mirabelle.
○ The Mark of the Assassin DLC in Dragon Age II has an Orlesian who particularly
resembles the style of the Outlander. He also has an advanced sort of crossbow
and an obsession with blackpowder. So perhaps one of his fellows found the
secret and got lost at sea before he was able to return with it.
○ In Dragon Age II, Varric mentions that he named his crossbow Bianca because
“Mirabelle” was taken.
● Draconis and the Water Dragon. The following Codex text, when compared with the
Water Dragon of Jade Empire, becomes very interesting:
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showing Draconis as more serpentine in appearance, perhaps depicting a sea creature or
an unknown eighth Old God that was stricken from historical record.
● Magic and the Fade. Magic in both settings appears to function almost identically.
Primal magic is the more common school in Jade Empire, but others also make
appearances, particularly Spirit and Blood.
○ In Dragon Age: Origins, it is seen that blood corrupts divine things (dragon blood
tainting the Ashes of Andraste and the ancient magisters corrupting the Golden
City with blood magic). In Jade Empire, this is also seen in the divine fountains of
Dirge, which have been tainted with mortal blood and ceased to function. It is also
the center of the climactic decision of the game. <SPOILER> The player may
choose to either destroy the exploited body of the Water Dragon and allow her to
reincarnate in the Great Wheel, or to corrupt it with the blood of their
companions. Doing so grants great power, but forever taints and corrupts the
Water Dragon, cursing her to torment.
○ The Fade in Dragon Age is often seen to mirror the normal world, as it is shaped
by memories, thoughts, and the spirits themselves. Such a realm of emotions and
thoughts is also seen on several occasions in Jade Empire. The player character is
magically assaulted through their dreams towards the end of the game by the
villain. They can also wander through various pieces of “Heaven,” where they
encounter spirits and demons. <SPOILER> You even die and become a ghost for
a period of time. You are trapped in the spirit world, a turbulent realm of strange
reality and demons. When you are eventually brought back to life, the gate is left
open for a moment too long, and demons are allowed to pour through the rift for a
short time.
● The Maker and the Great Dragon. The legends behind the Maker of Dragon Age and
the Great Dragon of Jade Empire are very similar. Consider the following series of
entries found throughout Jade Empire:
“The world is a place of order. When order is not enforced, chaos reigns. Chaos is the
natural state of the world. The order that currently exists in the result of the power of the
Great Dragon. Out of this steaming chaos, the Great Dragon created the world, perfect in
every way. But nature the forces of the universe, demand balance. For every bit of order,
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there must be corresponding chaos. That first world, that perfect world, was pure order. It
could not last.
The perfect order choked life and did not allow growth, and so chaos was allowed back
into the world.”
“The Great Dragon loosed chaos upon the world he had created, separating man from the
beasts and laying foundation for the eventual order that would unite humanity: this
glorious Jade Empire. The great animals’ spirits of the past were cast out from the human
communities, and Man was forever separated and elevated above the common beasts.
Man who now the guardian of order, imposing his will on nature and shaping it to his
desire.
But balance must exist in all things. Man was a bastion of order, with chaos in his heart.
For as long as the world remains in chaos, man will always war and strive against his
fellow man. This is the way of nature. Until the Great Dragon returns to bring the world
to order or humanity brings itself above the cycle of nature, this is the way it will always
be.”
● Black Whirlwind. <SPOILER> The epilogue of Jade Empire reveals what happens to
Black Whirlwind, one of your beloved companions:
“The Black Whirlwind accepted a job hunting demons for the Celestial Bureaucracy, but
the ensuing red tape frustrated him so much that he gave up and made for the Mysterious
East. Shortly thereafter, the Empire received a great influx of Outlanders, many of whom
were missing limbs and other body parts. He returned to the Jade Empire several years
later, but this time he came from the west. He couldn't explain how he did it, but he was
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the only person unsurprised to arrive back where he started. Expressing a newfound
hatred for a people who couldn't make a decent bowl of wine, the Black Whirlwind
vowed to never again leave the Jade Empire. A week later, he got bored and headed off to
the north.”
● Cole makes several references to the story of Jade Empire. Among them, he references a
young girl with two spirits warring inside of her (Wild Flower). He also speaks of a great
betrayal by a master who taught a fatal flaw. In fairness, Cole references many, many
other works of fiction in his ramblings.
● Golems in Thedas and the Jade Empire. In Dragon Age, we see several types of
golems. There are stone golems, steel golems, and a few other rare varieties. They are
created by using the souls of living people, and obey the commands of their masters
unfailingly. This is identical to the golems of Jade Empire, except that they are clay, jade,
bronze, and siege golems instead. These golems are made by converting a living person
into a spirit shard, which is used in the construction. In Dragon Age, the dwarves
typically built the golem around a living dwarf and poured liquid lyrium inside, killing
the inhabitant. But this could be seen as simply a more efficient way of doing things than
in the Jade Empire.
● Demonic Possession and Magic. One apparent difference between the two settings is the
inherent danger of magic. In Jade Empire, people are able to throw spells around
willy-nilly, and there doesn’t appear to be any significant consequence beyond the
consumption of chi energy. In Dragon Age, all mages suffer a dire risk of becoming
possessed by a demon. And while this is very much true of both settings, there is at least
one example of demonic possession in Jade Empire.
○ <SPOILER> During the player character’s infiltration of the Lotus Assassin
Fortress in the Necropolis, they encounter a Lotus Assassin spellcaster who
believes that the faction’s obsession with building an army of golems is
unnecessary, and that more powerful forces are closer at hand. With barely any
provocation, he begins intoning a magical ritual. It becomes very obvious very
quickly that he doesn’t know what he’s doing when he can sense something going
wrong. His fellow Lotus Assassins are suddenly caught aflame and possessed by
strange entities that immediately attack everyone nearby. While not quite
abomination status, it does prove that magic is also quite dangerous to
practitioners in the Jade Empire if you aren’t careful.
○ Another explanation for why magic doesn’t appear to be quite as dangerous in the
Jade Empire is that the spirits in this region are far more protective of the mortal
world. We see spirits defending the natural world from demons, especially on one
occasion in the Great Southern Forest. So demonic possession might be a less
likely occurrence.
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APPENDIX 2: FUTURE JADE AGE CONTENT
Drunken Master - A new unarmed style that depends on drunkenness for maximum
effectiveness. Must have the Constitution (Drinking) focus. This could be a unique specialization
to the martialist class.
Lotus Assassin - Perhaps another specialization unique to the martialist class. But it’s kind of
already covered by the Viper style. Potentially, I could turn the Viper talent into the Lotus
Assassin specialization. And then do something similar with Iron Palm.
More adversaries - Most of the adversaries seen in the Dragon Age core rulebook cover the
majority of enemies in Jade Empire, or can be easily converted (such as the rage demon
becoming the horse demon of Jade Empire). But more could be created to better suit the setting.
-demons (rat, toad, rhino, elephant, bull)
-golems (clay, bronze, jade, siege)
-humans (martialists, pirates, Lotus Assassins, etc.)
-ogres (or just make a variant of the Qunari)
-ghosts
-fox spirits
Flyer rules - Stats and rules for the magic/artifice flying machines seen in the game.
Cannons, explosives, and firearms. Although rare, such things are seen in the Jade Empire
video game. But Fantasy Age also has some rules. Will have to look into it.
Fantasy Age Conversion - Make a version of this document that is converted to Fantasy Age.
Theoretically, it isn’t too complicated. But it would require some tedious work on the
background tables.
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