Tevinter

Intro
Humans are said to have first appeared in the north as a single tribe called the Neromenians. After first contact the elves retreated from their own lands thus allowing the humans to spread across Thedas. The Tevinter tribe, which was an offshoot of the Neromenians, aligned itself with the dwarves and eventually absorbed the Neromenian and Qarinus tribes to form the Tevinter Imperium. Even though its past glories are now gone, that doesn’t mean that Tevinter is without power at present time. On the contrary. The Imperium is considered one of the most formidable nations across Thedas, only second to the Orlesians as we speak. It is a country which still makes one shiver at the mere mention of it, with their ancient expansionist policy never to be underestimated. They possess wealth, knowledge, army and power - things they would have certainly used to reclaim their number-one place in Thedas, weren’t for the Qunari to stall them.

The reason that Tevinter is the only country that is run by mages, or has a mage government, is because of the Schism. During the early years of the Cult of the Maker, which later became known as The Chantry, there was a difference of opinion between Tevinter and Orlais on the interpretation of the Chant regarding magic - this led to Tevinter becoming a magocracy and Orlais becoming the centre of the Andrastian Chantry. It has become quite obvious by now that the Imperium likes to differ significantly compared to the rest of Thedas. Slavery confirms this fact. Though illegal and banned from the rest of the world, slavery is very much legitimate in Tevinter. It is a trade, and it’s never out of business. Men, women, elves or humans are being captured, dragged back to the Imperium and sold on a daily basis. One is even allowed to willingly sell themselves into slavery so they can provide for their family. Slavers can gain power, prestige and status within Tevinter whereas the objects of their trade are exactly that; objects, inferior to life itself unless they happen to be born with magic.

After the Third Blight, the Chantry in Orlais promoted the story that it was the ancient magisters of Tevinter who brought the Blights on the world through their heresy. They perported that in -395 Ancient the Tevinter Magisters opened a gate to the Golden City with Blood Magic. The result was catastrophic and the taint poured into the world, the magisters supposedly becoming the first darkspawn. These darkspawn then found the Old God, Dumat, tainted him and awakened him, bringing forth the First Blight.

Last but not least, and as mentioned before, the Imperium has been having troubles with the Qunari for many years. When the rest of the world signed a peace treaty with them, Tevinter refused to accept it. This has forced them to concentrate their war efforts exclusively on the horned beasts, as they like to call them, leaving their expansionist policy aside for the time being. It is a convenient situation for the rest of Thedas; for, were the Qunari to be defeated, what would Tevinter do next?

Ruling Dynasty
The current royal Dynasty within the Imperium is that of House Severus, the ruling Archon being Servius Otacilius Severus.

Government/Ruling Model
The Tevinter Imperium is governed by a magocracy. Powerful, noble mages form a legislative body known as the Magisterium. Its magisters spend almost as much time engaging in elaborate political schemes to prove their superiority over each other as they do making actual decisions for the good of the country.

The Archon is the supreme ruler of the Imperium. He has the authority to appoint new seats in the Magisterium and has the final say over enacting any laws the Magisterium passes. Archons usually inherit their titles; they are sons. nephews, brothers, cousins, or apprentices to previous Archons. The reigning Archon designates his heir to the Magisterium before he dies. If an Archon dies without naming an heir, the Magisterium elects the new one. Previously, candidates came from the ranks of the Magisterium, but this practice has been banned since the Black Age. Candidates are now only eligible if they do not hold a seat in the Magisterium or rank in the Chantry. Archons rule by divine right, a tradition that predates the Imperium. Their authority, like their magical power, is said to have been granted to them by god. The specific divinities changed over time, from the Old Gods to the Maker, but the general belief in magic being bestowed by a higher power has remained constant in Tevinter culture.

The Magisterium gather regularly to govern the Imperium and these are they who are the mage elites. There are several routes into the Magisterium:
 * A magister is chosen by each of the nations seven Circles of Magi, usually from the ranks of the Senior Enchanters. First Enchanters are ineligible for this seat.
 * Every grand cleric of the Imperial Chantry has a seat, as does the Imperial Divine.
 * Seats can be inherited from magisters by their heirs.
 * The Archon reserves the right to appoint new magisters of his choosing at any time.

Usually a magister can only lose their seat if it is taken away by the Archon.

Empire
Tevinter had the oldest human empire in Thedas and the remnants of it are seen in every single country and in every corner of the land. The Imperial Highway is perhaps it oldest living monument throughout Thedas.

Nobility
Tevinter society is highly stratified, with citizens classified into one of three levels depending on their ancestry and magical ability. To be a noble in Tevinter one must be a mage or closely related to a mage. Wealth still plays a part in whom is considered noble, for the more rich and powerful a mage is the higher up the stratum they will be. Non mages can acquire wealth, but this will not buy them nobility, magic is the only currency the Tevene nobility recognise. This nobility also have a reputation for being over-indulgent, wasting whatever money they have on decadence.

Magisters are the high lords of Tevinter and there are various means by which an enterprising mage may enter this august company. Each of the seven Circles within Tevinter selects a magister for the Magisterium, and this mage is often an older Senior Enchanter but never a First Enchanter as they are not eligible for a seat. Each of the grand clerics of the Imperial Chantry and the Divine himself hold a seat as well. A mage may also inherit a seat from a magister rather than earn it through magical ability or station within the Chantry. A final means by which a mage enters the Magisterium is by being appointed directly by the Archon, which is a power the Archon may exercise at any time.

Politics
The legislative body of Tevinter is known as the Imperial Senate. The Senate is divided into two houses: the Magisterium and the Publicanium. The Magisterium is the upper house and is responsible for making laws and choosing a new Archon if there is no approved heir. Members of the Magisterium are known as magisters. The Publicanium is the lower house, and in contrast with the Magisterium it holds no true power and is considered a bureaucratic body. Senators of the Publicanium are elected officials.

Magisters constantly compete with their fellows to rise into a higher position on the Magisterium, though they come together to put down slave rebellions, which they view as sedition. Raising one's position can be achieved through wealth, magical prowess and/or support by fellow senators but almost always requires relying on forbidden magic. Though blood magic is outlawed it is rarely punished.

Politics in Tevinter can get very dangerous, as not just assassinations are rife. Though not as complex as the Great Game in Orlais, the Tevene’s invented political warfare and they are very practised in blackmail, torture and other ways in forcing their will upon their fellows.

Connections with other countries
For the most part the Imperium has maintained trade and diplomatic contacts with all of Thedas’ nations, though their relationships with close neighbours and Anstrastian strong countries like Orlais are strained. Though the elves no longer have a nation per se, the general relationship between the People and the Tevinter Imperium is largely self-explanatory, and rather poor.

The Anderfels
With Vol Dorma - a fort city in south western Tevinter - and Weisshaupt so “close” there are often skirmishes between the forts of the Anderfel Wardens and Tevinter patrols. There is no love lost on both sides.

Nevarra
Tevinter and Nevarra are occasionally entrenched along their border. Both sides have attempted to claim this portion of land in the past, and both will continue to attempt to do so again.

Par Vollen
The Qunari and Tevinter have been at war alone since the Llomerynn Accord and that does not appear to be changing anytime soon. Tevinter will not stop until the Qunari are completely gone from Thedas and the Qunari will continue to press into Thedas and retaliate against aggression.

Dwarves
A large number of surface dwarves live in the Imperium. Though not considered citizens they are “foreign dignitaries”, even if their houses have lived in Tevinter for generations. Orzammar has a sizable Embassy in Minrathous and the dwarves have embassies in every major Tevinter city, much like the dwarves enclaves found in other Thedosian nations. The difference between Tevinter dwarves and those elsewhere is that dwarves in Tevinter have their own branch of government.

Connections to other Organisations and factions
As one might expect, Tevinter’s connections to the Grey Wardens or the Andrastian Chantry are not exactly close. The Antivan Crows have no real place, The Shades take care of most assassins in the Imperium, and the Magisterium, The Circles and The Imperial Chantry all form the heart of Tevinter itself.

The Ambassadoria
This is a dwarven body of representatives elected by the dwarves to advise the Archon and the Magisterium. The Ambassadoria functions less like a parliament and more like a lobby group. Lyrium is the primary reason Tevinter and the dwarves enjoy such a close relationship. The dwarves embassies in Minrathous, Neromenian, and Qarinus are completely subterranean. Because these embassies are still technically within the Stone, dwarves who served there retained their castes - even if their families had spent generations outside of a thaig. Some live their lives entirely in the Embassy and never step out under the open sky. However, since Bhelen’s reforms the number of dwarves going to and from the Embassy has increased. Some suspect this may be due to more mines being discovered under Tevinter and the need for more negotiations and a closer partnership to be developed.

Culture
Tevinter’s social stratum dictates many aspects of life, in religion, in the families, and even geographically. For instance, Vol Dorma is a fort on the edges of the current Imperium and to be stationed there as a member of the military is a privilege. However, a politician would not see it as such, since they would be placed far away from the political heart of Tevinter in Minrathous. Segregation exists within the Chantry and within families, the social stratum reflected even here, at Tevinter’s core. Men rule households and lead religious ceremonies, and even male slaves are lifted above the female slaves, humans above every other race.

Patriarchs
Tevinter’s society is embedded in a social system where men hold the primary power. As a Patriarchy males predominate in roles of political leadership (such as in the magisterium), moral authority (men are usually the Divine and in high ranking roles in the Imperial Chantry), social privilege and control of property; and, in the domain of the family, fathers or father-figures hold authority over women and children.

Patriotism
There is no nation without people caring for it, but in Tevinter, this is more intense than what someone might expect. The Imperials think back on the days of old, on their past glories and honor their history and great achievements. They treasure the Empire they once were, and believe in the Empire they now are. It is a hardcore patriotism, one which has not changed or weakened over the passing of time. Tevinters preserve their culture and their tradition with the idea of being better than the rest of Thedas being popular. As far as they are concerned they are the diamond amidst the stones so they must be respected accordingly.

Class System

 * Altus Mages - descendants of the original Dreamers. This is the highest noble rank in Tevinter and Altus bloodlines must be proven.
 * Laetan Mages - mages born to families with no prior history of mages or those whose families cannot trace their lineage back to the Dreamers. They vie viciously for power having to prove themselves to be better than those who have power-by-blood.
 * Soporati - these are mundane Tevinter citizens and have no magic. They may own property or serve in the military and are mostly human. Many become merchants of some kind, slavers as well. They cannot rise above the rank of Father or Mother in the Chantry and they have no say in political matters.
 * Slaves - not allowed to own property or serve in the military. Many are skilled workers, trained in a profession but are not considered artisans nor can they have apprentices. When armed as guards or gladiators they are not honoured with a military rank. They used to be mostly elven but are now an equal mix of human and elf. Slaves can only legally be set free before a judge with the owner present to formally state the slaves have been granted freedom, or by the owners will upon his or her death.
 * Mage Slaves - these are rare and cannot legally be a Tevene. An owner must have special permission to own a mage slave, given by a judge but with the seal of at least three magisters.
 * Freed Slaves or Liberati - can join a Circle of Magi or serve as an apprentice to a trade. Liberati may also own property but they cannot join the military and rarely have any say in governance. A freed slave cannot become a magister.

Language
Tevene is the official language of Tevinter.

Ancient Tevene
Ancient Tevene (known as Arcanum) is the ancient and dead language of the Tevinter Imperium. The annums (annual holidays) in the Thedosian calendar use a high name from Ancient Tevene, and a low name (Trade tongue). Arcanum is the ancient language used in religious rituals and other official documents. It is not widely known or used.

Art
The Imperium had never been renowned for its artists, like the Orlesians for example, however that does not mean that art is absent from its culture. Expressed creativity had always been a trait of the rich and wealthy, mostly due to economical reasons rather than the ability to be creative in itself, and Tevinter is no exception to this rule. It should come as no surprise that the themes Imperial artists like to trade in are focused on either the Imperium’s glorious history, or on capturing the essence of magic in a piece of art. In painting, the colors which are mostly used are dark, just like the colors of their clothes, yet there are few daring artists who experiment with bright reds or greens, living their little rebellion in a way.

In Tevinter though, there is a form of art, unique amongst Thedas, which is greatly established due to the outstanding number of mages who live within its borders. Art and magic are combined, resulting to an exceptional artistic dynamic. Whether it is a sand painting, created in real-time with the help of telekinesis before the eyes of the spectators, or a pyromancer manipulating fire to his will so they can represent the starry sky and draw the attention of passersby, there is no doubt that it is a magnificent experience.

Last but not least, when it comes to music, the Imperials prefer composing instrumental pieces, without the presence of vocals. Their compositions are more likely to include the use of the pipe organ, the double pass and the violin. The result is a symphonic melody which could probably make it as an acquired musical taste, for anyone not familiar with the Imperium’s culture.

Fashion
Dark. Intimidating. These are two things which come in mind when thinking of fashion in Tevinter. The Imperials wear their clothes and accessories, either simple or formal, in the colors of black, grey or dark shades like deep blue or red. Though not as extravagant as in Orlais, their outfits speak of authority and superiority, leaving an impression of awe, as well as intimidation, once looking at them. When it comes to the design, angles- symmetrical or asymmetrical- are a dominant element of their fashion. Just like capes and cloaks. Almost every single Imperial wears a cloak, especially during the cold of winter, with their status obvious upon taking a closer look at the fabric. Nobility can be distinguished by the presence of expensive jewelry, accessories or even pieces of armor. It is not uncommon for an Altus mage to wear beautifully painted gauntlets, belts or shoulder blades combined with fabric. As for the women, they demonstrate their wealth by mostly wearing unconventional jewelry in their hair.

Military
Though merely a shadow of its former glory, the Imperium is still a very powerful nation with considerable military might. It would turn on the southern nations were it not diverted by the constant wars with the Qunari. The Imperium draws a variety of soldiers from its territories to form an impressive army. Most noted throughout Thedas, however, is the use of elephant mounts that have been imported into Tevinter for centuries through the coastal colonies near the northwestern jungles. As well, Minrathous is famously protected by a trio of gigantic war golems purchased from the dwarves known as the Juggernauts.

The Tevene army is broken down into different groups to have a clear chain of command during battle. The smallest unit is the contubernium, which is a group of eight soldiers. These men marched together and shared a tent or a room at a fort. Ten contubernium make up a century (only eighty men on average) which is commanded by a centurion. Six centuries are combined to make up a cohort. Then ten Cohorts are combined to make up a legion or about 6,000 men. The first cohort of the legion is usually twice the size of a normal cohort, and had the best soldiers in it. The legion, all of which is infantry, is the backbone of the Tevene army.

Each legion contains four lines, or groups, of soldiers. The front line soldier is the velites, who is trained to throw spears at the enemy. Behind the velites is the hastatus and the preinceps. These soldiers do most of the fighting. They have light armor and use swords. The last line is the triarius, who wear heavy armor. In addition to the legionaries, auxiliary cohorts of cavalry or specialists such as archers, would also be part of the unit. Finally there are the battle mages, who are placed strategically and often command their own unit of mages. The most senior mages also act as generals and captains of the melee fighters.

Conscription
Only the Soporati can be conscripted but mages can be placed in the army as a punishment or as the result of losing a political battle. More often than not a mage is a volunteer and has been trained from a very young age to battle. Slaves are used as fodder in the army, but not “wasted”, they are used tactically.

City Guard
Some may see the Imperial Templars as “glorified city guards” but in Tevinter this is where they have any real authority. Some Templars rise to become something of significance within the Chantry, but most find their positions in the city as a way to rise through the ranks. Alongside the Templar cohort there are militia who govern the streets, though their tactics are far less “honourable” and often employed against the slummers and slaves of the Imperium.

Religion
The Tevinter Imperium remains one of the only nations in Thedas to not recognize the authority of the Andrastrian Chantry. Though it was not always so, there once was a time when Tevinter was a part of the Chantry that stretched across the continent, from Val Royeaux to Minrathous itself. However despite the chantry’s power, it was never able to fully defeat the Magisters of Tevinter, or indeed break magics hold over the Imperium. Commoners and nobles from the Imperium alike, viewed magic as the Makers given gift, which stood in direct violation of the Chantrys teachings, "magic exists to serve man, and never to rule over him, This was the greatest source of tension between the Grand Clerics of Tevinter and Orlais, and was what cause the schism in 3:87, Towers.Since then the Grand Clerics of Tevinter founded their denomination of the Chantry, Known as the Imperial Chantry.

They now elect their own Divine, believing the woman who sits upon the Sunburst throne, is a corrupt pretender and preach their own version of the Chant of Light, which hold more tolerant views of magic than their southern counterpart, even going so far as to allow mages to join the priesthood. Indeed, much like the rest of Tevinter, it is rare for non-mages to rise far in the ranks of the Imperial Chantry, for even there mages dominate. The relaionship between the chantry and the circles in Tevinter is so close, that The Imperial Divine is always drawn from the ranks of the First Enchanters and operates as Divine and Grand Enchanter both.The Divine and all the Imperial Grand Cleric’s have seats in the Magisterium. With so many seats under its command, the chantry is a powerful and unified force in the Magisterium. Its mere presence in the upper house, grants the Imperial Chantry direct power of the nation, which the Andrastian chantry lacks.

Though the Imperial Chantry is the official state religion of the Imperium, it is not the only one that exists, it just happens to be the only one recognized. There are some, who look to a time before the rise of the Chantry, back when Tevinter worshipped not one god, but seven. Many within the Imperium believe the worship of the old gods is extinct and are content in that knowledge. If only it were true.

The truth is that these cults were never destroyed, not truly. A small vestige survived the fall of the old religion, and took refuge in the shadows. Over the ages these cults have grown in power, their secrecy becoming their strength. For none could only declare their worship of the old gods. it would only result in their deaths, so they paid lip service to the Maker, in order to appease that Chantry, all the while worshiping the Old gods in private. What these cultists want remains as much a mystery as they themselves are, for few in the Imperium know they exist. They may in time discover the truth, but by then it may be too late.

Views on Magic
What had always made the Imperium stand out in comparison to the rest of Thedas is their views on magic. Since the days of old, the Imperials perceived magic more as a gift than a curse, praising the ones who had been blessed with it to the point where they believed them to be superior by definition. And it was on said belief that they decided to build their empire.

A nation ruled by magocracy, Tevinter of present times, stays true to their old perceptions regarding magic. Magical aptitude defines who they are and what they represent; it defines their caste system, their status, their quality of life. Non-mages are considered only slightly better than slaves and are treated with great disrespect throughout the entire Imperium. They lack certain privileges and it is no secret that if a non mage wants to survive and improve their life, they need to work hard to achieve some kind of status (e.g. slavers), much harder than any mage would ever need to.

As far as forbidden practices go, the Imperials are quite eager to use them. Even though blood magic is supposedly banned, most of them know how to practice it and are not afraid of its consequences since they highly regard its advantages.It is a common line of thought, one which had been encouraged by their culture and strong appreciation of the power which lies in their gift.

In a world in which magic has been a matter of debate for centuries, Tevinter Imperium holds its ground since the beginning of days, and allows it to shape their culture as a nation, to the point where one cannot think about Tevinter absent its blind support in everything magical.

Economics
The Tevinter Imperium would surely crumble if not for the endless supply of slaves from all over the continent. Here, they are meat, chattel. They are beaten, used as fodder in the endless war against the Qunari, and even serve as components in dark magic rituals. Without them the economy goes bust and the Imperium would likely fall forever.

Geography
One can see that Minrathous was once the center of the world. The vestiges of her power and artistry yet stand. But they are buried in the layers of filth that the Imperium's decadence has accumulated over the ages. The magocracy live in elegant stone towers, literally elevated above the stench of the slaves and peasants below. The outskirts of Minrathous are awash in a sea of refugees turned destitute by the never-ending war between the Imperium and the Qunari. Apart from the coasts Tevinter is a desolate land of hardpan deserts and lonely plains. It’s mountains have been penetrated for mining and are filled with slave, but there is the occasional farmland on fertile land near rivers.

Cities/Provinces

 * Asariel
 * Carastes
 * Marnas Pell
 * Marothius
 * Neromenian
 * Perivantium
 * Qarinus
 * Teraevyn
 * The Hundred Pillars - Massive pillars made of a strong material identified only as a "hard dust"; the material isn't stone, and is similar to a mortar (concrete).
 * Trevis
 * Vol Dorma
 * Vyrantium
 * Solas

Capital: Minrathous
Minrathous is the capital of the Tevinter Imperium and the largest city in Thedas. It is built on a rocky island not far from the shore, accessible only by a single bridge that can be destroyed if needed. The island features massive ports and shipyards and a vast series of underground catacombs capable of holding food enough to feed the city for a year. It also contains Dwarven-made Proving Grounds which the Tevene call the Minrathous Arena.

Typical Flora
The native vegetation of Tevinter reflects the diversity of the physical environment: the differences in geology, the differences of altitude above sea level. The northern peninsula (the eastern side upon which Minrathous lays) and islands are dominated by mild and rainy winters and very warm and dry summers. On the contrary in the southern part of Tevinter near the Free Marches there are lower temperatures in winter and a more uniform distribution of rainfall during the summer time.

‘’Evergreen vegetation’’: maquis shrubland with densely growing plants and shrubs that always have leaves on. This flora is typical of the dry Tevinter climate, especially along the coast and in the islands. The most common plants are:
 * agrumes (Citrus species)
 * bay laurel
 * carrubo
 * cork oaks
 * holm oak
 * junipers
 * maritime pines
 * myrtles
 * olives
 * sage
 * strawberry tree

‘’Broad-leaved vegetation’’
 * beeches
 * chestnuts
 * oaks

‘’Coniferous vegetation’’
 * firs
 * hornbeam
 * larches
 * pines

There are also plant associations almost treeless: grasslands, pastures, deserts. In the mountains, gradually, the forest turns in mountain pastures, scattered in various shrubs (e.g. rhododendrons, junipers) and dotted with small colorful flowers. Higher up, you reach the montane grasslands and even areas similar to a desert because they have no or almost no vegetation.

Typical Fauna
‘’Amphibians and reptiles:’’


 * frog
 * neromenian snake
 * newt
 * pond turtle
 * salamander
 * toad (yellow bellied)
 * wall lizard

‘’Fish:’’
 * barbel
 * brook chub
 * carp
 * goby
 * loach

‘’Mammals:‘’
 * brown bear
 * deer
 * doormouse (forest)
 * hare
 * ganet
 * ibex
 * long-eared bat
 * long fingered bat
 * lynx
 * marmot
 * pine vole
 * shrew
 * snow vole
 * wolf

‘’Birds:’’
 * black woodpecker
 * chough
 * eagle
 * eagle owl
 * finch
 * glossy ibis
 * nightjar
 * rock partridge
 * rosy starling
 * vulture

Regional Race Characteristics
"Complexion:" From Light-tanned to Dark-tanned complexion, with lighter skins among Altus families "Common eye colors:" Any eye color "Common hair colors:" Any hair color "General Description:" The Tevinters are linked to a rather tall stature, slender to average build, medium to large noses (which form a straight line from base to tip) and tanned complexions. As for their hair and eyes, they come in a variety of colors.

History
Tevinter: a land with no small past or history. The first Tevinters settled in Minrathous and the land was ruled by kings for the coming years. Closed societies of mages meant for magical training were formed, known as the Circles of Magi. A council made out of their most talented mages was established. It was titled “the Court of Magisters” and it was responsible for magic-related issues across the kingdom. In -1195 Ancient, magister lord Darinius, became the first Archon and founded the Imperium. He had the magisters become aristocracy and struck a trading deal and alliance with the Kal-Sharok dwarves. A body of dwarven representatives remained on Tevinter ground to manage trade relations and they were named “Ambassadoria”.

Later, Archon Thalsian declared himself the official ruler of the empire, after he had claimed to have contacted Old God Dumat. Thalsian was the one who established temples meant for the worshipping of dragons and created the “Altus” as the superior class, which basically was the class of magisters.

By 214 TE the relationship elven-human relationship had become strained, a fact which then led the Imperium to declare war against elves. The Imperium invaded Arlathan, the home of the elves, destroyed it, enslaved all elven survivors and exploited the secrets of the ancient elves.

As it has been made clear, Tevinter Imperium had always followed an expansionist policy, and it continued to do so, conquering a wide part of Thedas in the years to come and forcing its people to submit via brutal force. To make trade easier, the Imperial Highway was to be constructed but it was never finished due to the fall of the Imperium.

800 TE was the time though that not only did it mark Tevinter but the world itself. Having no other goal but their rise to power, a group of magisters assaulted the heavens and entered the Fade physically. They returned as the first Darkspawn and unleashed the first blight on the Imperium, greatly diminishing its power.

Tevinter’s ill fortune was to continue apparently, for the escaped slave Andraste and her husband Maferath marched against the Imperium with a barbarian army from Ferelden at their side. Elven slaves rebelled too. Their efforts were put down and Andraste was publicly executed. In 1035 TE Archon Hessarian, the ruler during this rebellion, converted to the faith which praised the Maker and revealed Maferath’s betrayal.

When the Andrastian Chantry was officially established in 1195 TE, Andrastian faith became popular, a fact which left Tevinter divided. In the end,the magisters surrendered to the chantry on their own terms, though it was clear that this was not going to last. In 3:87 Towers, Tevinter formed the Imperial Chantry, under a mage Divine Valhail. This schism unleashed several exalted marches towards Tevinter during the Black and Exalted Ages. Out of revenge, Tevinter refused to aid the rest of Thedas against the threat of the Fourth Blight in 5:12 Exalted.

In 6:30 Steel, Qunari first attacked Thedas and much of the Imperium ended up conquered. Determined to gain back what was taken, for the first time after the Schism the Imperial Chantry allies with the Orlesian Chantry during the Storm Age and, together, they rally Exalted Marches against the Qunari. When the Llomerryn Accord was signed as a peace treaty between Thedas and the Qunari, Tevinter refused to sign and as thus, the hostilities continued with the two being in constant war.

In 7:34 Storm, Nomarran is crowned Archon directly out of the Circle of Magi, ignoring the law which forbid mages to be part of the government. As thus, magisters step into the political scene again.

As for now, Tevinter yearns to reclaim its past glories though it first needs to win its war against the Qunari. They are both currently fighting over the island of Seheron.

Brief Timeline

 * -1195 Ancient: Archon Darinius founds the Tevinter Imperium.


 * 214 TE: Strained relationships between humans and elves. The Imperium invades and destroys Arlathan.


 * 800 TE: A group of magisters physically enter the Fade and return as the first Darkspawn. The First Blight follows to plague Tevinter with the Archdemon Dumat leading it.


 * 1020 TE: Escaped slave Andraste and husband Maferath march with their barbarian army against weakened Imperium. The rebellion is dealt with and Andraste gets publicly executed.


 * 1035 TE: Archon Hessarian converts to the faith which praises the Maker.


 * 1117 TE: Rivain frees itself from the grasp of Tevinter.


 * 1195 TE: Andrastian Chantry is founded. The new faith leaves Tevinter divided with the magisters submitting to the Chantry on their own terms.


 * 3:87 Towers: Tevinter forms its own Imperial Chantry under mage Divine Valhail. The Schism between the Orlesian and Imperial Chantry happens.


 * 5:12 Exalted: As a retaliation for the Exalted Marches the Orlesian Chantry had unleashed against them, Tevinter refuses to send aid to the rest of Thedas during the Fourth Blight.


 * 6:30 Steel: Qunari attack Thedas for the first time.


 * 7:25- 7:85 Storm: Imperial and Orlesian Chantry join forces to send the New Exalted Marches against the Qunari. Tevinter refuses to sign the Llomerryn Accords.


 * 7:34 Storm: Magisters step into the political scene again since Archon Nomarran gets elected from the Circle of Magi, ignoring the law which forbid mages to be part of the government.


 * Currently Tevinter is at war with the Qunari. They fight over the island of Seheron.