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Chasind Wilders

The Chasind Wilders are an elusive, clan‐based people dwelling primarily in the Korcari Wilds, a vast expanse of dense forests, marshy bogs, and tangled undergrowth. Known for their survival skills and mysticism, the Chasind guard their homeland fiercely.

Environment

The Korcari Wilds are a humid, overgrown region characterized by thick swamps, fog-shrouded forests, and a labyrinth of waterways. Sluggish rivers twist among moss‐laden trees; tangled roots and rotting logs can make travel a nightmare for those unaccustomed to the terrain.

Chasind settlements are typically small villages built on rises of drier ground, connected by makeshift paths or narrow skiffs poled through the reeds. Wildlife is abundant: all manner of game, from deer to marsh‐lurking reptiles, provides food, while the swamp flora offers both potent herbs and toxins. Danger also looms in these Wilds—beasts, disease, and rumored spirits stalking the mist.

Culture & Society

Chasind culture is clan‐focused, with each group led by either a chief, elder, or a wise woman steeped in the clan’s oral traditions. Storytelling forms the backbone of Chasind identity; legends passed down through the generations warn of malevolent spirits and celebrate ancestral heroes who tamed the wilderness.

They have a deep respect for nature, seeing the Wilds as both provider and punisher. Chasind spiritual practices often revolve around shamanic rituals to appease or bargain with the swamp’s spirits. Certain clan elders are believed to possess mystical insight—using bones, herbs, or visions from the marsh fog to guide their people.

Survival skills like foraging, hunting, and knowledge of herbal remedies are central to daily life. Fearsome reputations have grown around the Chasind’s ability to strike from the marsh in guerrilla skirmishes, then vanish without a trace. This elusive prowess fosters rumors and sometimes superstition among neighboring lands.

Politics

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Culture Skills

Chasind Wilders live as fiercely independent marsh‐dwellers, navigating the treacherous Korcari Wilds with unmatched skill.

Standard Skills (+5): Athletics, Brawn, Customs, Endurance, Perception, Stealth, Willpower

Professional Skills: Healing, Lore, Musicianship, Oratory, Sleight, Survival

Requirements: Human

Nothing lasts in the mountains. Wind and rain eventually eat away the strongest holds. Valleys that were arable one generation are locked in year-round ice the next. Game is constantly on the move.

The Chasind remain largely isolated from outside powers. Their clan structure rarely unifies under one banner unless threatened by a common enemy—be it another Alamarri tribe, a monstrous incursion, or (in rarer instances) the creeping influence of the Tevinter Imperium or the Chantry. Yet, the Imperium’s presence here is minimal, given how difficult it is to navigate and hold territory in the Korcari Wilds, and the Chantry does not look to expand into tribal swamps.

Most Chasind clans prefer to handle disputes locally—alliances form, shift, or dissolve based on personal oaths, blood ties, or revenge. Outsiders who trespass into the Wilds uninvited may be met with suspicion, hostility, or occasionally rough hospitality if the clan deems them nonthreatening. Barter with travelers for metal tools or other manufactured goods does happen, but it is sporadic.

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