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Tevinter Imperium

The Tevinter Imperium stands as the oldest enduring human empire in Thedas, it is unrivaled in magical prowess and territorial ambition. Proud and unyielding, it houses the legacies of countless mage-lords who shaped the continent’s history through arcane might. 

 

Ravaged by the First Blight and crippled further by the Exalted March, the Imperium clings to its ancient traditions. Stubbornly insisting on its place as Thedas’s rightful center of power, Tevinter’s sheer age and its long list of achievements prove that magic is key to both prosperity and survival.

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Despite its formidable heritage, the Imperium today bears deep scars. The aforementioned First Blight, and the rebellion led by Andraste have chipped away at its once vast dominion. Dissent runs high in some corners, even as public loyalty to the Archon and the Magisterium remains the backbone of Tevinter identity.

 

Despite these setbacks, few can deny the Imperium’s resilience, fueled by its unrivaled knowledge of spellcraft and the unwavering conviction that it was—and may yet again be—the apex of human civilization.

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Life in the Imperium is defined by a strict hierarchy, with mages at the top. Commoners vie for scraps of influence beneath them, and slaves—often elves—fill the lowest rungs. Though many outside observers call this system oppressive, Tevinters often defend their way of life as practical and merit-based, claiming that strength and arcane skill naturally rise to prominence.

 

In truth, the lines between power and cruelty are often blurred, and those who can harness potent magic or manipulate the political landscape thrive best under its banner.

History

The Imperium traces its origins to a coalition of ambitious mage-kings who, centuries before the Blight, carved out massive territories through conquest and arcane supremacy. At its peak, Tevinter stretched across most of northern and central Thedas, incorporating dwarven technology, subjugating elven civilizations, and forging trade routes that enriched the empire beyond imagining. Over the ages, internal strife eroded this dominance—rival magisters feuding for power, provinces seceding, and slave rebellions erupting in key strongholds.

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Nevertheless, Tevinter’s obsession with scholarship and forbidden magic advanced many fields of knowledge, from enchanting and herbal alchemy to architectural wonders. According to many accounts, it was a sect of Tevinter magisters who triggered the Blight by daring to physically breach the Fade—though the Imperium itself vehemently disputes or reinterprets these accusations.

 

A devastating Blight followed by an Exalted March mean that today, the Imperium finds itself in an unenviable position. The worship of their Old Gods has been outlawed. They are surrounded by emergent states and tribal coalitions composed of the very people they once subjugated, and beset internally by struggles to recover from the First Blight and the Exalted March. The Imperium is left reeling.

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Even so, it endures. Stubborn noble families cling to the power they do hold, and a strong economy driven by a slave workforce have kept the Imperium afloat. Proof, perhaps, that Tevinter and her people cannot simply 'disappear', or be crushed by spiteful upstarts.

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Proof, perhaps, that their time as hegemon will come again.

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Faction Perks

The Imperium prioritizes wealth, political leverage, and arcane mastery. Their perks strengthen Connections.

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Imperial Patronage

  • Cost: Obtained on Alignment, 100 Silver

  • Requirements: Tevinter Imperium Aligned

  • Effect: Each clan member has +5 Courtesy and access to a weekly kit that grants +20 Silver.

  • IC: Being recognized by a wealthy house grants social prowess... and coin.

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Slave Workforce

  • Cost: 15 Influence, 200 Silver

  • Requirements: Tevinter Imperium Aligned

  • Effect: Your leader has access to a weekly kit that grants 50 Silver and two of each common material.

  • IC: Labor is cheap, or forced, if one disregards the plight of slaves.

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Blood Magic Tolerance

  • Cost: 30 Influence, 300 Silver

  • Requirements: Slave Workforce

  • Effect: Clan members have a chance to procure Darkspawn Blood when using the Random Encounter ability.

  • IC: The Imperium's looser restrictions around forbidden arts means you can experiment with more potent arcana.

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Magister's Influence

  • Cost: 45 Influence, 400 Silver

  • Requirements: Blood Magic Tolerance

  • Effect: You do not have to pay Influence costs for War related actions (Destroying, Looting, Seizing)

  • IC: You have obtained a near direct link to the council. Your authority becomes greater and allows executive decisions in these dire times.

Culture

A defining trait of Tevinter culture is an acceptance—and even celebration—of magic. Mages frequently rule as nobles, wielding political power and commanding respect. By contrast, commoners and slaves navigate life under mage-dominated law, with social mobility theoretically possible but practically rare. Fine arts flourish, from grand architecture in cities like Minrathous to high fashion at magisterial courts, giving Tevinter a reputation for grandeur and decadence.

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Yet for all its art and pomp, morality in the Imperium is often flexible, aligning with personal or house power. Use of blood magic, necromancy, or demonology can be tacitly accepted if it bolsters the empire’s interests. Conversely, those who flout this unwritten code—endangering key power brokers or revealing the Imperium’s secrets—face swift retribution...

Organization

The Archon is the Supreme ruler of the Imperium, elected from among the Magisters. The Archon's authority waxes and wanes depending on personal power and alliances.​

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A Magister or Magistra is a member of the Magisterium, a council of mage-lords from noble bloodlines who debate, vote on major policy, and wield substantial individual influence. Rivalry, assassination, and political marriages are common tactics to sway power in this top rung.

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Altus are Mages who were descendants of the original Dreamers. They are the highest rank of mage nobility, and most are also Magisters.

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​Wealthy mage noble families, or 'Laetans', are those families that also have strong magical bloodlines, but ones that cannot be traced back to the original Dreamers who explored the Fade. They are broadly disliked by the Altus caste, as Laetans regularly sponsor lesser mages or favored commoners.

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At the bottom of the aristocracy are the Praetari. These are mages from lower-class families who were inducted into the ruling class once they were revealed to have magical potential. For many Tevinter families, having a child with magical potential is a ticket into the aristocracy, though the Praetari are looked down on by both the Altus and the Laetans. A Praetari family which manages to maintain its magical bloodline for several generations becomes designated a Laetan family, though maintaining a new magical bloodline is difficult to achieve.

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Citizens, or 'Soporati', and also rudely called "Sleepers" by higher castes, are non-magical Tevinters that are merchants, Legionnaires, civil servants, and tax collectors. They form the Empire's bulk of population, often jockeying for patronage from mage-lords. They are further divided based on their role:

  • Evocatus: Those serving or having served in the military for a period greater than a decade. They are often sought as bodyguards or tutors for the young of the aristocracy and treated with greater respect due to their service.

  • Mercator: The nearest thing to nobility a non-mage can come to within the Imperium. This consists of rich families, merchants, bankers, business owners, and renowned members of strong guilds.

  • Publicanum: The greatest numbered form of Soporati. Civil workers, small vendors, farm owners, teachers.

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The Caste 'Liberati' or Liberated Slaves, represents many non-humans existing with Tevinter's lands. They are considered second, if not third, class citizens. Slaves can obtain Liberati status through showcasing command of the Fade, by having a lenient or high ranking Master that deems their slave requires a higher caste than others to perform their duties, or by the mercy of their master. They can join clans, own property (not to include slaves), and serve as apprentices in trade, but can rarely rise any higher. Dwarves have the most potential to reach Soporati, due to being renowned trade partners of the Imperium.

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Beneath the Liberati are the Slaves, or Servus Publicus, who do the tasks that no Tevinter citizen must. They are the relied on forced labor of the Imperium's economy. Though some slaves can attain favored status, their lives are typically harsh and controlled. The slave caste is composed of all races, but it is an Elven majority. It is further divided based on role:

  • Camerius: The servants, maids, tutors, chamberlains and advisors of anyone that buys them. Slaves of intellect based trades are well sought after.

  • Gladitores: The spectacle fighters, and used near exclusively for that purpose. These are slaves trained in martials arts and various combat styles. They act as entertainers for their masters and typically lose their lives in the arena.

  • Servus Publicus: The lowest a slave, and anyone in Tevinter, can be. The largest part of this caste, they are used for manual labor, agricultural complexes, mining, and any intensive work below Tevinter's citizens.

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Tevinter's legal system can be found here:  Lex Imperium

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For good or ill, the Imperium has put its stamp on Thedas forever.

In truth, there are three different Tevinters, each of them a world completely separated from the others.

Whether with sword or magic, Tevinter remains a force to be reckoned with.

Faction Relations

The Alamarri Freeholds: A diaspora of primitive and savage tribes brought into fortune only by circumstance of Andraste's exalted march. For centuries, the tribes of Southern Thedas were only a thorn in the side of a blossoming empire. In the wake of Andraste's rebellion, they fancy themselves rulers and free of their rightful overlords.

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The Orlesian Empire: Upstarts and a recent addition to the grand stage of geopolitics in Thedas. Their Chantry ideals, belief in Andraste, and the eagerness to expand their territory have caused much friction with Tevinter. Their belief that they are on par with the greatest Imperium the world has ever known is a sore mistake on their part.

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Freelancers: Mercenaries often find work in Tevinter and the Imperium is willing to pay well for caravans, city security, and other dirty work.

Magic must serve man, not rule over him.

Aligning with The Imperium

To become a recognized group of standing in Tevinter one must demonstrate formidable arcane power and political aptitude.
 

Sponsorship by a wealthy mage house, demonstrating advanced spellwork, or amassing significant wealth or connections are common paths to ascendancy. Failure often condemns a clan to a lesser social stratum—or, in the worst cases, marks them for elimination by rivals determined to keep new challengers off the council...

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Those who refuse to conform to the Imperium’s rigid expectations risk exile, disgrace, or enslavement—particularly if they were once slaves who dared to develop magical talent. Few beyond Tevinter’s borders fully grasp the intricacies of its hierarchy, and fewer still are allowed into its inner circles to witness the interplay of favoritism, espionage, and occasional blood magic that cements a clan lead's place.

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Aligning with the Tevinter Imperium means inheriting the centuries-long ambition of dominating Thedas. It demands a willingness to subjugate or outmaneuver those beneath and beside you for personal or Imperial gain. While many outsiders assume every Imperium Clan craves total domination, individual motivations vary. ​

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In Tevinter, power and ambition are currency, and mercy is often in short supply. Whether one aims to lift the Imperium out of corruption or exploit its unrestrained use of magic for personal gain, aligning with Tevinter demands a capacity to survive the political landscape and a willingness to embrace or endure a system where only the strong survive.

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Tevinter Imperium Player Clans

House Renatus

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House Renatus takes its name from the ancient Tevene for "reborn" as a pointed declaration of legacy reclaimed through persistence. Once thought extinguished during internecine blood feuds, Renatus clawed its way back from oblivion through sheer force of will, political maneuvering, and magical ambition. Today, the House stands as a symbol of resurgence, their banner, -a phoenix rising-, representing the belief that no fall is final, and that true power is earned through suffering, survival, and dominance. From the marble heights of their estate in Qarinus, the second branch of Renatus now aim to claim a higher station. Exiled to the east generations ago, this cadet branch has endured in relative obscurity; quietly amassing wealth, magical prowess, and political allies of its own.

Clan Perks

  • Tevinter Imperium - Tier 1

Imperial Patronage

  • Forces - Tier 0

None

  • Secrets - Tier 0

None

  • Connections - Tier 0

None

  • Settlement Upgrades

Clan Leader

None

Vesta Renatus

House Amladaris

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House Amladaris is a noble Tevinter family defined by its rich magisterial heritage and fraught legacy. A used-to-be middling House turned to a wealthy and respected one, focused on research of Blood Magic and support of Tevinter’s ruling structures - where mages reign supreme.

Currently headed by Caelistra Amladaris - Magister of the Tevinter Imperium, the House's efforts were relocated to Qarinus with full intent on bringing back the Imperium back to its glory through any means necessary - be it local or global, private or public.

Clan Perks

  • Tevinter Imperium - Tier 1

Imperial Patronage

  • Forces - Tier 0

None

  • Secrets - Tier 0

None

  • Connections - Tier 0

None

  • Settlement Upgrades

Clan Leader

None

Caelistra Amladaris

House Xaymaca

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House Xaymaca is a Tevinter House led by Altus of Tevinter. They are slavers with deep roots in blood magic.

Clan Perks

  • Tevinter Imperium - Tier 1

Imperial Patronage

  • Forces - Tier 0

None

  • Secrets - Tier 0

None

  • Connections - Tier 0

None

  • Settlement Upgrades

Clan Leader

None

Dante Xaymaca

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House Bellavere

House Bellavere is a fledgling Laetan-led noble family hailing from the northern reaches of the Tevinter Imperium, in the port city of Carastes. Unlike most Tevinter houses, whose lineage is steeped in the blood of the Imperium, House Bellavere’s roots lie in Antiva. This being said the house prides it self on the collection, and research of knowledge be it simple or advanced. Art ranging from painting to writting. Art is loved amongst the house. and finally Healing; While it was not intially a focus, it became one when Alessio earned his magical prowress. His skill with creation magic led the house to becoming known for those healing skills.

Clan Perks

  • Tevinter Imperium - Tier 1

Imperial Patronage

  • Forces - Tier 0

None

  • Secrets - Tier 0

None

  • Connections - Tier 0

None

  • Settlement Upgrades

None

Clan Leader

Alessio Bellavere

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