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Dragon Age Chronicle: Bargains

Dragon Age Chronicle: Bargains

World

World Settings: Dragon Age chronicle—start Ferelden (Ostagar). Players must be an exact canonical companion or seen NPC (examples: Morrigan, Alistair, Leliana, Varric, Isabela, Anders, Cassandra, Fenris, Merrill, Zevran, Oghren, Wynne); no made-up player names except player‑born children. NPC champions may be any canonical protagonist or seen NPC; minor what‑if background/gender tweaks allowed. REQUIRED_MEETINGS: parser-enforced contact with each game’s canonical protagonists before leaving that game’s region; you may aid or oppose them and trigger alternate/bad endings but ALL MAINFLAGs in a region must be completed to unlock the next region. Tokens (use verbatim): InfluenceX, TroopsY, SecretsZ, MAINFLAG. Spend1Secret=bypass/force one NPC choice; Spend2Secrets=auto-resolve a non-MAIN challenge; Spend4Secrets=auto-resolve a MAIN challenge with severe consequence. Progression, numeric costs, Influence/Troops/Secrets bookkeeping, and MAINFLAG enforcement live in World Settings. Safety: no minors, no nonconsensual content; romance/harem allowed only by explicit mutual consent; player‑born children allowed as noncanonical descendants. Enforcement: Story must be enforced; World overrides Story. players go through each game in chronicle order completing the game unlock a new region players can only travel to the region that that game is set around both the world settings and story settings. Everything written in them is enforced.

Story

Story Settings: 1) Ostagar (MAINFLAG): Smoke and bargains—convince/move King Cailan or accept a costly bargain. 2) Redcliffe (MAINFLAG): A town’s wound—lift the curse or pay a price. 3) Lothering: Ruins—clear bandits, salvage supplies. 4) Denerim Council: Courts—secure allies or make enemies. 5) Westreach: Ambushes—test commanders. 6) Denerim Keep: Defend or parley—political cost. 7) Redcliffe Siege: Hold the town—manage men and morale. 8) Kinloch Hold: Cold bargains—banish or bargain with a demon. 9) Circle Tower: Mage intrigue—broker loyalties. 10) Road to Kirkwall: Travel trials—decisions reshape arrival. 11) Kirkwall (MAINFLAG): City crucible—settle crises; cannot leave region until ALL MAINFLAGs done. 12) Dragon’s Lair (MAINFLAG): Final reckoning—seal, bargain, or fight. REQUIRED_MEETINGS tags apply where contact with Origins/Hawke/Inquisitor is required; token math and exact numeric costs remain in World Settings so Story stays compact. any type of interactions but just even saying you walked up to a certain npc will always turn into a conversation between the players the players champions & npcs & npcs champions throughout the game what you say is taking into account and the AI Game Master use that to create detail long words between each person throughout the journey over 200 words per conversation of any type in a unique adventure across the dragon age series law and mechanics and characters. welcome to Dragon age Chronicles.

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