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The Grand Game

The Grand Game, or simply the Game, is the term applied to the politics and machinations of the nobles and rulers of Orlais. Politics in Orlais is an incredibly complicated "game" or "dance" of intrigue, seduction, ambitions, scandal, an approach to politics, high culture, and morality that is quintessentially Orlesian. The political and familiar infighting that characterizes the Game is as common as donning masks in public: indeed, this habit is also an intrinsic part of the Game in its most obvious form.

History

The Game was originated in spirit by Jeshavis, known as the "Mother of Orlais". She lived during the ages of Andraste and manipulated both her and Maferath to protect her people from Alamarri cultural intrusions.   When Emperor Kordilius Drakon I first established the Orlesian Empire, the local nobility possessed an intricate system of titles. Concerned with the civil instability caused by their often brutal struggle for nobility ranks, Drakon abolished all titles except Emperor, Lord, and Lady. Far from ending the game, however, his actions instead shifted its focus to obtaining tokens of prestige, such as patronages and familiar ties. This encourage the rise of the social infighting that is the whole reason behind the Game.   Many agree that those at the top of the Grand Game act as the shadow leaders of Orlais, for better or worse. Empress Celene I, the current empress of Orlais, is a master of the Game and claims to have no such people manipulating her. Some believe this, others do not.  

Societal Impacts

The rule of the Game is simply this: all is accepted as long as the player is not caught, up to and including murder. Paradoxically, though direct relation to events is undesirable, credit and recognition are demanded. An individual known as a skilled player will be granted discreet respect among their peers. Due to this tension the Game is a losing proposition for the uninitiated, and it is said the more blood is spilled in the Game than in any way in Orlais.   The lower classes are believed by the nations beyond Orlais to resent the Game that ostensibly keeps them demeaned. However, most peasants desire to ascend as well in some vain dream. Thus, they are surprisingly accepting of the Game.

Execution

Music, masks, cosmetics, and dancing are cornerstones of the Orlesian noble society. Sprawling masquerade balls naturally have become battlefields for the Game. Both allies and enemies are traditionally invited to such events, which gave rise to the Bards: traveling musicians also trained in espionage, larceny, and assassination. Matching wits with them is one of the Game's major thrills, and the nobles welcome bards with open arms even when suspecting ill will. Control of these agents is an important part of the Game.   Every word, gesture, and facial expression is all measured and evaluated for strength and weakness. If you do not play it well, those that do will make you and your allies look like villains. Most importantly of all, the Game is never truly over or subsided. It's always being played.   The Orlesian nobility is prone to wearing very elaborate masks in public. These masks are hereditary and identify one's family almost as uniquely as the heraldry on a crest: a family might be associated with a lion crest, and matching lion masks will identify them in public. Retainers and servants wear a simpler form of a family's mask. Family symbols are well known among the Orlesian public, and anyone attempting to wear a mask that doesn't belong to their house runs the risk of a quick death if discovered. Wearing makeup is another popular tradition for both men and women in Orlais.  

Bards

Bards are proxies and provocateurs of wealthy patrons in the Game, enacting their will through spying, bribes, seduction, and sometimes even assassinations. These men and women are elite players of the Game, serving as minstrels or actors under learned bard-masters.   Bards may serve anyone and at any time: mage or priest, king or noble. Indeed, their presence is expected in the presence of power players and at pivotal moments, whomever and wherever they are. This presence, rather than a source of anxiety for their targets, is welcomed as dangerously exciting.

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