The Basics Of Tevinter Politics And Social Classes, As Laid Out In World Of Thedas And A Little Elsewhere

the basics of tevinter politics and social classes, as laid out in world of thedas and a little elsewhere

the archon is the supreme ruler of the imperium. their authority and magical power is believed to be divinely granted. they choose their successors before they die, so they are usually the sons, nephews, brothers, cousins, or apprentices of previous archons. (this phrasing implies that, like the black divine, the archon is always a man, and certainly the several named ones we know all are, but i’m not sure if this is necessarily always true.) if an archon does not choose his heir before he dies, the magisterium elects the next; these candidates cannot be magisters or hold rank in the chantry. technically the archon can overrule the laws passed by the magisterium, but he rarely does this. his power mostly stems from families vying for his favour, as he has the unique power to appoint magisters at will. a man named radonis is the current archon; he’s appeared in comics and a war table mission.

the magisterium are the mage elites who regularly gather to govern the imperium and pass laws. magisters become magisters in several ways:

one is chosen from each of tevinter’s seven circles of magi. it cannot be that circle’s first enchanter

the imperial divine and every grand cleric of the imperial chantry gets a seat

magisters can inherit seats

as i mentioned, the archon has the right to appoint any new magister if he chooses

tevinter society breaks down into four major social classes.

the first mage class is the altus class. these are descended from the original “Dreamers”, through ancient and wealthy magical bloodlines. most magisters come from altus families. characters like dorian and danarius belong to this class.

other mages belong to the laetan class. these are mages who cannot trace their ancestry to the dreamers, and may belong to families with no history of magic at all. many vie for power despite their origins, and one third of the imperium’s archons have been laetans. (the first laetan to rise to archon was such an outrage it caused a seventy year civil war, but that was, like, 1500 years ago-ish. they’re more chill about it now.) it feels safe to assume that neve gallus, who says in tevinter nights that she doesn’t feel at home in a wealthy estate because she has more templars in her family than mages, probably belongs to this class.

the soporati are non-mages who are still full tevinter citizens. they are allowed to own property and serve in the military, but they cannot have a direct say in government or rise above the rank of mother/father in the chantry. they can however be civil servants and merchants. a mage born to a soporati family is instantly a laetan.

slaves are not allowed to own property, or to hold military rank even when armed and serving as a personal soldier or bodyguard. they have become a more even mix of humans and elves since andraste’s time. mages can be slaves. if a slave is set free, either by their living owner before a judge or by their owner’s will upon their death, they are considered liberati. liberati are still not citizens and cannot have political say or hold military rank, but they can join a circle of magi, get an apprenticeship in a trade, take apprentices themselves, and own property. fenris was a slave, while his sister varania was implied to have become one of the liberati.

there is also a large surface dwarf population in tevinter. they are not considered citizens, but instead regarded as foreign dignitaries however many generations their families have lived in tevinter. they have large embassies in every major tevinter city, which at least in minrathous, neromenian, and qarinus are completely subterranean, meaning residents can retain their dwarven caste and may never come above ground all their lives. minrathous’ close ties to the dwarves mean it even has a massive proving grounds, as well as enormous stone golems known as juggernauts to guard the city gates. more than anywhere else in thedas, the dwarves do get a political say, with an elected body of representatives called the ambassadoria who advise the archon and the magisterium. it’s the imperium’s reliance on lyrium which gives them this kind of sway.

More Posts from Worlds-of-thedas and Others

1 year ago

Thinking about the mage rebellion and Fereldan. My main Warden is a Surana that sticks Alistair with the throne so I never really gave it much thought about why Ferelden's ruler would accept the rebellion.

But I replayed and something stuck out to me: Connor was frustrated about them being in Redcliffe. He asks how that could be seen to be a good idea. And honestly? Given that the Wardens rule Amaranthine and it's a major point of entry from the sea it wouldn't be that hard to have set Fiona's people there and gotten fewer side eyes by the locals. They're used to Wardens, mages ain't that weird in comparison. Especially after the Warden-Commander let a possessed corpse follow them home from the swamp like a lost mabari.

But Ferelden has a population problem. Lots of dead young men and women just at Ostagar, let alone the southern hills, the bannorn via the rebellion, and Denerim. And the survivors of the Siege at Denerim would have had high chances of Blight Sicknesses, there were probably epidemics following 9:31. That would have crippled the fighting population. That doesn't even count that a lot of the refugees who made it to the Marches and elsewhere never returned.

Redcliffe is the fortified gateway to Ferelden from the /Orlesian/ border. The same Orlais that certain powers (Gaspard) want to return to being an expanding empire.

Celene's hold was weak. Weak enough the Inquisitor could arrange to break it entirely.

The Chantry is primarily Orlesian and that would give the mages a reason to not want Orlesian control if it came down to Gaspard as Emperor bringing chevaliers back across the Frostbacks.

I don't think Ferelden took the mages in out of generosity. At least not entirely. I think they saw a chance to add a significant military force to their country if their gamble paid off - and that's why Teagan agreed. Unfortunately for the rebellion the Tevinter thing is a definite point of no return - the mages weren't loyal enough to their own cause, to where they were, to continue the risk of keeping them.

8 months ago

Avvar lore resources

I might be a little bit invested in a certain part of Dragon Age lore...

Jaws of Hakkon DLC transcript - a transcript of all dialogue lines from JoH DLC, including variations dependent on the Inquisitor's race, previous choices, and quest order.

Avvar history reconstruction - a 7-part series delineating the history of the Avvar tribe

Avvar first names spreadsheet - a thorough list of Avvar first names that appear in canon sources, organized by their real-life origin if possible

Avvar name structure - a detailed analysis of how Avvar names are constructed, including first names, surnames, legend-marks, and clan names

Avvar symbolism - collages of visual symbols related to the Lady of the Skies, Hakkon Wintersbreath, Korth the Mountain-Father

Parallels between Korth and the Titans

Elven roots of the word "Avvar"

Random bits of Avvar lore

6 months ago

David Gaider: "It occurs to me, after reading posts getting it spectacularly wrong, that there are a lot of misconceptions over how game studios organize and, in particular, who makes the actual decisions about what ends up in your game. Much of it is by folks who don't *try* to get it... but not all, surely. I'll explain it a bit, but a big caveat: I'm going to talk in generalities and roles. Actual titles vary (a lot) from studio and studio, and the bigger a studio is the more segmented their departments (and thus management) is going to be. Even so, most studios, big and small, kind of work the same. To start, you're going to break your devs up into at least three groups: design (what is the game? how does it work?), art (what will it look like?), and engineering (making it go). There can be a lot of cross-over and some departments that don't fit into a project structure (QA, Marketing, etc.)"

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

Rest of post under cut due to length.

"There's going to be someone in charge of these groups - these are usually called "leads" or "senior leads". The actual title varies. The Design Lead could be a Lead Designer, for instance, or it could be a Creative Director and a Lead Designer is what they call someone further down the chain."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"These leads all report to a Project Director, someone who's job it is to manage the project as a whole. Now, this part gets a little dicey. Depending on the studio, this role can be anything from more production-oriented (they control the schedule) to an outright auteur who micro-manages everything."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"More importantly, it's the PD who hands down the project goals to the Leads: the strategic goals, the needed features, the shape of it all, etc. The Leads then figure out how their department is going to tackle those, and work with each other. If the Leads conflict, it's the PD's role to solve it. How much autonomy or ownership those Leads have is, like I said, really up to the individual PD and that studio's culture. Even in the case of a PD who has a lot of authority over the project, however, they still report to the studio leadership (unless it's the same person, like in a small studio)."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"The studio leadership is going to be giving the PD their marching orders, often in the form of those strategic goals. If there's a publisher involved, that's where the studio leadership is likely getting those goals. The PD, then, ends up being the person who has to negotiate with everyone above."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"What does this mean? If the studio or publisher has concerns about the project, they're calling in the PD to explain. If the project needs more time or resources, it's on the PD to explain to them why and how and when. If there are a lot of layers above the PD... yes, it's a looot of meetings. So while the PD is managing up, the Leads are managing down. With big projects, that means managing the "sub-leads"... those in charge of the individual sections of their department. It'd be unmanageable otherwise, and the bigger the project the more of these there are going to be."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"What does this mean? Well, let's look at the way BioWare broke up Design (as of 8 years ago, anyhow). Design consisted of Narrative Design, Level Design, Systems Design, Gameplay Design, and Cinematic Design (who worked in tandem with Cinematic Animation, which actually fell under the Art Lead)."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"The sub-leads are handed their goals by the lead, and work out how they're going to produce their particular corner of the game and also, more importantly, how they're going to work with each other. Conflicts between sub-leads are handled by the lead, as are ANY conflicts with other departments. What conflicts could there be, you ask? Dependencies, for one. "I can't do X until Y is done, but Y is someone else's job". Or scope. "We need 20 doodads but the sub-lead said they only have time to make 10, what now?". Even outright differences in vision. Big projects means room for a LOT of egos. If you think this is easier with a smaller (or indie) project, the answer is "yes, but not really". The roles are still necessary but often get combined into one person. Or outsourced, and someone still needs to manage the outsourcing. Things fall off over-full plates. It's a different kind of hard. Anyhow, the point of all this is: the further you go down the chain, the smaller the box you can play in is. The less you have actual say over, and even then that say is subject to being overridden by ANYONE above... and must still play nicely with the needs and goals of the other departments. You also need to keep in mind that projects are constantly in flux. Problems that were thought solved need re-solving. The team falls behind schedule and scope needs to change. You are constantly in a dance, within your tiny box, trying to figure out sub-optimal solutions that cause the least pain. And there will be pain. Shit rolls downhill, as they say, and when the project encounters big issues that means those high up have the sad job of figuring out how to spread it out and who can afford to take the hardest hit. If you're that one, you take it on the chin and you deal. This is the job. Lastly, I'll re-iterate: not every studio works this way, exactly. The roles exist, sure, but are not divided up so neatly or as easily identifiable. Even so, this should give you an idea what "lead" and "sub-lead" mean... and perhaps help you imagine what it's like existing further down the chain."

[source thread]

9 months ago

i think bioware should let the hero of ferelden return but every time they're in a shot they're cut off at the neck like the lady from powerpuff girls

I Think Bioware Should Let The Hero Of Ferelden Return But Every Time They're In A Shot They're Cut Off

and every time they try to add something to a conversation a dragon flies by roaring so you can't hear what they're saying

6 months ago

On the pitfalls of relying on myth and historic, faded strength during an international emergency.

Part 2 of a series of posts talking about the letters my first character received from the Inquisitor during the events of Veilguard, and why I am very excited about them and personally really enjoy what they have to say about the political and strategic situations in the South.

I am going to strongly recommend that you read part 1 first, especially if you find this post in isolation! I go into a lot of context there that sets the stage for this one.

However long this series winds up being, in the final post I will wrap up how I feel the letters tie into the overarching themes of both this game and the series as a whole, and my feelings as a narrative designer on how Bioware used these letters to thread an impossibly small needle. If I make any lore mistakes, my apologies! But I'm mainly going to be talking about strategy and political ramifications here.

So!

The first letter, with a load bearing middle paragraph, told us a lot about the starting position of the South, in particular, of Ferelden and Orlais, during the events of Veilguard.

In that paragraph, it evoked a LOT of history. Both in-world historical events prior to the games, and of our actions within each title.

The second letter, received after the fall of Weisshaupt, is even more densely packed than the first. I'll be presenting it in chunks and going through it bit by bit as a result.

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

From the title of this letter, it sets the tone. The fall of Weisshaupt, capitalized as The Fall of Weisshaupt, reflecting that this is an event of immediate major consequence in the now and historic record.

Weisshaupt, as a fortress that was constructed in the First Blight, and that has never fallen in all that time, is a location shrouded in legend.

Before we can go through this letter, we need to consider the circumstances in which it was built, and why.

To do that, we need to consider the first Grey Wardens. Per the codex entry from Origins of, The Grey Wardens, the original Wardens were former soldiers of the Tevinter Imperium. Their lived experience had been nothing but endless war and Blight, and they met in the newly constructed Weisshaupt fortress to discuss their options. Per World of Thedas, p. 156, Weisshaupt was built in an area strategically close to Tevinter, but not hit as hard by the Blight.

In a time when the Blight had been an omnipresent reality for 90 years, that's a very significant starting position for a new order to have. They renounced their nationality and political ties.

Weisshaupt becomes their base of operations, and while it is a considerably larger fortress, we can consider it analogous to Skyhold in Inquisition in several ways - both in Inquisition itself and in Veilguard.

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

Per the codex entry gained in Origins, The First Blight: Chapter 4, one of the first if not THE first major victory the Grey Wardens won was at the city of Nordbotten, circled in the screenshot above.

Reports of each Warden taking down 10-20 Darkspawn at a time - a number that seems almost ludicrously low compared to the expectations on them in current Thedas.

But the first Blight, while very long, also saw the Darkspawn divided heavily between their surface and underground activity. There were less of them overall, and they had to cut their way through the Dwarves in order to establish their underground hives that would allow them to become an exponentially multiplying threat.

Over the next hundred years, the first Wardens fought to establish themselves. They made treaties, they established conscription and did not discriminate by race or class or background. In many ways, their actions mirror those the Dwarves took in creating the first Golems, but that's a subject for a different post, maybe.

All of this builds up to saying:

Weisshaupt was critical as a strategic location when it was first used as a base of operations. That victory cemented it as the ancestral headquarters of the Grey Wardens in all the time that follows, but as time marched on it became less and less strategically relevant to subsequent Blights.

Its main value became symbolic - the last refuge, the place to make a last stand. Weisshaupt has never fallen, and while it remains standing, there is hope.

I am being handed a note. It's this note. We can talk about the rest of this note now.

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

With all that prior context established, we can look at the actions the First Warden takes here with a critical eye. Leaving aside the merit of some of the things he has to say to Rook in the game, when we consider the actual underlying positions that the First Warden holds, he is deeply conservative, and a hardline traditionalist. He is an old soldier, yes, but as has been seen by references to his actions in previous titles and in this one: he is largely a figurehead, caught up in politicking.

As a political figurehead, but one fully on board with the death-cult tendencies of the modern Wardens (obsession with past glory and future heroic, destined death; deeply secretive to its own organizational detriment; rife with paranoia), First Warden Glastrum is faced with a deeply unenviable burden: constant darkspawn activity and multiple Blights across what we can assume is his entire tenure in the position, since no reference I can find is made to his having been a newcomer to the role.

Already quite old, both by normal standards and ESPECIALLY Warden ones, the First Warden displays some irrational behaviours that made me suspect he was actively experiencing his Calling from our first meeting with him.

His fixation on due process struck me as a desperate attempt to seek control in the face of that, and the actions that followed reinforced my feelings that this was a man who wants to cement his own legacy while he still can.

Calling the Wardens back to Weisshaupt is a strategic choice that does not make sense outside of that framework, and it is reinforced as what is probably going on by the Veilguard codex entry: Every Warden's Journey.

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

Viewed through this lens, and with him experiencing the Calling later confirmed if you reason with the First Warden, we can see that calling the Wardens back to Weisshaupt was less about meaningfully combatting the new Blight, and more about forcing a last stand.

We know that all the Wardens are having a bad time once Ghilan'nain takes control of the Blight. We know, per Dorian, that the First Warden signed off on the plan to raise a demon army in Inquisition, a plan which involved active collaboration with the Venatori. It is not the first time he has approved Glorious Last Stands.

The First Warden is a perfect target to subvert if you are Elgar'nan and Ghilan'nain, and the Grey Wardens are a potential obstruction to your plans to consolidate control over the entirety of Thedas.

He wants to do right. He wants to fulfill his duty. He wants to die with honor, and make his mark in a way he has not been able too across the rest of the games, trapped as he is in the role of a figurehead.

And so he calls the Wardens, en masse, back to Weisshaupt. And we all know how that goes.

He concentrates them all in one place, which at this time in history, is a strategically useful location, but not for what we see it used for. Not as a border fort with immediate access to the worst off areas in this new Blight.

Weisshaupt would have been the perfect place to house refugees, and to use as a counterpart to Skyhold in the South. An information and logistics center.

Baiting the First Warden into a suicidal last stand serves multiple strategic purposes:

It consolidates the bulk of the Grey Warden order in a single, isolated location.

It pisses off everyone who currently really needs Grey Warden support.

It denies those people and places Grey Warden support, which as we will go over in the letter has devastating consequences.

It denies the forces in the North a powerful base of operations, as just outlined.

A victory at Weisshaupt is a devastating blow to morale across all of Thedas. It's fall robs everyone of the comforting myth that no matter what happens, they can always fall back to Weisshaupt and know that they will be safe. It sends a message: nowhere is outside of our reach, and there is nobody who can protect you.

We see how this unfolds in the next lines of the letter. The Grey Wardens withdraw, and it results in immediate losses of ground, particularly for Orzammar. It is a betrayal of one of the oldest alliances that the Wardens have, and one that will stoke the isolationist tendencies of Orzammar's ruling class.

If they are abandoned, once again, why should they show up for anyone else? And, indeed, I did not hear of them again until the final letter.

Orzammar has been dying a slow death across all of the games. The humans - and then the Qunari, in the events of Trespasser - have been trying to circumvent reliance on the Dwarves for access to the lyrium trade across all of the games and in the historical record.

There is a horrifying mirroring of the true history of the Dwarven people we learn about in the Descent DLC and the things we learn in Veilguard that we can see in these efforts.

And no matter who we made King, Orzammar has up until now refused to adapt and make the systemic change needed to reverse this slide into obliteration: the abolishment of the caste system. I want to go into the differences between Orzammar's approach and that of Kal-Sharok, but that will have to be a different post I think. Suffice it to say, based on everything we have seen of that city in prior titles, I expected exactly this result. Now Orzammar will have to contend with the same set of circumstances that Kal-Sharok was once forced into:

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

The unaddressed systemic cultural issues and generational trauma of the Dwarves of Orazmmar led to them becoming increasingly isolationist and reliant on the lyrium trade in order to tend to their daily needs. And without Grey Warden allies, and with their supply lines also affected by the same issues hitting Ferelden, their options dwindle sharply.

And a thousand or so Wardens die at Weisshaupt.

That is a devastating loss. We see what even a pair of Grey Wardens can do multiple times across the series.

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

With the loss of the Wardens and Weisshaupt both, Ghilan'nain and Elgar'nan can launch the next stage of their offensives. Remembering that aside from being known as the mother of the halla, Ghil is the elven goddess of guides and navigation. We can subsequently intuit that she probably has a very firm understanding of how long it takes to get places, and she has control of the Blight and the Darkspawn - which means she now controls the Deep Roads near entirely unopposed. She's got the subway.

Coordinating an eruption of Darkspawn at historic sites terrorizes Thedas with what the Dwarves already knew: the Darkspawn are everywhere, in seething hordes, and surfacers will reckon with those numbers when Orzammar no longer holds them back.

So!

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

Per the last letter, the border with Orlais is being harried. The Darkspawn horde at Ostagar appears to have made directly for Denerim - another strong strategic move. Take out the capital, and theoretically you undermine the ability of the nation to organize and field meaningful resistance. Except, here, the less centralized structure of Ferelden society does it a firm favour. As we have seen in prior games, Denerim is not the only key location to locking Ferelden down. Redcliffe is also critical. I'm being handed another note, but that's a problem for future me and for future Ferelden.

The situation in the capital is grim, yes, but not currently totally lost. We have seen how stubborn and determined the people of Denerim are in the face of adversity in Origins firsthand.

Next up is the one part of this that I did not see coming after receiving the first letter - though I should have! I overlooked the implications of the Jaws of Hakkon dlc, having only viewed it through for the first time shortly before Veilguard's release.

On The Pitfalls Of Relying On Myth And Historic, Faded Strength During An International Emergency.

When the political process is failing, when the establishments are tearing themselves apart, when civilians lives are on the line and there is an existential threat to everyone: the sorely neglected and othered often step up to provide the most critical support. So it is here, with the Chasind and the Avvar.

Relegated to the margins across all of the games, treated mostly by our viewpoint characters and those we interact with as backward and provincial at best, both the Chasind and the Avvar are substantial and mostly unrepresented groups in the franchise. They also occupy the most outwardly 'hostile' terrain in Ferelden, and know it like the back of their hands.

I got so, so excited when this popped up. The implications of this alliance were the most stirring thing to give me hope for the South. With access to the travel routes and supply lines, as well as remote and well protected territories, the potential to slip civilians out from the noose that Elgar'nan and Ghilan'nain are tightening around Ferelden shoots up.

Troops can be moved, and so long as the Blight is contained and harried at by those who at this point have a great deal of learned experience fighting Darkspawn, this alliance marks a potential turning point both in the immediate moment we receive the letter, and in the long-term arc of history that will go on far past the events of the game itself.

It's exciting to me, and I'm excited to also dig into the next letter! As with the last one, nobody else has to like what they've done here, but I think it's great, and I'm really excited to share more of why.

10 months ago

Bioware will find any excuse to introduce Morrigan to a game via a set of stairs.

1 year ago

Life in Rivain - What We Know Going Into Dragon Age: The Veilguard

For the first time in the game franchise, it has been confirmed that players will get the opportunity to explore Rivain. As such, we will finally be learning a lot more about Rivain upon its release. This piece is about the information we have thus far.

Life In Rivain - What We Know Going Into Dragon Age: The Veilguard

Location & Population

The Kingdom of Rivain, founded in -44 Ancient, is located on the northeastern peninsula of Thedas. Surrounded nearly entirely by water, its only land connection is Antiva.

Those native to Rivain are called Rivaini. Just like any nation in Thedas, there are different racial/ethnic backgrounds who live there – however, the majority of Rivain’s population is Black.

There is also a notable qunari population in Rivain, dating back to when they arrived in Thedas in 6:32 Steel. Kont-aar still exists as a large Qunari settlement in the northern part of the nation – it is regarded as peaceful.

The capital of Rivain is Dairsmuid, which sits on the Rialto Bay. Dairsmuid is the only place in Rivain that has any real Chantry control.

Relations

Because Rivain has a lot of flavour profiles found only in the northern part of Thedas, other nations highly value their food exports. As Rivain is friendly with the Qunari, they are willing to trade in Seheron, too.

Rivain has a “less-than-cordial” relationship with Tevinter. It also has an unserious rivalry with Antiva.

Culture

The Rivaini are traditionally a matriarchal society, believing that women are best suited to rule. Major decisions within a community rest on the head of elder women, who is often a Seer (see: Magic).

Rivain has a currency-based economy. However, there is, generally speaking, a greater value placed in making sure everyone has what they need over monetary gain. For example, if one community has a bad year the neighbouring communities will send supplies and labour to ensure its people do not suffer.

“The Rivaini people trace their roots to pantheist ancestors, and many in Rivain still believe that their god and the universe are one in the same.” —Dragon Age: The World of Thedas vol. 1

Rivain is has the most diverse range of spiritual beliefs in Thedas, because the Chantry failed to become the monopoly like they did everywhere else. The three most common spiritualties are Andrastianism, the Qun, and unnamed traditional Pantheism beliefs.

Daily life for an average citizen of Rivain differs greatly across the nation, because it is such a patchwork of cultures that co-exist in relative peace. Life in Kont-aar for example, is structured by the Qun, where life in a remote village in the southern tip would likely be highly influenced by the Raiders who call Llomerryn home.

Magic

Traditional Rivaini beliefs hold their Seers in high regard. Seers are female mages who specialize in peacefully communicating with spirits and even intentionally invite them into their bodies. They act as wise women and leaders of their communities, for whom people go to for guidance.

Twice a year, the Seers of Rivain gather in Dairsmuid to meet in council, forge trade agreements, and publicly pledge loyalty to Rivain's queen. This is called the Allsmet, and it is a fully celebrated festival with lavish feasts, gift exchanges, ceremonial gatherings, and music.

There was a single Rivaini Circle of Magi, located in Dairsmuid, but it existed largely as a façade to appease the Chantry. Unfortunately, when the Chantry sent Seekers to inspect the Circle in 9:40, they discovered the mages breaking Chantry law. The mages were allowed to freely be with their families, and were training female mages as Seers. The Seekers they invoked the Right of Annulment; they murdered all the mages of the Circle, and destroyed their library of books and artifacts.

Lords of Fortune

The Lords of Fortune are a guild of treasure hunters and dungeoneers, based out of Rivain. They can be identified by the decorations they were all over their body; trinkets they’ve collected over their years of treasure hunting. Sometimes they are hired by others to help out on a job, while other times they seek their own adventure. Anyone of any race can become a Lord of Fortune.

-----

References

Codex entry: Seers and the Allsmet (Dragon Age: Inquisition)

Codex entry: The Annulment at Dairsmuid (Dragon age: Inquisition)

Dragon Age: The World of Thedas vol. 1

Dragon Age: The World of Thedas vol. 2

Dragon Age: Tevinter Nights

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1 year ago
Elf Girls 🥹🌿🌸

Elf girls 🥹🌿🌸

1 year ago
 Thedosian Artists And Performers

Thedosian Artists and Performers

Here's a little list I compiled over time of Thedosian artists and performers, professionals and hobbyists, that are explicitely named across the franchise. Many more artists haunt the narrative but saddly they remain unnamed.

I saw someone earlier this week struggling with finding canon thedosian artists but the app crashed before I could note their name. Hopefully this will find its way to you, unknown person! I'll post (hopefully soon) additional lists compiling in details all form of Arts, Techniques and Music that are mentionned to exist in Thedas along with named artisans and specialized workers, in the hope it could be useful references for someone. Don't hesitate to fire a DM my way if you need something specific fast! ^-^

Abbreviations you might be not familiar with, just in case : DAtV : Dragon Age - The Veilguard TLC : The Last Court TME : The Masked Empire TN : Tevinter Nights TST : The Stolen Throne WoT and WoT2 : World of Thedas and World of Thedas 2.

Actors :

Interesting tidbit : Orlesian theater actors wear color-coded shape-coded facemasks on stage. A half-face Green mask is to signal the lead masculine role, a half-face purple one for the lead feminine role, blue masks for supporting masculine characters and red masks for supporting feminine characters. Full white masks are for spirits while demons are played wearing red-striken black masks. The race, gender or age of the actors themselves don't matter in the least in the attribution of roles. There are also professional theater critics in Orlais (and maybe Tevinter as well). - Maudine : Orlesian actress, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Juliette : Orlesian actress, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Robert : Orlesian actor, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Stephan : Orlesian actor, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Rendell : Elven actor from Markham, Free Marches (has a slight accent which is frowned upon), played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Victor Boyet : Elven orlesian actor, made his big break as the lead in "The Heir of Verchiel". (timeline unknown, before 9:20, source : DAI)

Playwrights : (See : Codex entry: A Compendium of Orlesian Theater, for more lore on those!)

- A. Pourri : Orlais, known for the popular "Wilkshire Downs" (which includes a lot of... farting. Might be why the french adjective used as a name here literally translate as "rotten"). (timeline unknown, likely pre-DragonAge, source : DAI) - Lumière Bartlet : Orlais, author of very little renown during his life, wrote "The Setting of the Light", considered to be one of the strangest plays to have been written and a possibly cursed one, as many of the crew and even the author himself suffered fatal accidents (demon deal gone bad?). (around 4:52, Black Age, source : DAI) - Marquise Freyette : Orlais, author of several plays, her most famous being "The Sword of Drakon : An Examination of the Life and History of the Father of Orlais", the play almost got banned by the Chantry for depicting Drakon as a man with doubts and feelings instead of a perfect hero. (timeline unknown, likely pre-DragonAge, source : DAI) - Paul Legrand : Orlais, author of the play "The Heir of Verchiel", a story of betrayals and revenge beloved by the Orlesian aristocracy. (timeline unknown but an "emperor" on the throne at the time, likely pre-DragonAge, at the very least pre-9:20, source : DAI) - Violette Armand : Orlais, author of the melodrama "Death in the Mansion", very avant-garde in its uses of masks' codification as a tool for subverting expectations. (timeline unknown, likely pre-DragonAge, source : DAI)

Artists and Artisans of various crafts and renown :

- Baldassare of Antiva : master artisan in Antiva City, unknown artistic specialty, sponsored by Orlesian nobility, active in 9:41. (source : DAI) - Chantal of Val Royaux : Orlais, unknown artistic specialty, sponsored by Orlesian nobility, active in 9:41. (source : DAI)

- Gustav of Val Fontaine : Orlais?, master cabinet-maker and virtuoso of fine marquetry. Designed and realised all the furniture of the library of the Winter Palace (one of the biggest library in Thedas). (timeline unknown, assumed dead, source : DAI) - Lady Cinthia : Ferelden or Orlais, renowned master seamstress and glove-maker whose work is recognizable by its stitchwork. (full name unknown, timeline unknown, presumed dead as of 9:30, source : DAO) - Ambrose Forfex : Tevinter (Venatori blood mage), wigmaker of renown, used to host seasonal "wig shows" for the nobility to attend, with models parading on stages in his estate in Vyrantium. (exact timeline unknown, but post-9:41 and pre-DAtV, deceased, source : TN)

Musicians, Singers and Dancers :

Interesting tidbits : Musicians seem especially valued in Orlais but exist everywhere, even under the Qun (Sten is even surprised it is not obvious to Leliana when she asks him). Nobles all around Thedas seem to receive some form of musical education and the most common instrument across the continent is the lute.

Dancers : - Veridian (stage name) : Llomerryn, twins exotic dancers, active in 9:41. (source : DAI)

Singers : - Carlota Montivecchio "The Songbird" : Antiva, famous opera singer, tried to murder a rival soprano only to be murdered in turn. (timeline unknown, source : TN) - Ser Corram "The Bard": Ferelden, famed singer and warrior, active in the Steel or Storm Age and lover of Arl Jacen Guerrin. (source : DAI)

Musicians : - Emeline de Montsimmard : orlesian music composer and private music teacher to the orlesian nobility, active in 9:41. (source : DAI) - Lord Edmond : orlesian, music student under the tutelage of Emeline de Montsimmard. (source : DAI) - Maryden Halewell : identified as both bard (but not the orlesian kind) and minstrel, published an anthology songbook called "A Garden's Grace : Songs of the Field", active in 9:41. (source : DAI) - Zither! (stage name) : Orlais, (actually a mage!), active in 9:41 (actual name unknown, source : DAI, playable character in multi.) - Edmond : Orlais, active in 9:41?, harpsichordist in Zither!'s band. (last name unknown, source : DAI)

Orlesian Bards : I set them aside a bit, since they're versed in music and arts but technically Art is not their primary goal, just a means to an end. - Arianna (deceased, source : DAA) - Bastien (deceased, source : WoT2/DAI) - Katriel (deceased, source : TST) - Leliana - Marjolaine Vasseur (deceased, source DAO) - Melcendre (deceased, source : TME) - Rosalyn (situation unknown, source DAA) - Shayd (active in 9:41, member of the Inquisition, source : TN) - The Black Fox (situation unknown, likely deceased as he was active in the Blessed Age, source : WoT2) - The Black Hart (situation unknown, Charter's previous identity? source : DAI).

Bonus : Named Bands Those were likely made just for the joke but since they're in the game, you can pry them from my cold dead hands lol. (source : DAI) - Evading Demons ("Didn’t they lose their singer to an abomination?") - Fuchsia Lotus ("They had a song about that. “I need to live” or, maybe “Hey! Don’t kill me!” " -Zither!) - Gemstone and the Oculara ("A marvelous band. Sexy too." "With mad skills." -Zither) - Spymaster ("Great musicians, but rubbish in the sack." -Zither!) - Apostacy - Bluebird Coop ("avant-garde rubbish" - Zither!)

Painters, engravers and illustrators :

Interesting tidbits : Thedas has several "traditional painting schools" [WoT2] and Orlais has a "classical period" for paintings [TME]. Commissioning artists seem to be pretty common in noble households in Orlais, the Free Marches, Nevarra, Orzammar and Ferelden. Lockets with painted miniatures of loved ones in them are common in Ferelden, Orlais and Nevarra.

(Funny additions : Adult books with raunchy illustrations are very much a thing in Thedas. Paintings with peepholes hidden in them for spying purposes are totally a thing as well! [TN] There also are professional art critics in Thedas as well as art forgers. Orlais had a critic named "DeCassoulet" (after the French dish) who recently fell from grace because of his association with art forgers. [WoT2] )

Painters : - Ambrose Poirier : Orlais, specialty unknown, sponsored by Orlesian nobility, active in 9:41. (source : DAI) - An Ortienz : unknown origin (maybe the Anderfels given the name?), portraistist of talent, active in Serault, Orlais, during the Blessed Age. (exact timeline unknown, source : TLC) - Caliastri : unknown origin (maybe Antiva given the name?), their style is easily recognisable (and often forged?) and their paintings are found in Orlesian noble homes. (full name unknown, timeline unknown but still famous in 9:40, source : TME) - Griselda Reiniger : Anderfels, portraitist in the "traditional Anderfels style", came to prominence with the painting "The Chant of Light" depicting Andraste playing the harp the night before her execution. Won a price at the University of Orlais for it and is sponsored by both the imperial Orlesian court and the Chantry. Supposedly active in 9:41. (source : WoT2) - Tillendall Lemallen : portraitist and wild-life painter for the Orlesian court. (given his name and his knowledge of Halla, he might be elven or even Dalish of origin, timeline unknown, source : DAI) - Yvette Gabriella Montilyet : Antiva, learned her trade under Antiva's royal tutors and her works are expected to be exposed in antivan salons in 9:41. (source : DAI)

Engravers : - Ambrose Dumont : Orlais, of humble origins, famous for his woodcut carvings and prints, especially pieces representing Nugs, sponsored by Orlesian nobility, active in 9:41. (source : WoT2)

Hobbyists : - Henri Ducette : Orlais, amateur historian and artist, sketched numerous statues around the Forbidden Oasis shortly before or in early 9:41. (source : DAI) - Horace Medford : Orlais, adventurer, took charcoal rubbings of elven carvings in the Exalted Plains for the University of Orlais before 9:41. (source : DAI) - Isabella : loves to doodle in (Hawke's) books, she gets an honorable mention (because I can). (source : DA2) - Lady Marchellette : young Orlesian girl drawing fanart of shirtless Calenhad (lol what an icon), sometime before 9:41. (source : DAI) - Prince Baldewin of the Anderfels : young boy who sent his drawings and fanart to the Inquisitor, deserves a mention for being adorable. (source : DAI) - Solas (source : DAI) - Sera (source : DAI) - Yves Montilyet : Antiva, Josephine's father, hobbyist painter? who hosts salons and art shows. (source : DAI) Known titled artworks : - "Abel d'Onterre" (portrait, source : DAI) - "Anita Chayeau, beloved Grand-mère" (portrait, source : DAI) - "The Chant of Light" by Griselda Reiniger (source : DAI) - "The Dalish Woods in Summer" (landscape, source : DAI) - "General Mathieu d'Onterre, Feared by the Dog Lords" (portrait or statue?, source : DAI) - "Giroux Lemarque" (portrait, source : DAI) - "Jeanette d'Onterre, Matriarch of House d'Onterre" (portrait, source : DAI) - "Nanette d'Onterre, Ma belle Rose" (portrait, source : DAI) - "Portrait of a Goosegirl" (source : DAO) - "Portrait of Leandra Amell" (source : DA2) - "The Rebel Queen" (heroic portrait, source : DAO) - "Val Royaux" (landscape, source : DAI) - "Skyball" (a black stone painted to look like the night sky and showing constellations (source : DAO))

Poets :

Poetry is fairly common across Thedas. It is canonically taught as a discipline to noble children in Orlais, Antiva, Orzammar, the Free Marches and Nevarra but seems to be accessible to broader masses as well; as several occurrences of commoners trying their luck at it demonstrate. Published poetry works and anthology books aren't uncommon either and have existed at the very least for 300 years [DAI]. Orzammar has a long tradition of poetry and haikus [DAO, DAI, WoT2].

- Carlol of House Yonoch : Orzammar, known as a "wordsmith", published in "The Noladar Anthology of Dwarven Poetry". (active during the early Dragon Age, source : WoT2) - Karsten Groeke : poet and philosopher, gave a lecture at the Univeristy of Orlais and was consequently chased out by the students following a bad bit of poetry praising absynthe (a strong alcohol). (Orlais? Anderfels given the name?, timeline unknown, source : DAI) - Lady Madeline : renowned poet and writer, daughter of the Rivaini Ambassador at the imperial Orlesian court, active in 9:41. (source : DAI) - Magister Oratius : Tevinter, known for his Sonnets Anthology titled "A Chant for Dreamers". (timeline unknown, source : DAI) - Paragon Lynchar : Orzammar, known for his Haikus, published in "The Noladar Anthology of Dwarven Poetry". (active during the Steel Age, source : WoT2) - Paragon Seuss : Orzammar, known for his mastery of rhymes, published in "The Noladar Anthology of Dwarven Poetry". (active during the Glory Age, source : WoT2) (- Kaariss of the mercenary group Valos-Kas loves to try his hand at poetry, to the great despair of his companions.) Unsure : - Paragon Ebryan : Orzammar, famous for his "Songs only Nugs can hear", unknown if they were a musician or a poet or both. (Exalted Age, source : DAO)

Sculptors :

Also common throughtout Thedas and despite varying through the ages, sculpture styles are seemingly recognisable for most people. Nevarra and Orlais have a long tradition of heroic statues of their historical figures, while Ferelden, the Chasind and the Avvar have a tradition of animalistic and votive sculptures. Both Orlesian and Tevinter imperial Houses as well as the Anderfels' Chantry seem to have a love for gigantic statues carved out of cliffs. One of Orlais' distinctive sculpture style is called "amour-tourmente style" ("love-torment"), example of it can be found in Art History books or seen in the Nevarran Grand Necropolis. One Fereldan Arl has a drawing room where carvings are exposed for visitors to enjoy, including one representing Yusaris, the legendary sword. To quote Lesha in Tevinter Nights : "Look, every culture has their own artistic signature—something that makes it theirs. Tevinter is all about sharp angles. Ferelden is hard and brutish, and Orlais is delicate and opulent. Dwarves are . . . well, simple is the wrong word, but they get right to the truth.” (Funny side-note : Ice sculptures are a thing in Orlais! [TME] They also have liqueur bottles with peach pits carved with erotica scenes in them. [DAI])

- Appius Trius : Ancient Tevinter, (also published in "Artists of Ancient Tevinter") famous for "sparking the imagination of all gazing at his work". (Ancient Age, source : DAI) - Gatsi Sturhald : formely Orzammar, now on self-imposed exile on the surface, the Inquisition's lead stonemason, produced several carvings of Paragons during his years as a sculptor in Orzammar, alive in 9:41. (source : DAI) - Hemiare Allegri : Antiva, commissioned by Duke Prosper de Montfort, active in Orlais during the first half of the Dragon Age. (exact timeline unknown, but alive during the Dragon Age, source : WoT2) - Juliette Coreau : Orlais, famous for a carving of Emperor Kordillus Drakon The Great commemorating the 800th anniversary of the foundation of the Orlesian Empire. Work displayed in the Winter Palace. (exact timeline unknown, but Blessed Age, so assumed dead, source : DAI) - L'Etourneau (stage name, French for "starling") : Orlais, known for a carving of Maferath The Betrayer, commissioned by Empress Yvette during the Blessed Age. (exact timeline unknown, but Storm/Blessed Age, so assumed dead, source : DAI) - Natalie Breault : Orlais, famous for her carving of "Lambert Valmont, The Swaggering Lion", commissioned by Emperor Judicael I. (exact timeline unknown, but Blessed Age, so asumed dead, source : DAI)

Thanks for making it all the way down! Hopefully, I didn't miss any name (don't hesitate to tell me if you find one I missed!) and this will be of some help to someone! Have a lovely day! ฅ՞•ﻌ•՞ฅ

7 months ago
DRAGON AGE II + Mentioning The Hero Of Ferelden
DRAGON AGE II + Mentioning The Hero Of Ferelden
DRAGON AGE II + Mentioning The Hero Of Ferelden
DRAGON AGE II + Mentioning The Hero Of Ferelden
DRAGON AGE II + Mentioning The Hero Of Ferelden
DRAGON AGE II + Mentioning The Hero Of Ferelden

DRAGON AGE II + mentioning the hero of ferelden

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worlds-of-thedas - A Dragon's Hoarde of Lore
A Dragon's Hoarde of Lore

A collection of canonical and non-canonical lore of Thedas, and archive of the amazing meta this fandom has produced. All work will be properly sourced and any use of other's work should conform to their requests. (icon made by @dalishious)

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