ππ’π ππ ππ π‘βππππ ; πππ£πππ π» πβπ π€πππ π€ππ‘πππ ππ π ππ£πππ π€ππ β ππ£ππ π¦ππ’π ππππ‘ ππ π¦ππ’ ππππ π‘ππ€ππππ π‘βπ π ππ‘π‘πππ π π’π. πβππ, π‘βπ π ππππ ππ π€πππ ππππππ ππππ πππππ π¦ππ’π π πππ ππ πππ π¦ππ’ ππππππ π‘π π€πππππ πππ‘π π‘ππ€π π‘π ππππ π‘βπ π ππ’πππ. πβπππ πππ ππ ππππ¦ πΈππ£ππ πππ ππ’ππππ ππ π‘βπππ πππ βπ’ππππ βπππ, πππ π¦ππ’ πππππ¦ π‘βπ π ππβπ‘ ππ βππππππ¦ πππ‘π€πππ π‘βππ π ππ’ππ‘π’πππ . ππππ¦ ππ π‘βπ βπ’ππππ βππ£π πππππππ‘ π‘ππ‘π‘πππ πππππ‘ππ ππ£ππ π‘βπππ ππππππ πππ π¦ππ’ π‘βπππ π‘βππ‘ πππβπππ π¦ππ’'ππ πππ‘ π¦ππ’ππ πππ π πππππππ‘πππ ππππππ π¦ππ’ ππππ£π. 8π‘πππππ / πππ’π‘π’ππ
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 iβm 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; heβs 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 tevinterβs seven circles of magi. it cannot be that circleβs 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 βDreamersβ, 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 imperiumβs 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. theyβre more chill about it now.) it feels safe to assume that neve gallus, who says in tevinter nights that she doesnβt 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 andrasteβs time. mages can be slaves. if a slave is set free, either by their living owner before a judge or by their ownerβs 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. minrathousβ 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. itβs the imperiumβs reliance on lyrium which gives them this kind of sway.
Iβm replaying the Jaws of Hakkon dlc and it really has me mulling over the sheer loneliness of our Inquisitorβs situation.
The Hero of Ferelden gained their title and status after they had already bonded with their companions and stopped the blight. Hawke is known for their dysfunctional polycule/found family. Rook is in the same boat.
But the Inquisitor became a symbol before they even had a chance to really get to know anyone. Every other protagonist leads a group of companions, meanwhile the Inquisitor leads a political and military force. Sure, they still become close with some of their companions and advisors, but everyone constantly reminds them of their status as a holy symbol and how intimidating and unapproachable it makes them.
You can literally tell Varric, Mr. Friends-With-Everyone, βI donβt need a disciple, I need a friendβ and heβll reply βIf you knew how intimidating you are, you wouldnβt make it sound so simpleβ. Imagine how isolating it must be to keep hearing that.
On the importance of morale, the opportunism of Empire, and the value of supply lines.
This is part 3 of a series of posts in which I closely examine the letters my character received from the Inquisitor across Veilguard, and talk about the strategic and political implications of what we see within them.
I strongly suggest reading parts 1 and 2 before proceeding with this one, they contain vital context!
Part 1 can be found here!
Part 2 can be found here!
With that said, I will get into it:
Morale is critical to sustained conflicts. Underestimating this is lethal, and Elgar'nan and Ghilan'nain clearly understand its value per the last letter.
They have been concentrating on symbolic attacks as well as strategically significant ones, often weaving these together with devastating effect for the South, as outlined in the last letter.
In this one, we see how critical Rook's actions will be for the outcome of this entire conflict: because we goad Ghilan'nain into making mistakes. And we do this via hits to her morale.
For all the strategic value of her victory at Weisshaupt, it pales to her in the face of the loss of her Archdemon. That's her baby, her perfect creation. The mother of monsters mourns her daughter. We reminded her immediately that she is now mortal, which is another devastating morale hit.
When we take out her blighted dragons at Hossberg it only compounds. She is overcome by her anger and grief, a situation so dangerous for them that it prompts Elgar'nan's direct intervention to soothe and retrieve her.
The war against the Evanuris will not and cannot be won in a numbers game. Both sides are keenly aware of this. Our attacks are instead personally targeted and blisteringly effective.
We see some of that in the course of playing, but it is driven home additionally very firmly here.
As the letter makes clear - to the people of Thedas, this is not just Rook's victory, this is a victory for the Wardens, who desperately needed a win to demonstrate that their Order was not robbed of power and agency in the wake of the Fall of Weisshaupt.
Hossberg sends a message: we will survive, we will endure, and we will win and rebuild.
And not just here, in this victory, either - as we progress through the game this is driven home thematically when Antoine tells us that flowers will bloom again there. No matter how bad it seems, some form of life will cling on.
Morale is everything, and this victory has encouraged enlistment in the overall struggle. The stakes are clear: we will fight together, or die alone.
However. Empires, are Empires.
Empires tend to die alone. Imperialism isolates you from everywhere that isn't another Empire, and while collaboration does happen, and is happening here, there is a constant friction when two expansionist Empires are rubbing up against each other.
We see here confirmation of the speculation from part 1: the Venatori are on the ground and providing direct military aid to the Orlesian rebels and their forces. The taking of Val Royeaux is a significant blow, and one that grants naval access to the Free Marches, which seems to have been immediately made use of by launching attacks eastward.
While they could make use of the overland route I've put on here for good measure, there's not much meaningful opposition to controlling this stretch of the Waking Sea. Attempting to take Kirkwall is the next move in stepping up aggression.
It is another goal with multiple strategic purposes and morale consequences.
To the people of the city, which finally had reconstructed under Varric's tenure as Viscount, the attacks threaten what they have just regained and would create desperation, which we all know historically goes great in Kirkwall.
To the Venatori, taking the City of Chains back would be a significant morale victory and affirmation of Elgar'nan and Ghilan'nain's 'commitment' to their cause. Reclaiming the ancient powerful sites of Empire would do a lot to bolster their political influence back home, and also be a blow against the Shadow Dragons - regardless of what their current status is.
Kirkwall is the source of almost all the trade that flows between the Free Marches and Ferelden. Take it out? Ferelden is completely isolated, and the additional morale hit from this realization and starvation tactics will begin to also do their work.
If you take Kirkwall, you have consolidated naval control up to the mouth of the Waking Sea, with the Antaam intended to be performing a pincer here to lock down control of the coastlines. I'm being handed a note, we'll get to that.
Meanwhile, Orlais is dying on the hill of standing alone. We can see in the Trespasser DLC that regardless of who is in control, tensions between Ferelden and Orlais flared again when it came time to talk about what to do with the Inquisition. It is a substantial concession for Ferelden to send any military aid to Orlais, but its rejection is to be expected.
To an Empire that is governed with revolving door betrayals and power plays, accepting help and coordinating tactics with a former territory is an unacceptable display of weakness, and the sending will likely be regarded as a display of opportunism from Ferelden, rather than genuine solidarity in the face of the current existential threat.
After all, it would be opportunistic for Orlais to send aid to them, no? As it was in Inquisition? Why would this be any different?
The Inquisitor also points to the generational trauma of the war directly here, just to further drive it home. But this is a systemic cultural barrier that even an hypothetical edict from the Divine herself would not be able to overcome - the work has not been done to enable it too. All of this, incidentally, is why we will be working with the Shadow Dragons rather than appealing to the Magisterium directly. The vast bulk of Magisters have nothing to gain by working with us, and all of them have everything to lose. What support we get can only come through underground channels, lest it risk a complete purge, and depending on our actions that can occur as it is. Empire is often a game of sunk cost, and we cannot expect meaningful aid in overthrowing a corrupt system from the vast majority of those who are personally invested in it.
I have been handed the rest of the note. Again, our work up in the North is critical to the stability of the South.
I've marked with red X's the locations we know for sure are almost entirely out of commission at this point: Denerim, Orzammar, and Val Royeaux. Kirkwall is being harried, and so was Ostwick, so those are circled in yellow.
The Felicisima Armada historically close ranks when under attack by outsiders, and our work in Rivain and Treviso provides ancillary support to the overall fight against the Antaam, sowing division between two of their leaders and dividing their attention back down to the warband level.
The Armada's work draws the Antaam away from the mouth of the Waking Sea, opening up supply lines.
Per volume 1 of The World of Thedas, pages 72 and 82, we can also get a sense of the likely situation.
I've circled Treviso in yellow as well, since we know it is having a bad time. I saved Treviso in this run, so I don't know if anything changes at this point if Minrathous has been prioritized - but it's use in this situation is limited regardless while the occupation continues. Llomerryn and Estwatch, circled here in magenta, are stronghold locations for the Armada. Taking them would require significant commitment of resources and a well oiled logistics network, and I expect attempts are being made.
Even with begrudging Venatori aid, however, we see at this point in the game there are substantial cracks, as Rook's and the faction's efforts popping up all around the North are dividing attentions and interrupting supply and disrupting morale there. The Antaam cannot take to the open ocean, which means they have no choice but to travel up the coast, getting harried every step of the way.
As the Inquisitor points out, it's much needed relief. But this is also a dangerous moment, because we have driven our enemies to desperation that they cannot afford to wear on their sleeves.
After the loss of the Archdemon and the two Blighted dragons, Ghilan'nain and Elgar'nan need to consolidate their power and reassert their divinity and right to rule, or else they risk losing control of the Venatori and the Antaam. That means they need another major symbolic victory, and that means another act of targeted terror. I was!
Very frightened at this point!
That wraps up this round!! I'm glad these are being enjoyed, they are fun for me to write out.
DAI x BG3 matchups I need to see. Iβm not good at writing crossovers nor am I clever at all. This is very much non-exhaustive and very much not the end point of these charactersβ potential interactions with each other.
Karlach + Sera + Iron Bull
The absolute chaos. The absolute CHAOS. A powerhouse. Putting aside Karlachβs demon heritage aside, she and Iron Bull tossing back tankards and swapping war stories as vets that have been dealt shitty hands but continue to chug along despite it. Karlach and Sera connecting over growing up mainly on the streets and having soft spots for little ragamuffins. Plus they all talk about womenβs tits a lot. I feel Sera would find Karlach sexy and funny.
Wyll + Cole
Like Solas and Varric, Wyll would take to Cole because he recognizes Coleβs desire to help others, even if his methods are a bit unorthodox. He would recognize Coleβs soul as gentle and kind, and his efforts to atone for the murders he committed in the Tower as proof of his humanity. He will join the Uncle-Dad Duo and complete the Uncle-Dad Trio. Cole would gravitate toward Wyllβs goodness in turn, and probably tell Wyll that him making a contract wasnβt foolish because in the end he saved a city, and if that was his desire, then he committed no sin in doing so.
Solas + Astarion
The messiest shit can only occur, and my messy bitch self wants to see it. Watch as Solasβs upright and stiff demeanor utterly bores Astarion. Watch as Astarionβs selfishness, penchant for violence, and casual disregard for the well-being of others utterly pisses Solas the fuck off. Watch as Astarion yawns or interrupts Solasβs lectures with a βyes, yes, we get itβ or the most dramatic eyeroll and overwrought βughβ. Watch as Solas and Astarion immediately sniff each other out as liars and schemers from first jump and hold each other at a distance, the tension spiking at random moments early in them knowing each other where the other prods at their falsehoods. Watch as Astarion is dumbfounded by Solas expressing his condolences to Astarion upon learning of Astarionβs enslavement to his master, because how could a man who holds such reproach for him still manage to feel pity? βIt is not pity, but compassion, which you are at liberty to reject. That is your right as a free man, just as it is my right to feel it.β
In the best case scenario, Astarion calms down eventually, teasing Solas but still treating him like that friend of a friend that you grudgingly admit is useful. I think a part of Astarion would find Solasβs penchant dislike of him funny.
Vivienne + Astarion + Dorian
We are all doomed. The haughtiness will be scarcely contained. Dorian and Astarion are definitely flirting. Fucking? Not sure. But definitely flirting and enjoying killing bad guys, playfully arguing over wine, snickering over Solasβs shabby dress.
Shadowheart + Leliana
Tools forged to serve a religious order? Check. Crisis of faith? Check. Subterfuge preferred? Check.
Laeβzel + Cassandra
Soldiers recognizing soldiers. π«‘ βWhy are the men around me so annoying.β
Minsc & Boo + Cole
Cole might be able to understand Boo! If not his speech, then his little hamster feelings. Minsc might be wary of Cole for the information that he manages to glean from Minscβs head, but his unquestioned understanding of Boo would probably smooth that bump in the road, right?
Solas + Gale
A friend remarked that Gale would remind Solas too much of himself (prideful, ambitious) and thus they would not get along. There is that. I think that Gale would get a small smile out of Solas every now and then with his quips, because Solas himself is clearly a fan of banter; Gale would provide more of the energy in the same way Dorian does with his and Solasβs more civil banters. Gale and Solas also both hold a great measure of respect and adoration for magic as a force, an element, a piece of entirety that is beautiful for its own existence. Not simply just what magic can do for them as wielders of magic, but what it is and how it does so much to enhance a personβs understanding and interaction with the world, as precious as sight or sound.
Minthara + Iron Bull
Oh she will have him cowed in a goddamn minute. Oh man. Oh no. βYes maβamβ, βno maβamβ.
Minthara + Cassandra
Oh this would be so interesting. Disciplined, serious bulwarks with little time for silly little menβMinthara would share Cassandraβs frustration and lack of amusement with Varric, though Cassandra would consider her suggestions to maim him.
Solas + Halsin + Iron Bull
I see potential here. Iron Bull and Solas already have a dynamic of Iron Bullβs βI have a pretty good idea of who you are, and itβs a liarβ toward Solas, while Solas grudgingly respects Iron Bullβs strength and mental acumen in the same way you would respect a very intelligent bearβdo not draw attention more than necessary, but stand tall lest it smell fear. Halsin feels like a softer Iron Bull, a mediation between the two. Like Iron Bull, his stature and build belies a thoughtful and sharp mind. Like Solas, he sees everything as connected, feeding into the other as part of a system, and would too feel a sense of loss at magic and mundane being so dramatically split as it is in Thedasβan aberration against what is natural. Also like Iron Bull, heβs frank with his sexuality. Iβm certain the two would swap stories over booze. The trio would be arguably the three most mature and experienced in a room in any given situation. Not only that, but Halsin is far more actively in touch with his heart and honest with his feelings than Solas or Iron Bull. The latter two very much care about their loved ones, but with Solas it is under the surface and with Iron Bull itβs mixed up in cultural trappings of romance not being a βthingβ in his culture, and thus both struggle with their feelings. Halsin however is very much in touch. There is next to nothing obstructing what his head and heart wants. He listens to his heart and he follows it. Solas and Iron Bull could learn a thing or two from him, tbh
Also I feel like Iron Bull, Halsin, and even Solas have a bit of a brat tamer streak in them so thereβs that
Also Astarion would outright reject the notion of drinking Cullenβs blood cuz it smells like battery acid.
I've been working on worldbuilding regarding Dalish culture and beliefs, as a framework for writing stories more focused on Dalish characters and clans. This is a rough draft of what different clans might believe and practice, and how those attitudes could differ.
Building a Neo-Arlathan: The great city should rise again, as the jewel of the Dalish culture. We'll benefit most from having a single, large city with strong defenses and room for the clans to overwinter.
Reclaiming the Dales: The Dales should be ours. We should have a wide range of settlements from tiny homesteads to a capital city, dispersed and defended so that we can never loss everything in a single siege.
Founding a Third Kingdom: We need to find a new place to live and build a kingdom, bringing the best of Arlathan and the Dales to a fresh slate.
Nomadic Life: the Dalish are best served by continuing to be nomads, with only semi-permanent encampments and small settlements. We are best served by finding better ways to bring wealth with us and defend ourselves while on the move, not putting a target on our backs by having a fixed location.
Literalists: These are the stories we have, which we believe are the truth of what happened. The moral and social rules they lay out should be followed as strictly as possible
Reconstructionists: Our myths may be missing information or misconstrued. What matters is that we act in good faith, keeping to the core tenets, and continue searching for more evidence of our past. The details of the rules are less important than the intent.
Functionalist: it doesn't matter if our myths are true or not. What matters is the fact that they're ours, and they show us what it means to be Dalish. Rules can be discarded entirely if they no longer work for a clan.
Non-Dalish Elves:
Isolation: we should have nothing to do with anyone outside the Dalish Clans. In an ideal world, we would have a country all our own that no one outside of the clans even knew existed. The elves of the cities are not our concern.
Expansion: we should actively be bringing non-dalish elves into the clans. In an ideal world, all elves would be Dalish.
Collaboration: We should develop positive relationships with elves outside the clans, without recruiting. In an ideal world, the Dalish would be independent but have friends, business partners, lovers, and allies who were of many faiths.
Dwarves:
Alliance: The dwarves' religious beliefs are perfectly compatible with Dalish beliefs, and both groups specialize in areas the other lacks. We're natural allies, and should seek to strengthen ties.
Non-Interference: The dwarves are not our problem, and there is nothing they can offer us that would make it worth getting involved in their politics or the mess of the darkspawn in the deep roads.
Hostility: The dwarves have never helped us, they've never acted even when it would cost them very little. They have no magic. They're not like us, and they can't be trusted.
Humans:
Hostility: Fuck Orlais, fuck tevinter, and fuck everyone who allies with them. Shemlens can't be trusted.
Strategic Ties: Many, if not most, humans are awful, but individual ones can be trustworthy. Maintaining ties with the morally upright among them will keep us safer than a universal rejection.
Sympathy: We have a great deal in common with the poor and unwelcome of human society. What is done to them, and what they do in response, could make them valuable allies if we approached them in the correct way.
Qunari:
Most clans outside of the free marches don't have an opinion about the qunari. Clans within the free marches range from 'well they scared the shems' to 'and they scared us'. It's expected to be a major subject of debate at the next Arlathvhen
Political beliefs about magic can generally be split into two attitudes: enthusiastically embracing it, or accepting it with reservations. (There are a few fringe clans who reject it entirely, and have non-mage keepers, firsts, and seconds, and a few more will allow non-mages as keepers, but they are very rare.)
Political opinions about magic map very neatly to geographic location - the closer a clan's territory is to Tevinter, the more suspicious that clan is of magic. It was the northernmost clans that took the precept of the three mage minimum and decided it would also be their maximum.
Northern clans, if they're sending extra mages away, will travel south to make sure the young mage isn't picked up by Tevinter. Not doing so can result in a clan's leadership being declared illegitimate at the Arlathvhen.
As a result, most non-Dalish are not aware of the variety of opinions regarding magic, and assume that all Dalish clans allow only three mages.
Dalish clans in Rivain, on the other end of the spectrum, pride themselves on having as many mages as possible, to the point that not having a mage available to be a clan's Second is a bad omen and sign of potential disaster. This has, in the past decade, lead to what the Daliah call 'Rivaini diplomacy' - the practice of Rivaini clans sending members to live with clans adjacent to Tevinter, for the chance to adopt any young mages the clans send away.
so, because I love little worldbuilding details, I decided to scour minrathous and ended up finding lots of unique assets! some of my favorites below:
I already dedicated a one-off post to this, but the first time you travel to minrathous after the prologue, you can catch a glimpse of the viper on the rooftops.
speaking of the viper, he decides to meet up with you literally right across from a wanted poster of himself. so far, this is the only copy I've found, so it may be an entirely unique asset intentionally placed there. thanks to caitie ghiil dirthalen's post on the tevene alphabet, I was able to translate the heading as 'reward.' the second line? lorem ipsum lmao.
you can find this venatori surrounded numerous candlehops in a small locked alcove; I believe there are at least 10 candlehops in the vicinity?
unsurprisingly, snakes turn up a lot in the architectural details; you can find them in braziers, gutters, pipes, pillars, etc.
I was absolutely delighted to find out that the cobbled swan - the tavern you visit for several major story beats - has a unique sign. it's so cute :') (and contains another snake).
the cobbled swan also offers an interesting look at some culinary staples of minrathous. the calamari and oysters were expected since it's a coastal city, but the scorpion pasta was a surprise...
This assumes that the 9 years between Dragon Age Inquisition and Dragon Age: The Veilguard refer to the Trespasser DLC (as in the last time Varric would have seen Solas), versus the start of Dragon Age Inquisition. This places DAV in 9:53. Characters who showed up in a previous game will not be repeated in the lists for later games they also appeared in (i.e., Leliana is under DAO, not DAI).
Read more for length & spoiler reasons. The ages listed are assuming they have not had their birthday in 9:53 yet.
Dragon Age: Origins - 9:30 - 23 years prior
Alistair Theirin - 42
Morrigan - 48
Leliana - 49
Zevran Arainai - 47
Oghren Kondrat - 65
Wynne - RIP (would've been 70)
Shale - Eternal
Sten (now Arishok) - 66
Loghain Mac Tir - 74
Anora Mac Tir - 49
Dragon Age: Awakening - 9:31 - 22 years prior
Nathaniel Howe - 52
Anders - 53
Sigrun - 47
Velanna - 47
Dragon Age 2 - 9:30-9:37 - 23-16 years prior
Hawke - 47
Carver/Bethany Hawke - 42
Fenris - ~53
Isabela - 53
Merrill - ~46
Sebastian Vael - 45
Aveline Vallen - ~58
Varric Tethras - 52
Dragon Age Inquisition - 9:41-9:44 - 12-9 years prior
Josephine Montilyet - 40
Cullen Rutherford - 41
Cassandra Pentaghast - 49
Solas - ~2000 (appears mid-40s)
Sera - 31
Vivienne de Fer - 56
Blackwall/Thom Rainier - 57
the Iron Bull - 49
Dorian Pavus - 41
Cole - Ageless (appears 20, or he may have aged into his 30s if he were made more human in DAI)
Kieran - 21
Create an elf from the world of Thedas using this image maker!
I'm still willing to add features like more hairstyles and outfits per suggestion, but for now I'm considering this complete enough to release! I hope you have fun with it. π
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
Hello there, fellow gigantic nerd! Do you have the need to make game-accurate Sera pants? Maybe a cute dress from Dales Loden Wool? WELL BOY HOWDY, YOUβRE IN LUCK.
Inspired by way too many hours of crafting in Dragon Age Inquisition, I figured we could all stand to do a little real-life crafting. Great for cosplay, also awesome for more day-to-day projects, Spoonflower provides a ton of different fabric types you can get these prints on.
Iβve done my best to get the sizes and colors as game-accurate as possible, and have provided a few screenshots to job your memory. (Some have wonky lighting - forgive, me, as DAI doesnβt want to zoom) HOWEVER, if your project calls for something a little different, donβt hesitate to contact me! Iβm happy to tweak patterns, and I love love love seeing photos of your awesome work!
Even if youβve ordered from Spoonflower before, I HIGHLY ENCOURAGE you to order a sample swatch of you desired pattern/fabric combo first. Colors vary across fabric types and I canβt test every single combination, so get a test swatch. GET A TEST SWATCH. If it comes out weird, let me know, and weβll get it right!
Dragon Age Inquisition Fabric Collection
Plaideweave
Plush Fustian Velvet
Samite
Darkened Samite
Infused Vyrantium Samite
Silk Brocade
Dales Loden Wool
Ring Velvet
Imperial Vestment Cotton
Royale Sea Silk
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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