I was having a chat about the Iron Bull and his personal quest with some friends and one person said in response to something I said that I should make it a Post, so here it is! And a usual disclaimer: this is not about which in-game decision is "correct"--it's an RPG, there's no wrong way to play the game. I just want to talk about the meaning of this decision for Bull's character and for his future.
Dragon Age: Inquisition’s “Demands of the Qun” is, for me, one of those quests where the RPG format of “player character makes major decision for companion character” really works. I do not see this as an example of game mechanics taking away agency from an NPC. I think Bull has agency in this situation.
The Chargers are not Inquisition soldiers. They are mercenaries, and Bull is their commander. If the Inquisitor makes a call he doesn't like, he is free to say "Screw you" and take his people and leave, because they are not soldiers, they're independent contractors, so leaving isn't desertion, it's just quitting. If he were already certain he wanted to leave the Qun, he could simply call the retreat himself, take the Chargers and leave. Similarly if he were certain of his loyalties and willing to sacrifice the Chargers for that purpose, he could do that, regardless of what the Inquisitor says.
He lets the Inquisitor make this choice.
The Iron Bull has had one foot out the door of the Qun for a long time now. But he's gone back and gone back, submitted himself for re-education and done his best to keep serving the Qun, because he believes he needs the Qun. To him, becoming Tal-Vashoth means losing himself, his identity, his purpose, his very sanity, and as the Fade tells us in "Here Lies the Abyss," this is quite literally his greatest fear. Bull could never bring himself to leave the Qun with nowhere to go instead, nothing to give his life purpose and meaning—and no one to entrust himself to should he doubt his own sanity.
But in his work in the south, the Iron Bull has found community and identity and purpose outside the Qun. The very name he has given himself speaks to that, as does his close relationship to the Chargers.
Right from the beginning, there is tension in "Demands of the Qun." Bull remarks that he's gotten used to the Qunari being "over there" during his life in the south. I think Bull has a very potent anxiety when he meets Gatt again on the Storm Coast, and introduces him to the Inquisitor and their party. To me, it very much has the vibes of introducing two friend groups, where you're not only pretty sure they won't get along, but you're also very aware that they know very different sides of you—and neither of them are going to like seeing the other side. Bull's discomfort is visible both when Gatt speaks freely about Bull's work in the Ben-Hassrath, and when the Inquisitor's other companions make disparaging remarks about the Qun. His two worlds have collided, calling into conflict two sides of his sense of self that he has thus far managed to avoid confronting.
And this is likely part of the point. The Qun does not truly respect alliances with any outside the Qun. I wouldn't say for sure that the Qunari set up this whole situation just to test Bull—it's possible they knew exactly how many Venatori would show up, but they couldn't have known precisely how the Inquisition would respond. That, and their desire to root out the Venatori is no doubt sincere. But I do think they are watching Bull's actions very closely throughout this proposed alliance, gauging his loyalty. Gatt tells him outright that many already believe he has betrayed the Qun.
Bull's internal conflict quickly becomes an external one when the Venatori reinforcements show up, and Bull is faced with the decision of whether to withdraw the Chargers or defend the dreadnought at the cost of their lives.
The thing is, Bull is not neutral on this. He tells the Inquisitor what he wants. He wants to save the Chargers. If the Inquisitor says that the Chargers still have time to retreat, Bull agrees. When Gatt tells him they need to hold position, he says in a low, intense tone, "They're my men."
And then, when Gatt tells him in no uncertain terms that calling the retreat will make him Tal-Vashoth, the Iron Bull looks to the Inquisitor.
Again, he is not neutral. He knows what he wants. He is standing there basically begging the Inquisitor with his eyes to save his boys.
So why doesn't he just make the call himself?
Because just as this whole situation is in part a test of Bull's loyalty, this is also a test of the Inquisitor.
What Bull needs to leave the Qun is not simply for someone else to make the choice for him, but to believe that there is a future for him outside the Qun. That he will still be himself, that he will have purpose, and meaning, and that someone else is worth trusting. Bull cannot bring himself to leave the Qun if it means he will be left utterly alone with nothing but his own mind and his deepest fears. And if that's what leaving the Qun means… then in his mind, it would be better to stay.
The Inquisitor's choice will answer that question.
To sacrifice the Chargers leaves Bull with nothing outside of the Qun. He has just watched his closest friends die, and he cannot trust the Inquisitor. With Krem and Rocky and Skinner and Stitches and Dalish and Grim, the new sense of self that the Iron Bull has found in the south also dies.
Of course he turns back to the Qun. He has nothing else left.
But if it's the Inquisitor who makes the call to save the Chargers… Bull can leave. He has friends who care about him. He has purpose. He has someone whose command he can trust. He has hope. None of this makes the choice easy for him. It is quite clearly very painful and difficult, and I don't think there's any way it could be otherwise. But he has a way forward nonetheless. The choice makes leaving possible.
The Inquisitor doesn't force the Iron Bull to become Tal-Vashoth. Instead, Bull implicitly asks a question, and the Inquisitor by their choice gives him an answer.
Thread: Sylvia Feketekuty on the influences of Emmrich and the Mourn Watch
The rest of this post is under a cut due to length and possible spoilers.
Sylvia Feketekuty: "I think I've gotten to most people’s questions, and I promised I'd talk about influences on Emmrich and the Mourn Watch before wrapping this up. So here we go! It took me while to figure out Emmrich's character voice. I'm happy with where I landed, but he was a tough one. A few books helped me out. MR James' Collected Ghost Stories (1890-1930) My favourite ghost stories of all time. James excels at building dread, at writing people finding strange things in books, or around the corner, or in the old lane at night."
"He was also an antiquarian and a scholar at Cambridge. I wanted Emmrich and the Watchers to feel formal, but not like they were from another epoch. James’ language, polished by a rich academic career, was an excellent benchmark for 'older, but not ancient'. E.g.: if using contractions was appropriate for James' time, it was appropriate for Emmrich. It freed me up, mentally speaking, to deploy them whenever they improved cadence or flow. Thomas Ligotti's Songs of a Dead Dreamer Fellow Ligotti fans may already be thinking Emmrich doesn't really share the philosophy underpinning Ligotti's work, and they’re right. However!"
"Songs of a Dead Dreamer is filled with fantastical imagery that’s a bit lusher than that found in Ligotti's later works. It was really good at bringing to mind the kind of moody, expansive dreamscapes I think our necromancer mentally occupies. It’s from a different book (Noctuary), but Ligotti’s “The Spectral Estate” also merits a mention. If you plunked it down in front of Emmrich to read, he’d know exactly what it was on about. The Romantic poets (or any poetry on similar themes: overpowering swells of emotion, the grandeur and awe of nature, love and loss and grief.) Palgrave's Golden Treasury was usually in reach."
"If I was in a jam, or psyching myself up for a scene, sometimes I’d read a few poems to get into the proper head space. Or just for the pleasure of it. Poems are great! Please take a link to Shelley's "A Dream of the Unknown", one of my favourites. [link] I also read a few books by morticians and funerary directors. A friend lent me Smoke Gets in your Eyes and From Here to Eternity by Caitlin Doughty (probably the most famous mortician on the internet?) I also checked out Nine Years Under: Coming of Age in an Inner-city Funeral Home by Sheri Booker."
"These books were full of lessons about how people react to death, how different cultures treat it, how anger and grieving express differently but come from the same wellspring. Very humane looks at how we deal with loss and other people. Moving on to non-books: My First Cadaver, a podcast of stories from medical students and medical professionals."
"I listened to a few episodes My First Cadaver, and there were some incredible tales in there. Gross (I could never be a doctor) but incredible. And I was struck by was how much students working on donated cadavers got attached to them. I can’t remember if it was in MFC or not, but there was one story about a medical student introducing his date to the cadaver he was working on like she was a beloved aunt. It was very sweet! Peter Cushing in Horror of Dracula (1958) and The Curse of Frankenstein (1957) These films are filled with handsome costumes, ominous sets, and the oversized passions I associate with gothic melodrama. Cushing's perfect in them."
"His portrayals of Van Helsing and Baron Frankenstein are brisk, determined, obsessive, and brimming with energy; they’re scholars who are experts in their field, yet still men of action. They felt like natural touchstones for a professor suddenly called to grand adventure. I also ended up reading Cushing's memoirs. In a bit of strange synchronicity, there were similarities between his life and traits I'd already decided to give Emmrich. Cushing came from a working-class family, had an intense phobia (his was of the dark), was vegetarian, and so on. I'd had no idea."
"(Humans tend to pattern-match, but it was a little eerie.) A side note: I've seen people speculate Emmrich was based off of Vincent Price. There’s a bit of the good Mr. Price in there, but Cushing got to play more heroic roles than he did. He felt more right to me. A second side note: did you know Vincent Price was a gourmand who loved to entertain? He and his wife Mary put out a beautiful cooking book, A Treasury of Great Recipes, filled with warm and charming commentary. If you're interested in that kind thing, highly recommended!"
"One influence when I was pitching the Memorial Gardens to the rest of the team was Swan Point cemetery in Rhode Island. It's where Lovecraft was buried, and like many a Weird Tales nerd before me, I was curious and wanted to see it."
"I wasn't prepared for was how lush the plants and flowers were, and how beautifully landscaped everything there is. Swan Point is a historical burial place, and also a carefully tended garden and arboretum. It stunned me. I'd never been in a cemetery like it. Emmrich complains about Hezenkoss making him play complicated wargames when they were students, and that one in particular had three separate rulebooks."
"I've seen people guess whether I was referencing D&D or Warhammer 40K. D&D was formative, and I know a frankly embarrassing amount about WH40K at this point (No regrets. Necrons and Admech 4-ever.*) But the origin is even sillier. *Why yes, Mechanicus 2 IS my most anticipated upcoming game. I used to own the first edition of a board game called Mansions of Madness, and was supposed to learn the rules so I could lead my friends through it. But come the day, I’d procrastinated, and was running short on time."
"Fantasy Flight's previous game in the same vein was Arkham Horror, and AH is not a simple game. But I remember being hopeful, as I peeled the shrinkwrap off, that maybe MoM would be easier to learn than AH. Have streamlined rules, or fewer things to remember. Then the top popped off, and three separate rulebooks fell out and slithered to the floor. (The DAV game’s not meant to be MoM, but the absurdity of that moment stuck with me.) (It's not the game's fault, by any means, that I was unprepared, and the session went as well as it could have with me flipping through the books going "Okay wait...hold on...I think that was here...no, wait.") The Nevarran hazelnut torte recipe is actually a family recipe from my grandmother, on my father's side. I’m beyond delighted people have actually made it. (Our recipe uses metric measurements, but the DA style guide uses imperial, so I was worried about the conversion. Looks like it went okay.)"
"On my mother's side of the family: my grandmother cooked and cleaned for a living, and my grandfather was a butcher. He passed away before I was born, and my grandmother when I was very young. So I gave Emmrich’s parents those professions as a little nod to the grandmother I only knew very little, and the grandfather I never met at all. I would’ve liked time with them both. And to end on a lighter note, "Ever thought of becoming a hat person?" is an extremely oblique reference to a line spoken to one of gaming's greatest characters: Murray, the demon skull from Curse of Monkey Island. (Curse is the first Monkey Island game I ever played, and therefore my favourite.)"
"Small bonus: here’s the music I listened to most while working on Emmrich and the Watchers. Some of it probably only makes sense to me, some of it seems thematically obvious. (I don’t have Spotify so best I can do is an itunes screenshot.)"
"Not on the screenshot because I changed PCs halfway through, but I also listened to a lot of music from Cryo Chamber, a great dark ambient label. [link] And their sister label, Cryo Crypt, which does "Dark Fantasy Dungeon Synth." [link] And also Allicorn IS on the screenshot but I think I've listened to his stuff on every game I've worked on by now. [link]"
[thread source link]
---
Bonus: follow-up comments and exchanges -
User: "I KNEW the torte was somebody’s family recipe!!" // Sylvia: "My only regret is that the icing was originally a stove-boiled icing made with eggs and chocolate and butter emulsified together. I couldn't get it working, however, these past few years. I think we lost some crucial part of the steps when trying to write out a clean copy. So I went with ganache for the game, because I didn't want to print something that didn't work, and I've used ganache myself. It's good! But I'm going to try to replicate the original again one day." [source, two] // User: "I noticed that sometimes, ingredients doesn't react the way they used to and part of that is probably due to some "industrial" changes in the recipe for ingredients like chocolate or butter to cut the cost of making them, imho. It's sad because it means we lost a very specific way to do things..." // Sylvia: "Yeah, that was the first thing a friend who bakes a lot suggested. I wonder if I was a victim of "Buttergate" when Canadian cows were being fed so much palm oil butter was harder to spread as a result. After a long search, I found a local place that makes butter that actually tastes good, which is an incredibly sad sentence to have to type out." [source, two]
Sylvia, re: Vincent Price being a gourmand and his cooking book: "It's extremely cool. My library had a copy and I remember it being pretty big, too." [source]
User: "I was following this thread and I'm delighted about all of these facts and information. Thank you for sharing!" // Sylvia: "Aw thank you! And thanks for reading, it was nice to unpack all the stuff kicking around my mental attic." [source]
User, re: MFC: "Sorry to post again but this one got me- my mom is a doc, and i remember her telling me stories of the cadaver she worked on (evidence of different surgeries she had, the cancer she had, etc), and mom always ended her stories saying how thankful she was to her. It really does stick around." // Sylvia: "No need to apologize, I liked hearing about your mom's reaction! It's exactly what I kept hearing and reading about, a sense of reverence for the gift." [source]
Sylvia: ""The irony that I had to convert the measurements back to metric" Haha. I tried to get as close as I could. Here's the written down metric version of the cake batter. It's an older recipe so I had to try to guess what a "knife tip" ended up as." [source]
A user on the torte being a family recipe: "Oh my gosh 🥹 that makes it all even lovelier!" // Sylvia: "Thanks! I was really excited to share the family recipe, it's a bit of work but it's one of my favorites." [source]
A user under the post about MR James' Collected Ghost Stories: "So you're probably the one behind the mysterious bronze whistle, I take it?" // Sylvia: "Haha, guilty. Cameron Harris, our editor, helped me figure out a phonetic guide to the latin. (If it fails anywhere it's very likely my fault.)" [source]
User: "As an avid Emmrich lover & someone trying to write some Emmrich POVs in my Emrook fanfictions, I can not thank you ENOUGH for this wealth of info / music inspo to go off of" // Sylvia: "Thank you! (Seriously though some of those songs probably only make sense to me, they're not all thematically on point, but some are. Hope you enjoy!)" [source]
User: "As another "needs a million hours of droning ambient music to write" writer I appreciate these greatly" // Sylvia: "We both have good taste! 🎶" [source]
User: "Thank you for writing out this list!! Peter Cushing makes so much sense as an influence. I love the variety of media here, it gives me so much new stuff to check out!" // Sylvia: "Thank you for reading! If you do check out some of this stuff, hope you enjoy!" [source]
Sylvia: "thanks so much, and for reading the thread! It was fun to write." [source]
User: "Thank you for sharing these books!I was looking for a good ghost book" // Sylvia: "Thanks! Hope you enjoy James. "Oh, Whistle, and I'll Come to You, My Lad" was the first story of his I read and I'll never forget that experience." [source] // Sylvia: "I just love the mood James could create, so much." [source]
User: "ELECTRIC SIX MENTION" // Sylvia: "My greatest favorites, now and forever." [source]
Sylvia: "Please archive away, I am intent on deleting the account eventually but it'd be nice to know people could look this stuff up later if they're curious. (Future generations need to know which Atrium Carceri tracks I listened to!)" [source]
User: "Amongst many things, not the least of which is the gratitude and delight of having your fantastic insight into the writing process of Emmrich, my grandmother’s hazelnut torte is fantastically close to the Nevarran version which was a delightful discovery." // Sylvia: "Ah now nice. I assume she was also central/eastern European then? I suspect it was a popular recipe at a certain time." [source]
User: "As an ex-mortician turned game writer, this was a FASCINATING read!" // Sylvia: "Haha, I definitely took inspiration from morticians! (Thank you for checking it out, that thread got long)" [source]
[thread source link]
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.
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)
- 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)
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!)
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))
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)
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
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.
Elf girls 🥹🌿🌸
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. 😊
Mute Swan (Cygnus olor)
It is said that during her Harrowing, Madame de Fer refused to leave the Fade until she settled as a form which pleased her. Vivienne has not dispelled such rumors. Adelbhert is much like his human in style and strength. His wing strokes can break bones; his bite is crushing; and he looks impeccable! Beneath all the glamour lies a hardworking soul, whose efforts are rarely seen yet always rewarded. And he’s frightening.
Monsterification:
The possession can involve strong emotions but doesn't have to (it depends on the case, as it's hard to assume rocks or dead bodies have emotions, but places within the game can have lingering echoes of strong emotions that make such possessions more likely to occur within such area - spirits will just possess whatever).
It's unclear if such possession needs consent to occur.
The possession can be forced by a third party.
The person that gets possessed gets horrifically transformed.
The transformation can't be reveresed after it happens.
The person is driven mad by the transformation.
The possession can be prevented by Litany of Andralla.
Example: Slavren (DAO), Witherfang (DAO), Olivia (DA2)
There are other types of this type of possession that include objects, animals, plants or even corpses. It includes creatures such as: Sylwans (possession of a tree), Arcane Horror (possession of a mage's corpse), Rock Wraith (possession of a rock), Reverant, Skeleton (possession of a corpse), werewolf (possession of a wolf) and more similar cases.
Puppet:
Person that gets possessed is trapped in the Fade.
Demon takes over the body and wrecks havoc all around, but isn't physically present inside the body of the host (?).
There is no transformation of the body.
The person can be saved by killing the demon in the Fade.
Needs established consent (with demon it will be a deal).
Examples: Uldred (DAO), Connor (DAO)
Teacher:
Person that gets possessed is a living willing host.
It's the opposite of the Puppet - person and the spirit coexist in a type of symbiosis, while the person is taught by the spirit.
There is no visible transformation of the body.
Person and a spirit can be separated via special rituals.
Example: Sigrid Gulsdotten (DAI: Jaws of Hakkon)
Impersonator:
The possessed person is already dead.
Spirit / demon is convinced they're the dead person or posses all the memories of the dead person as if they were them. (Demon may refer to the host as "food" separating itself from the host, while spirit will be confused by the memories of the body).
There is no visible transformation of the body, in fact the body is to some extent preserved thanks to the possession. (In case of a demon there is a second voice hearable when the person speaks).
Example: Sophia Dryden (DAO: Soldier's Peak), Kristoff? (DAO:A)
Revival:
The possessed person is already dead.
The spirit enters the body of the dead person and revives them. It's unclear if the spirit simply ties the soul of the dead person back to their body or assumes the role of said person. (It's quite possible that the spirit could think they're the person that already died or that the soul of the dead person turned into the spirit).
No visible transformation of the body, voice or personality.
No emotional outbursts.
Example: Wynne (DAO)
Merging:
The possessed person is a living willing host.
The spirit and the person merge into one being.
It's not possible to separate them as they're already one.
No visible transformation of the body. (Possible visible veins of the Fade light and change of the voice when the spirit is fronting).
Possible emotional outbursts. (Due to taint corruption?)
Possibly person and the spirit loose sense of selves with time to become a fully integrated single personality.
Needs established consent (with demon it will be a deal).
Example: Anders (DA2), Flemeth (DAO, DA2, DAI)
Note: i wanted to add Cole here, but when I was writing down the criteria I noticed for possession I realized that Cole is a spirit that impersonates the dead person, not a spirit that took over his body. (Correct me if I'm wrong here, because I'm pretty sure he was seen as a free roaming spirit that just looked like a human - like the spirits of the old that could just randomly take on the mortal looking body).
You say that gamers should buy something else if they don't enjoy a series or franchise. But to me, this is contradicted by you also saying that gamers would rather get angry instead of leaving. I don't get what you are saying here. Are you implying that gamers are too incompetent to find something else?
It's not contradictory at all. What people should do and what they want to do are often not the same, usually because it is easier and feels better to do what they want rather than what they should. My friends tell me they should go to the gym and exercise regularly, but they want to play games on the couch. They aren't incompetent, they knows how and why to go to the gym. They just don't want to, in large part because it is easier and more pleasant to play games on the couch than it is to go to the gym and exercise. Going to the gym and exercising regularly requires significant effort and actual action on their part. Staying home and playing games on the couch requires significantly less effort and action.
It is a similar situation for gamers entrenched in a franchise. The franchise is familiar and comfortable to them. They've already played it a long time and generally liked it. When things go sideways, it's easy to complain and get angry. It's easy to post angrily and make memes. However, the chances of getting a positive response to these complaints is practically nil. It often takes weeks, months, or even years to address the issues that players complain about if the dev team chooses to do so at all. In the meantime, there are new games regularly getting released that may serve a player's needs better than their current franchise du jour. Trying and playing a new game will achieve better results than complaining and doing nothing. However, this requires more significant effort and action on the player's part - they have to get the new game, install it, try it, learn the new foibles, and see if they like it. If they don't like it sufficiently, they'll have to repeat the process. Instead, complaining about the game they were playing and used to like is much easier and requires almost zero effort. The path of least resistance is often the most popular.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Short questions: Ask a Game Dev on BlueSky
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
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.
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)
72 posts