Daemon Age: Inquisition

Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition

Daemon Age: Inquisition

Advisors

Cullen Rutherford & Aeltjedemuis - (Mabari/Pittweiler) Cullen, ever the Fereldan, settled quite patriotically (and young) as a robust and strong dog. Aeltje is often seen next to the stern-faced Commander, wagging her tail ferociously. Pitties can be either aggressive or gentle depending on who trains and nurtures them. Their bond is tender ever since weaning off Lyrium. It is unbearable for her to leave his side.

Josephine Montilyet & Agapito - Bluestreak cleaner wrasse (Labroides dimidiatus) Agapito sits within a fishbowl on the ambassador’s desk, or floats within a water-filled bauble hanging around the Antivan’s neck. He can put on quite an attractive show, dancing about, and revels in practical and mutual cooperation.Yet beyond the flashing scales lies a cunning mind. Like Josephine, the cleaner wrasse always finds the benefit in a transaction.

Leliana & Sharon - Common nightingale (Luscinia megarhynchos) Why do you think they call the spymaster Lady Nightingale? Actually, the nickname is purely incidental. While malcontents are focused on the frightening Right Hand, Sharon works away chipping foes down bit by bit, singing beautifully all the while. She can be seen under her human’s hood, or sometimes at an unnervingly far distance.

More Posts from Worlds-of-thedas and Others

2 years ago

Cheeses of Thedas

From the Dragon Age fan who brought you Wines of Thedas, I now have some cheeses that you can pair them with! I love love love the cultures and climates of Thedas and dreamed up these cheeses to make the world feel a little richer, so feel free to use them in your writing and worldbuilding.

In parentheses, I included the Real World cheese the Thedas head canon was inspired by, when applicable.

Enjoy!

Ferelden Cheeses

Gwaren chumlavi (norwegian brunost) - This semi-hard cheese is mild, a little tangy, and a little sweet. It is made on the island off the coast of Gwaren in southern Ferelden. Local cheese-mongers boil a mixture of milk, cream and whey until the milk sugars into caramel, giving the cheese its characteristic brown color. Local legend claims it was a favorite of the dwarves who traded with the outpost during the Divine Age. In recent history, it is a favorite staple in the diets of fishermen and sailors who traverse the Frozen Sea, as it travels well and can be sliced easily to add to bread or hardtack.

Ceodre (cheddar) - A hard, off-white cheese, named after the small village it originates from in the Highever region, where a number of caves maintain the humidity and temperature needed for maturing the cheese. Delightfully sharp in flavor, its popularity has let to its spread across the southern countryside and has become a favorite on Ferelden farmsteads. In Orlais, the cheese is similarly loved, but not wanting to be associated with the palate of dog-lords, the Orlesians claim the cultures originated in the caves outside Montsimmard and call it “grottes fromage” or simply “grottes” which translates as “cave cheese.”

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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]

1 year ago

can you talk about misinterpretations of wynne and zevran's dynamic??? i'm chewing on your analysis

i think it’s a very basic case of people simply taking what is said at face value, in a way that comes up a lot with your classic zevran misinterpretations and uhhh oversimplifications. zevran and wynne’s banters are full of his classic exaggerated flirtations. all of their banters hinge on this joke and they’re very funny. but i’m always mildly stunned when i see people taking that as... zevran actually literally just being horny AGSHSKKSKS

i don’t think people give zevran enough credit for how clever he is at dancing around the other companions. nobody ever really gets one up on him. i can think of one specific instance in banter where i do think something gets under his skin, which i think oghren of all people manages essentially by accident the one time he’s actually not really trying

anyway: wynne opens their first banter with “you must know that murder is wrong, i assume.” it’s very wynne; she makes a judgement and announces it as fact. zevran is slightly stunned by this and also how funny it is: “i’m sorry... are you speaking to me?” with this incredible disbelieving pause because, like, he’s the party assassin. but he’s also playing for time quickly on how to react to this out of nowhere. wynne then explains the simple narrative she’s constructed that joining the party is due to a crisis of conscience on zevran’s part about being an assassin. and zevran immediately jumps into exaggerated agreement, and once he gets a better idea, the first of his flirtations with her, until she gives up in exasperation. it’s an evasion tactic zevran is very, very good at and has been doing to you, the player, since his first appearance on screen. he wants to play on the characters he performs when they’re useful shields, whether it’s the victim or the flirt or what have you. but also always with that ironic air that he’s clearly doing a bit; there’s the charm of letting you in on a private joke, but also he needs everything to be a faintly ridiculous game to him, so he doesn’t have to be affected

zevran keeps this joke up for the full extent of his banters with wynne through the whole game, because he finds it wildly entertaining, of course, and because he has no interest in ever inviting the conversation she wants. he so badly doesn’t want to deal with her asking this that he decides to run this bit into the GROUND, and starts doing it pre-emptively to ward her off even after she stops trying to instigate the conversation. bc wynne may be a good way off the mark, and, ironically for someone wanting zevran to take this seriously, not able to imagine that his life and feelings may be more complex than assumed (absolutely classic spirit behaviour once again), but she is needling at his reasons for leaving the crows, which is the last thing wants to be honest with anyone about

making the assumption that zevran is flirting with wynne out of genuine interest is, to me, the same mistake as thinking zevran when you first meet the warden is flirting out of genuine interest. this is how he knows to stay alive. if he let his guard down, he’d be dead; if he wasn’t charming, he’d be dead; and if he ever stopped to dwell instead of being the “eternal optimist”, always instinctually grasping at one more chance to live another day, he’d be very, very dead. he’s not going to casually discuss vulnerabilities for someone else’s peace of mind and he definitely doesn’t have the kind of insecurity to need to explain himself to people who don’t know him or what they’re talking about. so, rogue evasion abilities activate! it’s time for him to dodge! which is what he spends the entire series of banters doing. but also he’s just still finding it funny throughout. she just gives him so much ammunition. it’s like taking candy from a baby. zevran loves an old and terrible joke repeated for several months solid, they age like wine to him

i also think wynne’s comments are a light jab at how zevran does get read by players. he’s not ashamed of being an assassin. there’s this great line in one of his dialogues with the warden that asks why he shouldn’t continue to do what he’s good at when so few have come by his skills “honestly”, as he believes he has. there’s a tendency to characterise him and characters like him as, ah, the guilt-ridden victim in need of a pure-hearted saviour to show him the light, etc etc, but that’s never been who he is. there’s no ending where he suddenly quits being an assassin lmao


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2 years ago

Known Types of Magic

Magic is so vast that mages often put special emphasis or interest in a particular brand of magic. Sometimes this is because they have a natural affinity for it, or sometimes it’s just a matter of what their education is like.

Magic has its limits, but not many. Even still, those limits are pushed and broken—for example, World of Thedas vol. 1 stated that true teleportation is impossible, but in the Tevinter Nights story The Wigmaker Job, an elven mage does just that, transporting a room from one location to another. What we know of magic lore is constantly evolving, and when we talk about the fields of magic, or specialties if you prefer, there are only so many concrete facts and constraints.

In other words, it’s much easier to imagine whatever the hell you want. When looking at the principles of magic schools, I argue that the imagination should not be limited to in-game battle mechanics. For that reason, this post is not about just listing off all the specific abilities each school of magic can do, but rather, the concepts behind each school. The general principles. The ideas!

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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.

1 year ago
𝑚𝑢𝑠𝑖𝑐 𝑜𝑓 𝑡ℎ𝑒𝑑𝑎𝑠; 𝑟𝑖𝑣𝑎𝑖𝑛 🌻 𝑇ℎ𝑒 𝑤𝑎𝑟𝑚
𝑚𝑢𝑠𝑖𝑐 𝑜𝑓 𝑡ℎ𝑒𝑑𝑎𝑠; 𝑟𝑖𝑣𝑎𝑖𝑛 🌻 𝑇ℎ𝑒 𝑤𝑎𝑟𝑚
𝑚𝑢𝑠𝑖𝑐 𝑜𝑓 𝑡ℎ𝑒𝑑𝑎𝑠; 𝑟𝑖𝑣𝑎𝑖𝑛 🌻 𝑇ℎ𝑒 𝑤𝑎𝑟𝑚

𝑚𝑢𝑠𝑖𝑐 𝑜𝑓 𝑡ℎ𝑒𝑑𝑎𝑠; 𝑟𝑖𝑣𝑎𝑖𝑛 🌻 𝑇ℎ𝑒 𝑤𝑎𝑟𝑚 𝑤𝑎𝑡𝑒𝑟𝑠 𝑜𝑓 𝑅𝑖𝑣𝑎𝑖𝑛 𝑤𝑎𝑠ℎ 𝑜𝑣𝑒𝑟 𝑦𝑜𝑢𝑟 𝑓𝑒𝑒𝑡 𝑎𝑠 𝑦𝑜𝑢 𝑙𝑜𝑜𝑘 𝑡𝑜𝑤𝑎𝑟𝑑𝑠 𝑡ℎ𝑒 𝑠𝑒𝑡𝑡𝑖𝑛𝑔 𝑠𝑢𝑛. 𝑇ℎ𝑒𝑛, 𝑡ℎ𝑒 𝑠𝑚𝑒𝑙𝑙 𝑜𝑓 𝑤𝑒𝑙𝑙 𝑐𝑜𝑜𝑘𝑒𝑑 𝑓𝑜𝑜𝑑 𝑓𝑖𝑙𝑙𝑠 𝑦𝑜𝑢𝑟 𝑠𝑒𝑛𝑠𝑒𝑠 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑑𝑒𝑐𝑖𝑑𝑒 𝑡𝑜 𝑤𝑎𝑛𝑑𝑒𝑟 𝑖𝑛𝑡𝑜 𝑡𝑜𝑤𝑛 𝑡𝑜 𝑓𝑖𝑛𝑑 𝑡ℎ𝑒 𝑠𝑜𝑢𝑟𝑐𝑒. 𝑇ℎ𝑒𝑟𝑒 𝑎𝑟𝑒 𝑎𝑠 𝑚𝑎𝑛𝑦 𝐸𝑙𝑣𝑒𝑠 𝑎𝑛𝑑 𝑄𝑢𝑛𝑎𝑟𝑖 𝑎𝑠 𝑡ℎ𝑒𝑟𝑒 𝑎𝑟𝑒 ℎ𝑢𝑚𝑎𝑛𝑠 ℎ𝑒𝑟𝑒, 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑒𝑛𝑗𝑜𝑦 𝑡ℎ𝑒 𝑠𝑖𝑔ℎ𝑡 𝑜𝑓 ℎ𝑎𝑟𝑚𝑜𝑛𝑦 𝑏𝑒𝑡𝑤𝑒𝑒𝑛 𝑡ℎ𝑒𝑠𝑒 𝑐𝑢𝑙𝑡𝑢𝑟𝑒𝑠. 𝑀𝑎𝑛𝑦 𝑜𝑓 𝑡ℎ𝑒 ℎ𝑢𝑚𝑎𝑛𝑠 ℎ𝑎𝑣𝑒 𝑒𝑙𝑒𝑔𝑎𝑛𝑡 𝑡𝑎𝑡𝑡𝑜𝑜𝑠 𝑝𝑎𝑖𝑛𝑡𝑒𝑑 𝑜𝑣𝑒𝑟 𝑡ℎ𝑒𝑖𝑟 𝑏𝑜𝑑𝑖𝑒𝑠 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑡ℎ𝑖𝑛𝑘 𝑡ℎ𝑎𝑡 𝑝𝑒𝑟ℎ𝑎𝑝𝑠 𝑦𝑜𝑢'𝑙𝑙 𝑔𝑒𝑡 𝑦𝑜𝑢𝑟𝑠𝑒𝑙𝑓 𝑎 𝑑𝑒𝑐𝑜𝑟𝑎𝑡𝑖𝑜𝑛 𝑏𝑒𝑓𝑜𝑟𝑒 𝑦𝑜𝑢 𝑙𝑒𝑎𝑣𝑒. 8𝑡𝑟𝑎𝑐𝑘𝑠 / 𝑌𝑜𝑢𝑡𝑢𝑏𝑒


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10 months ago

love how in dragon age you sometimes click on a random rock and it tells about some fucked up group of weirdos that lived 5 centuries ago who faced the horrors of the world and died.


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2 years ago
                             DYNAMIC MAP OF FERELDEN
                             DYNAMIC MAP OF FERELDEN

                             DYNAMIC MAP OF FERELDEN

In my efforts to expand the Lore around Ferelden and it’s lands, I had a thought that got a little big and unwieldy but with @ordoachao (seidrthemes) amazing help, I’ve sort of managed it! This is a map of Ferelden with names of Bannorns, Arlings and Teyrnirs which you can hover over and read more about the area. I made it for me, so it’s for writing my Characters, but anyone is welcome to use it for Roleplay or Fanfiction as they like! It is as close to canon as I can possibly go, considering how slim the actual canon is, so there is definitely some of my own ideas and interpretations in here.

However, whilst I’ve written a whole bunch for a lot of the areas already, there are a ton of Bannorns that require addition and some of the places are lacking in detail. I’m very open too SUBMISSIONS, SUGGESTIONS AND FEEDBACK. You wanna design a Bannorn? Add a Lord to a Bannorn or a Character into a place’s history? Feel free to submit your ideas to me! Let’s populate Ferelden with our ideas!!

 - Inspiration for the Borders of all the Lands from HERE and HERE


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1 year ago

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.

1 year ago
Don't You Wish To See Her Again? Your Hawke?

don't you wish to see her again? your hawke?

— (solas, hawke & varric)

.

everyone thinks varric is going to die (me included unfortunately) and he's my favourite character so this is extremely upsetting. to cope i drew some awful varrichawke angst meoww (my soul is in the depths of agony)

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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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