One of the craziest things about Dragon Age (and this might help those of you who don’t go here kind of understand what people are yelling about in the coming months) is its lore. But I don’t mean that in the way you’re probably thinking.
I mean, quite literally, the way it presents its lore to you. In picking up notes and books as you go along and sifting through the codex, the game effectively asks you to act as an anthropologist. You’re met with a host of primary and secondary sources, some many hundreds of years apart from one another, written by anyone from the highest Chantry scholar to John Farmer, and you’re meant to constantly be questioning every piece of information you’re given. What biases are present in what I’m reading? What is fact and what is complete fabrication and what is, potentially, a slightly twisted version of a fact? How does one source potentially contradict another? The lore is one giant mystery-puzzle that you get to piece together across three games, and what conclusions you draw are going to be entirely different from someone else’s, and so on.
And yet, the series still does something even cooler than any of that. You realize, at a certain point, that this idea you have been engaging with on a meta-level — this idea that history is biased and fallible, that it’s written by colonizers and conquerers, genocidal racists and religious zealots, that the ability to control historical narrative is the prize you win for spilling the most blood — that idea is one of, if not perhaps THE most important, overarching theme of the series. The way that we remember history — what we remember and what we don’t, and why — and the impact that has on people on a sociological, political, cultural and psychological level, on both a macro and micro scale. It’s the entire thesis of the series’ main villain’s whole motivation.
And there’s gonna be a lot of people that don’t care about all that but me personally it makes me want to gnaw on a cinder block and scratch at my walls
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.
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...
These days I kind of can't stop thinking about how much I enjoyed the possibility of being from Orzammar in Origins, specifically because just being who you are put so much of the early game in a wholly different context.
Like, a dwarf from Orzammar has, by definition, lived literally under a rock their whole lives!! They've never left the underground, and yes, while that also makes their ignorance of surface squabbles (the mage issue, the Ferelden/Orlais conflict, everything with the city elves and the Dalish, etc.) make a lot of sense, it also comes with so many interesting new angles that I'm honestly so surprised still that I've never really seen it mentioned very often, if at all. (Even though we even get an explicit moment to reflect on it, when leaving with Oghren.)
In Origins, the moment a dwarf first steps out through the gates of Orzammar and begins the game, is a profoundly life-altering experience. Dare I say, even more so than it is for an elf or a human. Because stepping out, for the first time, they are entering an entirely new world, and for the first time, in front of them is a vast expanse of nothing but air.
The end of the prologue, it's not just a fundamental personal change that awaits you, it's also a displacement so complete, that it's absolutely dizzying to even think about.
That first time a dwarf feels the sun on their skin, they are made sun-touched, a surfacer: stripped not only from caste and kin, of identity, but also faith and memory, any favor their ancestors may have still held for them, and any possibility of ever returning, as far as they know. (Aeducan may even have a bitter little chuckle over the irony of how they could very well have just one day before shrugged off the concerns of their surface brethren completely, only to be made one of them now.)
Their whole lives, they had always been able to see the opposite wall of the cave, or at least to know for sure that it's there, along with the miles and miles of unchanging, crystal-littered rock stretching protectively over their heads-- now all of that is gone. There's nothing between them, and the infinite and ever-changing blue, grey, orange, black of the open sky they've never seen, and in the distance, there's no wall-- just glorious, humongous mounds and spires of rock jutting up into the belly of the sky, the likes of which they've only ever seen from the inside.
Orzammar, despite no sunlight ever penetrating that far, is always lit bright, and it's heated by the lava streams and pools below. A dwarf has never known anything colder or warmer, brighter or darker, never seen seasons change... the biting winds and the frequent rains in Ferelden are completely new to them, not to mention the terrifying cracks of thunder that sound like the very Stone over them cracking in two, the bright flashes of lightning illuminating the night for but a moment, or waking in the middle of the night to what sounds like countless fingers pat-pat-patting the tarp of their tent, or the fact that animals -which are varied and plentiful and wholly alien- sometimes just randomly fall into the sky, like the rumors say! They might know academically that with birds, that just sort of tends to happen, but they've never seen one take off!!
Hell, all of surface flora and fauna are completely new to them-- it's likely they've only ever seen a tree or a dog in a picture book. Flowers, they've likely only ever seen as an expensive and frivolous luxury few can afford to have for a while, and even then, they are by necessity brought in removed from their roots, dead, wilting, taken from their natural place... while here, blooms just spring up underfoot willy-nilly, not entirely unlike mushrooms at the home which is not theirs anymore.
And... there must be something organic, something comfortingly animal to the scent of hundreds of warm bodies crammed into a sealed hole in the ground-- which is just gone now. The air is fresh, clean... empty, cold, lonely. No smell of spilled ale, piss, and vomit, no thick scent of the combined breaths and bodies of all their people... no scent of belonging, the air that moves their lungs now is no longer that which has moved those of all they've ever known, and every breath washes more, and more, and more of who they once were from inside their very body.
Being on the surface, it's like being thrust into an alien world, with which all just expects you to be intimately familiar. What do you mean the grass, the bugs, the birds, the leaves are strange? What do you mean you've never eaten leaves from this plant, fruit from this tree, the flesh of this creature you've only ever heard about? They laugh when you avert your eyes from the sky and try not to think about falling into it, or when you startle at the feeling of falling water suddenly hitting your skin, as if that was somehow funny, charming.
The night, which you've never before seen fall, is a comfort from all that endless, boundless seeing- but after the Joining, not even that is a relief.
Because if you're a dwarven Warden, all the dreams you've had in your life have been nightmares.
So you cope. You learn, and adapt, and endure.
Strong and immutable, like the Stone from which you were rent.
Ferelden had never been a seafaring culture... (The Stolen Throne, p. 209)
Arl Rendorn's objections in private had been strenuous. He did not trust the sea, like any good Fereldan... (The Stolen Throne, p. 216)
The Fereldan distaste for the sea comes up multiple times in The Stolen Throne and I don't think any later canon has really contradicted this. Unlike other coastal nations like Antiva and Rivain, Ferelden lacks any substantial naval forces or seafaring culture.
This is really odd for a nation bounded by the sea over more than half its borders, a nation with a whole handful of major ports. And based on that line about Arl Rendorn, it doesn't seem to be merely a worldbuilding oversight but an active cultural distrust for the sea.
Why would that be the case?
It's always worth remembering that in Dragon Age, humans are not native to Thedas and therefore did not evolve on this continent the way humans and human cultures have evolved in the real world. To the best of our present knowledge, humans have only lived in Thedas for about 4000 years, give or take. They came from somewhere else, and they presumably brought cultures with them. The first humans in Thedas were known as the Neromenians, arriving from the north and gradually spreading across the continent. The human tribes that would become known as the Alamarri are believed to have settled in Ferelden sometime around -2415 Ancient. Legend has it that they came south fleeing their previous home, where they had been troubled by some sort of spirit they called a "shadow goddess."
The Alamarri maintained tribal social structures longer than most humans in Thedas, only uniting to form the nation of Ferelden about 400 years before the present day.
I wonder what beliefs and cultural norms the Alamarri might have carried from the time of the Neromenians that might have caused them to distrust the sea.
We don't know much about where humans came from before they arrived in Thedas, but it seems logical that they came from across the sea. In more recent years, we've seen the presence of a mysterious people calling themselves "the Executors," or "those across the sea." Are they connected to the origins of humanity in any way? Who knows? At this point, we don't have enough information about them to say. The most we know is that they have taken an interest in the recent events in Thedas, and that Solas claims they are dangerous.
But what if the early humans of Thedas remembered some great danger across the sea--something, say, that caused them to flee their original home? And what if the Alamarri held onto those cultural memories longer than most, with their distrust for the sea embedding itself in Fereldan culture to this day, for reasons no one remembers anymore?
For the first time in the game franchise, it has been confirmed that players will get the opportunity to explore Rivain. As such, we will finally be learning a lot more about Rivain upon its release. This piece is about the information we have thus far.
The Kingdom of Rivain, founded in -44 Ancient, is located on the northeastern peninsula of Thedas. Surrounded nearly entirely by water, its only land connection is Antiva.
Those native to Rivain are called Rivaini. Just like any nation in Thedas, there are different racial/ethnic backgrounds who live there – however, the majority of Rivain’s population is Black.
There is also a notable qunari population in Rivain, dating back to when they arrived in Thedas in 6:32 Steel. Kont-aar still exists as a large Qunari settlement in the northern part of the nation – it is regarded as peaceful.
The capital of Rivain is Dairsmuid, which sits on the Rialto Bay. Dairsmuid is the only place in Rivain that has any real Chantry control.
Because Rivain has a lot of flavour profiles found only in the northern part of Thedas, other nations highly value their food exports. As Rivain is friendly with the Qunari, they are willing to trade in Seheron, too.
Rivain has a “less-than-cordial” relationship with Tevinter. It also has an unserious rivalry with Antiva.
The Rivaini are traditionally a matriarchal society, believing that women are best suited to rule. Major decisions within a community rest on the head of elder women, who is often a Seer (see: Magic).
Rivain has a currency-based economy. However, there is, generally speaking, a greater value placed in making sure everyone has what they need over monetary gain. For example, if one community has a bad year the neighbouring communities will send supplies and labour to ensure its people do not suffer.
“The Rivaini people trace their roots to pantheist ancestors, and many in Rivain still believe that their god and the universe are one in the same.” —Dragon Age: The World of Thedas vol. 1
Rivain is has the most diverse range of spiritual beliefs in Thedas, because the Chantry failed to become the monopoly like they did everywhere else. The three most common spiritualties are Andrastianism, the Qun, and unnamed traditional Pantheism beliefs.
Daily life for an average citizen of Rivain differs greatly across the nation, because it is such a patchwork of cultures that co-exist in relative peace. Life in Kont-aar for example, is structured by the Qun, where life in a remote village in the southern tip would likely be highly influenced by the Raiders who call Llomerryn home.
Traditional Rivaini beliefs hold their Seers in high regard. Seers are female mages who specialize in peacefully communicating with spirits and even intentionally invite them into their bodies. They act as wise women and leaders of their communities, for whom people go to for guidance.
Twice a year, the Seers of Rivain gather in Dairsmuid to meet in council, forge trade agreements, and publicly pledge loyalty to Rivain's queen. This is called the Allsmet, and it is a fully celebrated festival with lavish feasts, gift exchanges, ceremonial gatherings, and music.
There was a single Rivaini Circle of Magi, located in Dairsmuid, but it existed largely as a façade to appease the Chantry. Unfortunately, when the Chantry sent Seekers to inspect the Circle in 9:40, they discovered the mages breaking Chantry law. The mages were allowed to freely be with their families, and were training female mages as Seers. The Seekers they invoked the Right of Annulment; they murdered all the mages of the Circle, and destroyed their library of books and artifacts.
The Lords of Fortune are a guild of treasure hunters and dungeoneers, based out of Rivain. They can be identified by the decorations they were all over their body; trinkets they’ve collected over their years of treasure hunting. Sometimes they are hired by others to help out on a job, while other times they seek their own adventure. Anyone of any race can become a Lord of Fortune.
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Codex entry: Seers and the Allsmet (Dragon Age: Inquisition)
Codex entry: The Annulment at Dairsmuid (Dragon age: Inquisition)
Dragon Age: The World of Thedas vol. 1
Dragon Age: The World of Thedas vol. 2
Dragon Age: Tevinter Nights
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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.
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I am not a linguist. I have had loose associations with linguists in the past; I am at best passingly familiar with some general or interesting features of a scattered handful of languages and writing systems. This is more than enough to despise the way Dragon Age lore handles languages.
“Trade Tongue” is a convenient device for streamlined storytelling—you don’t have to worry about characters being able to understand one another—but it’s in the absolute top tier of poor world-building, especially for a fantasy medieval setting where information travels slowly and most people aren’t going to be doing much travel at all.
So, on the basis of some off-the-cuff reflection and with utter disregard for canon linguistics (aside from canonical names and vocab), I present a sketch of the known languages, and language families, of Thedas in the Dragon Age:
~ ~ ~ ~ ~ ~
Proto-Alamarri: Originating between the Waking Sea and the Frostback Mountains, the Alamarri language family is the most diverse in modern Thedas; Alamarri languages share phonetic and structural features with real-world Celtic and Germanic languages.
Fereldan: The common and court language of the kingdom of Ferelden; its use was suppressed among the nobility during the Orlesian occupation, but to little effect in the long term; it shares features with the Welsh and Gaelic languages.
Chasind: The language of the nomads who inhabit the Korcari Wilds south of Ferelden; although evidently related to its neighboring languages, it is not written and is little attested outside the Chasind tribes.
Avvar: Spoken by the semi-nomadic peoples of the Frostback Mountains, Avvar shares certain phonetic features with Andrisch by linguistic convergence.
Rivaini: The popular language of most of Rivain, to which the first Alamarri speakers came before the Tevinter period. Its vocabulary is strikingly varied from other Alamarri languages, including significant Neromenian borrowings, although it retains distinctively Alamarri phonology.
Andrisch: The dominant language of the Anderfels, Andrisch is less closely related to other Alamarri languages than any other pair in the family; it parallels real-world Germanic languages.
Marcher: The common speech of the Free Marches, characterized by its heavily Neromenian vocabulary fitted to Alamarri grammar. Spoken with significant regional lexical variation from Kirkwall to Ansburg and Wycome.
Neromenian: Originating in north-central Thedas, the Neromenian languages are the most widely spoken in the modern world; they correspond to real-world Romance languages.
Tevene: The language of the Tevinter Imperium and closest to (though by no means intelligible with) Neromenian, it has three distinct but mutually intelligible dialects in modern Thedas.
Classical: The dialect of Tevinter’s upper classes, featuring some modifications to vocabulary and pronunciation but grammatically very close to the Tevene of the old Imperium.
Vulgar: The dialect—or, more properly, dialects—of Tevene’s non-mage and slave castes, featuring significant regional variation, altered vocabulary, and grammatical innovations.
Arcanum: Not actually spoken in Tevinter, Arcanum is a preserved academic form of Ancient Tevene read (and loosely “spoken”) in southern Circles of Magi.
Orlesian: The language of the Orlesian Empire, Orlesian takes much of its vocabulary from languages of the Alamarri and Planasene families, although its grammatical structure remains distinctively Neromenian. Orlesian is the most widely spoken language in southern Thedas, used to facilitate trade between non-Orlesian kingdoms (although this is often lamented as a sign of persistent Orlesian influence).
Antivan: The language of the kingdom of Antiva, Antivan differs from Orlesian in the historical timing of its word loans and the decidedly higher concentration of Neromenian and Alamarri vocabulary.
Planasene: Originating in south-central Thedas, Planasene culture was largely wiped out by successive Tevinter and Orlesian expansion.
Nevarran: The only surviving Planasene language, sharing features of Classical Greek and Avestan, with significant influence from surrounding Neromenian languages, especially Orlesian.
Dwarven: The dominant language of the dwarven trade empire by the time of the First Blight, preserved in remarkably stable form in the surviving thaigs of Orzammar and Kal-Shirok. Its grammar and phonology parallel Uralic languages, especially Hungarian; it is written in an alphabetic runic script which is the basis for most human writing systems.
Elvhen: The language which was dominant in Arlathan before the rise of Tevinter, it is now spoken among the Dalish clans in diversely modified form, often drawing on regional human languages to replace vocabulary lost under Tevinter domination; these dialects are, however, transmitted carefully to ensure that they remain mutually intelligible. Elven script is alphabetic and unrelated to other Thedosian writing systems.
Qunlat: The language of the Qunari people and organized ideology, unrelated to the other languages of Thedas. Qunari script is logo-syllabic.
three fools does not make a wise man i fear
I might be a little bit invested in a certain part of Dragon Age lore...
Jaws of Hakkon DLC transcript - a transcript of all dialogue lines from JoH DLC, including variations dependent on the Inquisitor's race, previous choices, and quest order.
Avvar history reconstruction - a 7-part series delineating the history of the Avvar tribe
Avvar first names spreadsheet - a thorough list of Avvar first names that appear in canon sources, organized by their real-life origin if possible
Avvar name structure - a detailed analysis of how Avvar names are constructed, including first names, surnames, legend-marks, and clan names
Avvar symbolism - collages of visual symbols related to the Lady of the Skies, Hakkon Wintersbreath, Korth the Mountain-Father
Parallels between Korth and the Titans
Elven roots of the word "Avvar"
Random bits of Avvar lore
On solidarity, and it's lack, and my raw horror and delight at seeing these missives pop up in my file across the game. This SUPER got away from me, so this is now part 1.
I disbanded the Inquisition in this run, and did not save Minrathous, and have not yet seen if that makes a difference to the content of these letters!
I am aware these letters are a controversial part of Veilguard for a lot of people, and it's fine for everyone to feel how they feel about it! I'm not telling anyone that they are wrong, I'm just offering my perspective on why I really love what they did here, and think it's an excellent way to unite disparate threads while also punctuating the theming of this game, respect the struggles of our previous protagonists, and also realistically represent what we could expect of the disparate nations of the South in the conditions we see in Veilguard.
Some personal context that I don't actually need to share, and you don't need to read, but does inform my perspective on this:
I keep a keen eye on international politics in the real world, have a lot of experience in doing so, and I was one of many disabled advocates who saw the danger of covid coming long before it was declared an official pandemic and started doing what I could with a platform I had at the time to keep as many people around me both tangibly and in an online network sense as safe as possible. I know for a fact that my efforts saved lives. But there were limits to what I could do as an individual, and especially one confined to my bed.
When it came to mobilizing individuals, to getting information into the hands of trusted people in influential positions - eg. librarians - and providing them with the resources to then educate and mobilize their workplaces and social circles, I did great. But the issues I and others faced were systemic, and our effectiveness was limited by this.
With that context said and either read or skipped past, let's talk about the state of Southern Thedas across Veilguard.
So, this first letter from the Inquisitor contains a lot of information, densely packed.
Discussion of Morrigan here alone could be another post, but suffice it to say that this tells us that in the last ten years she has succeeded Flemeth as a guardian advisor of the South, inheriting in spirit (heh) if not in name (yet) the mantle of Ashar'bellanar.
The key part here is that she was very firm with the Inquisitor, more so than Scout Harding is being and Varric had been, that Rook is someone to watch and rely on at this time in history. With her personal context of being a hero of the Fifth Blight, that makes Rook contextually a peer to the hero of Ferelden in her eyes. Which might seem unlikely - but we need to remember that Morrigan was there from the very beginning, when the HoF had no idea what they were doing, and in most worldstates she witnessed them unite the disparate groups of Thedas, including those among the margins, into a powerful (if mostly transitory) alliance to combat and ultimately defeat the Blight.
Her endorsement is invoking all of that history.
Next up: it is established that when Solas began his ritual, the consequences were felt everywhere. We can operate on the assumption that at least some fade tears were ripped open, and that demons escaped and wreaked a wave of initial havoc.
This is backed up by a detail in a later letter, about demons having occupied Skyhold, and by the consequences we see in Minrathous, despite the ritual taking place in Arlathan.
On their escape, the gods immediately began to make their moves, and one of the first is Elgar'nan's overtures to the Venatori, which become consolidated into firm control very quickly due to his appeal as a mythic figurehead for them in their own goals, and the power he promises.
That they quickly become extensions of his will, their original cause nothing more than deluded lip-service, is part of the design, as I have gone into elsewhere previously but will likely do so again in more detail after a few more playthroughs.
When we hear that a splinter group of nobles have made common cause with the Venatori, we can intuit that they will be openly Imperialistic, likely a blend of old guard who still carry resentment around Ferelden's independence and up and coming warhawks. They will be those who resent the declining influence of Orlais on the international stage; who resent the gains that have been made over the years in improving the rights of the elves; and that they will be incredibly stubborn individuals who will insist that Orlais needs no allies and can stand on its own.
They will be those who cry for a return to the glorious past, and who are easily swayed by the promises of personal power to do so, because these are all the traits Elgar'nan selects for when gathering pawns - and they are traits that we have seen on display in many Orlesian's across both the games and the extended media. That's not a unique to Orlais situation, it's a cultural marker of a sunsetting Empire.
No matter who is the sitting Emperor of Orlais from the options we have been able to influence in the past titles, these people would still exist. They would be those who are laughed at and dismissed as toothless relics and hotblooded upstarts in Celene's court, and the hawks that consider Gaspard to be weak and lacking in ambition, while likely forming a core part of his supporter group.
They receive backing from the Venatori - and we know that the Venatori are embedded deeply in the upper strata of Tevinter society, that they have long ceased being a fringe group as they were initially presented in Inquisition - and the writing was on the wall even then that they had already made great strides in entrenching themselves in the halls of power.
So, to have Venatori backing is to have Tevinter backing, at a time when they are for the first time across the games free from needing to devote their military resources to combating the Qunari - and, however deeply reluctantly, are actively working with the Antaam, so we can operate with the belief they are providing logistical support that canonically the Antaam have lacked since they performed their military coup and launched their invasions. This read is backed up across this and the rest of the letters, with discussion of the dreadnaughts and the role they are playing.
We can subsequently operate with the assumption that the Orlesian splinter faction is being provided money, logistical support, political influence (key, given the Game) and potentially tangible military backing.
They waste no time, and specifically target the Royal Guard and the border keeps of Ferelden.
What does this tell us?
It backs up who these people are, and what they want, and we can subsequently intuit the kind of populist right wing messaging they will be using. They launch attacks against the core forces of the current Emperor or Empress, signalling a rejection of the current status quo in doing so. The move against the border keeps is a promise to return to the golden era of expansionism, and one that also serves to harry and divide Ferelden's forces.
In the next sentence, we learn that an initial force of Antaam corsairs are harassing shipping out of Ostwick, and that location is very significant.
It, in conjunction with the coordinated attacks in Orlais, is the first move in cutting off core allied supply lines from the North to the South. We know from prior titles that the ocean proper is not navigable without disaster, and control of the Waking Sea is going to be very important in subsequent letters and how the tide (heh) shifts back and forth.
Immediately, the goal has been to attempt to cut off and isolate Ferelden from international support, replicating the conditions of the Fifth Blight. This, more than anything else at this point in the game, made me very scared of Elgar'nan. We know from the memories that he was a brilliant strategic mind, and that the Evanuris started out as generals.
Man wakes up, glances across the board, probably gets a tl;dr primer from his new associates and as someone familiar with the lines of hard and soft power quickly moves to shut down the biggest threat in the South: those fucking weirdos from Ferelden who keep kicking over the board. It's an excellent call.
Ghilan'nain is not idle either, with her control of both the Blight and the work she is doing with the Antaam. Massing the Darkspawn at Ostagar again is both an excellent strategic move - for the same reasons it was in Origins - and a highly effective terror tactic.
We can intuit that it's a terrible time to exist in Ferelden right now. You've just been reminded of the events of Inquisition and the last time the sky was split open, a wound which everyone has gotten used to seeing above them but healed, and now Orlais is harrying the border and the darkspawn are massing once again at the site of the major historical event that led to mass death and upheaval in the LAST Blight.
Every lever possible to invoke and then beat on generational trauma and create mass panic has been pulled at once. It will divide their forces, it will divide their political system - it's what Loghain was scared of in Origins, but this time it's actually happening for real.
But hey at least we have the Free Marches and Orzammar and the Grey Wardens! [I'm being handed a note, which I will open later.]
The rest of this letter is reassurance from the Inquisitor: all of this fucking sucks, but it's terrible things that the South has experienced before, and as it has in the past, so will it survive it again.
This single letter told me so much, immediately.
All of these situations that they put forth are ones that cannot be fixed by swapping people in and out of chairs in the high halls of power.
The vulnerabilities that Elgar'nan preys on are systemic, cultural issues, reflecting ancient wounds and vulnerabilities. The victories that we can potentially make across the games can breathe within this narrative space, but do not in themselves have enough power to override these core weak points.
Orlais is an Empire. Ferelden is geographically isolated and culturally scarred by the horrors of a brutal occupation by said Empire, by the events of the Fifth Blight, and the blows it received during the events of Inquisition. We know that getting the bannorn to agree on a course of action at the best of times is like pulling teeth, and they may as well have dropped a thousand live bee grenades into an active debate.
It's a brilliant opening move, and it isn't one that invalidates what has come before, but one that preys on the active weak points that we have seen remain active across all of the games. We cannot expect solidarity from Orlais in Ferelden. Orlais cannot expect solidarity from Orlais, because their political culture is one of backbiting, plotting, and endless sabotage: this is a feature, not a bug, to them. It is one that ordinary Orlesians have paid for time and again, and one that will continue to have incredibly predictable and dire consequences.
I was thrilled by this letter, because it lit my brain on fire. I began to consider next moves, what I would expect from each faction involved based on historical context and precedent. As I will get into in later parts, this speculation was rewarded for me, and it's one of my favourite things about Veilguard.
You don't have to like it personally, but I am excited to talk about why I do, and how I feel it reflects the best of Dragon Age's political writing.
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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