On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File

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.

On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File
On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File
On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File

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.

On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File

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.

More Posts from Worlds-of-thedas and Others

10 months ago

there is literally no way that Alistair doesn’t carry snacks w him at all times like y'all would be walking around fighting darkspawn and the warden or someone is like “shit man I’m kinda hungry” and alistair’s like “hold on man I got u” and pulls a thing of Pringles out of nowhere

1 year ago

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

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

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

Location & Population

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

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

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

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

Relations

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

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

Culture

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

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

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

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

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

Magic

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

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

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

Lords of Fortune

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

-----

References

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

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

Dragon Age: The World of Thedas vol. 1

Dragon Age: The World of Thedas vol. 2

Dragon Age: Tevinter Nights

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1 year ago
Elf Girls 🥹🌿🌸

Elf girls 🥹🌿🌸

2 years ago
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1

Fereldan Commoners Pt 1

Pt 2 Here     DAO/DA2 Outfits 1, 2


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7 months ago

yall. in a few days we're getting new dragon age. new companions who will stick with us for years. new narratives to pull at our heartstrings and occupy our thoughts and drive us a little crazy. new banter to delight at, new jokes. new dialogue to pick apart for hidden meanings. new dialogue options that don't match the voiced lines. new locations to explore, new architecture to admire, new flora and fauna to study. new codices to collect. new spells to toy with, new builds to create. new npcs to meet. new outfits to gush over or criticize, to see in fanart over and over again until it's like meeting an old friend. old mysteries to finally solve, new mysteries to uncover and chew on for however many years. NEW LOREEEEEE

11 months ago

Languages of the Dragon Age

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. 

3 months ago

The world is in great peril, and you are the unlucky protagonist who must save it! Spin this wheel three times and get your Dragon Age party that you're stuck trying to save it with.

Feel free to reroll repeats. Most are companions, but there are also a few companion-adjacent possibilities. You can assume that you as the protagonist have a basic level of combat competency even if you don't in real life, so don't worry about yourself


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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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11 months ago

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.

4 months ago
Cultural Views And Interactions With Spirits Across Thedas

Cultural Views and Interactions with Spirits Across Thedas

The cultures of Thedas have vastly different relationships with spirits, shaped by history, faith, and tradition. While some societies embrace spirits as allies, teachers, or even deities, others regard them with suspicion, fear, or outright hostility. These views often reflect each culture's relationship with magic, the Fade, and the Chantry's teachings.

Broadly speaking:

Northern Thedas tends to demonstrate more openness and integration with spirits.

Central Thedas is likely influenced by both Northern and Southern Thedas, resulting in an amalgamation of cultural beliefs.

Southern Thedas is heavily influenced by Chantry doctrine, enforces stricter separation and suspicion. 

The significant exceptions, such as the Avvar tribes and the Dalish elves, whose unique spiritual beliefs set them apart.

Then, we have the Circle of Magi.

Northern Thedas

Cultural Views And Interactions With Spirits Across Thedas

Tevinter Imperium

Cultural View: In Tevinter, spirits are seen as tools, allies, and occasionally even advisors. Magic and spirits are deeply integrated into society, and the Chantry's warnings are largely...interpreted differently than southern Thedas in favor of practical application. Tevinter mages will often bind spirits and compel them into service.

Key Spirit Interaction Example: In DAI, Dorian speaks openly about spirits with respect, showcasing Tevinter's pragmatic—if morally gray—approach to spirit magic.

(source: Tevinter, Spirit)

Cultural Views And Interactions With Spirits Across Thedas

Rivain

Cultural View: The Rivaini people, heavily influenced by their Seers, view spirits as part of the natural and spiritual order. Spirits are seen as protectors, teachers, and sacred presences.

Interactions:

- Seers: Rivaini hedge witches, known as Seers, communicate directly with spirits. Southern Thedas believes that Seers often allowing themselves to be possessed willingly for the benefit of their communities. However, in the codex entry ‘Riviani Seers and Spirits,’ Taash notes that the Seers aren't possessed at all. The Seers simply open themselves up and share their body. - Spirit Amulets: Seers craft "Amulets of the Unbound," magical talismans that protect spirits from blood magic and binding rituals. - Spiritual Integration: Spirits are welcomed into villages and trusted to guide important decisions or provide aid in crises.

Key Spirit Interaction Example:  During Taash's personal quest, a Rivaini Seer allows a spirit to speak through her rather than fully sharing her body. The spirit, having spent considerable time around the Ancient Qunari, respected the Qun's beliefs about possession but still wished to offer its assistance.

(source: Rivain, Spirit)

Cultural Views And Interactions With Spirits Across Thedas

Antiva

Cultural View: The Fade Codex is theorizing that it appears that in Antiva, spirits are neither overtly worshipped nor deeply feared but are instead accepted as a natural part of the world. The Antivan people generally remain untroubled by the occasional presence of spirits.

While Chantry teachings are widely followed in Antiva, they seem less rigid compared to the stricter interpretations in the South—likely a result of Antiva's origins as a nation founded by pirates and mercenaries, who valued pragmatism and adaptability over dogma.

Key Spirit Interaction Example: The Treviso marketplace, there are spirit cats lounging around, which reflects Antiva's relaxed approach to spirits, to some degree.

(source: Antiva, Spirit)

Central Thedas

Cultural Views And Interactions With Spirits Across Thedas

Nevarra 

Cultural View: Nevarrans have one of the most unique relationships with spirits in Thedas, deeply intertwined with their cultural views on death and the Fade. Spirits are seen as natural caretakers of the dead and necessary intermediaries between the mortal world and the afterlife.

The Mourn Watch (an elite group of Mortalitasi) avoids using the term "demon." Instead, they refer to what most of Thedas would call a "demon" as a "maligned spirit."

Interactions:

- Mortalitasi Mages: These spiritual leaders interact directly with spirits, often guiding them in rituals surrounding death and the Fade. - Guardians of Tombs: Spirits are sometimes bound to tombs or structures, protecting the dead and ensuring the Fade remains undisturbed. - Rituals of Passing: Spirits play an essential role in guiding souls to their rest.

Key Spirit Interaction Example: In DATV, we see a number of different interactions in the Grand Necropolis regarding spirit interactions. Such as benign spirits being placed in skeletons to help with the upkeep of the building, Curio and Keepsake helping with the return on Manfred, etc.

(source: Nevarra, Spirit)

Southern Thedas

Ferelden and Orlais

Cultural View: Both Ferelden and Orlais follow strict Chantry teachings, viewing spirits with fear and suspicion.

Interactions:

- Spirit interaction is largely confined to the Circle of Magi and heavily monitored by Templars. - Any uncontrolled interaction with spirits is viewed as dangerous, with possession considered an abomination.

Beyond the Chantry's Reach: The Avvar and Dalish Spirit Traditions

Cultural Views And Interactions With Spirits Across Thedas

Avvar

Cultural View: The Avvar revere spirits as "gods," integrating them into their culture, mythology, and daily lives. Spirits are not merely distant entities but active participants in Avvar society, deeply interwoven with their survival, rituals, and spiritual guidance. Unlike the Chantry's fear of spirits, the Avvar see them as powerful allies deserving respect and proper rituals to maintain harmony.

Neither the Chantry nor its Templars are welcome in the Frostbacks, as Avvar rituals often involve spirits speaking through their casters—practices the Chantry would deem heretical. However, the Avvar are deeply aware of the dangers of spirit interactions and have developed rituals to safeguard against corruption and possession.

Interactions:

Augurs – Spiritual Leaders: 

The Augur, chosen from the hold’s mages, serves as a mediator between spirits and the hold, interpreting omens, guiding rituals, and advising the Thane. They appease spirit gods through ceremonies to protect the hold and drive away malevolent spirits. Augurs allow apprentices to host spirits temporarily, teaching mages patience and control over their magic. If an apprentice fails to release the spirit through ritual or risks corruption, they are quietly executed to prevent harm.

Spirit Bonds:

Spirits actively participate in Avvar life, guiding warriors, aiding mages, and protecting the hold from harm. These bonds are built on respect and reciprocity, with spirits offering blessings, wisdom, and strength in return for proper reverence.

Combat and Spirits:

During ritual combat, spirits are drawn to Avvar warriors, enhancing their reflexes, strength, or endurance. This bond resembles the connection seen in Spirit Warriors, with warriors embracing spirits as sacred allies in their battles.

Ritual Safeguards:

The Avvar use structured rituals to ensure spirits do not linger in mortal hosts or become corrupted. These traditions, developed long before the Circle of Magi, reflect a deep understanding of spirit behavior and the Fade.

Spiritual Duties:

Augurs also prepare the dead for the Lady of the Sky, interpret omens from nature, and preserve the old songs and lore of their people.

Key Spirit Interaction Example: In DAI, Avvar shamans openly invite spirits to aid their people, fostering deep trust and cooperation. Warriors receive spiritual blessings during combat, and mages learn magic through spirit guidance, reflecting the Avvar's balanced and structured approach to spirit interaction.

(Source: Avvar, Spirit)

Cultural Views And Interactions With Spirits Across Thedas

Dalish Elves

Cultural View: The Dalish hold a deeply cautious view of spirits. While they do not inherently view demons as evil, they see all spirits as wild and dangerous, comparable to untamed animals.

Interactions:

- Dalish mages are expressly forbidden from using spirit magic, as spirits are considered unpredictable and inherently risky. - Felassan's Insight: The Dalish believe demons are not evil but are dangerous if treated carelessly. - Merrill's Perspective: In DA2 Merrill reveals that the Dalish believe "there's no such thing as a good spirit."

Key Spirit Interaction Example: Merrill's attempts to interact with spirits and her controversial use of blood magic highlight the tension between Dalish caution and the pursuit of knowledge.

(source: Dalish, Spirit)

The Circle of Magi: Doctrine, Control, and Spirit Interaction

Spirit Healers

Cultural View: Within the Circle of Magi, Spirit Healers represent a unique and often controversial branch of magical study. These mages form bonds with benevolent spirits—typically those embodying fortitude, compassion, hope, or faith—to channel restorative magic that far exceeds the capabilities of traditional healing spells.

While the Chantry acknowledges the value of Spirit Healers, particularly in times of war or crisis, the Templars remain deeply suspicious of their practices. Spirit Healers walk a precarious line in the eyes of the Circle, seen as both invaluable assets and potential risks, as their reliance on spirits is viewed as dangerously close to inviting possession.

Interactions with Spirits:

Benevolent Bonds: Spirit Healers summon and form connections with spirits of compassion, hope, or fortitude, persuading them to lend their power to heal wounds, restore vitality, and alleviate suffering.

Spirit as an Ally: The spirit does not typically cross the Veil fully but instead channels its power through the mage, acting as an ally rather than a master or servant.

Advanced Healing: While standard healing spells can mend physical injuries, Spirit Healers can cure grievous wounds, cleanse diseases, and even stabilize those on the brink of death with their spirit’s aid.

Role Within the Circle:

Desirable Yet Distrusted: Spirit Healers are highly valued for their unparalleled healing abilities, especially in times of war, plagues, or crises. However, their reliance on spirits causes them to be monitored closely by Templars for any signs of corruption or possession.

Rare Practice: Few mages pursue this path due to the intimate bond required with a spirit and the risks associated with such relationships.

Templar Suspicion: Templars remain wary, fearing that the line between collaboration and possession is dangerously thin for Spirit Healers

(source: Spirit)

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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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