Cultural Views And Interactions With Spirits Across Thedas

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)

More Posts from Worlds-of-thedas and Others

7 months ago

Types of Possessions in Dragon Age world

Monsterification:

The possession can involve strong emotions but doesn't have to (it depends on the case, as it's hard to assume rocks or dead bodies have emotions, but places within the game can have lingering echoes of strong emotions that make such possessions more likely to occur within such area - spirits will just possess whatever).

It's unclear if such possession needs consent to occur.

The possession can be forced by a third party.

The person that gets possessed gets horrifically transformed.

The transformation can't be reveresed after it happens.

The person is driven mad by the transformation.

The possession can be prevented by Litany of Andralla.

Example: Slavren (DAO), Witherfang (DAO), Olivia (DA2)

There are other types of this type of possession that include objects, animals, plants or even corpses. It includes creatures such as: Sylwans (possession of a tree), Arcane Horror (possession of a mage's corpse), Rock Wraith (possession of a rock), Reverant, Skeleton (possession of a corpse), werewolf (possession of a wolf) and more similar cases.

Puppet:

Person that gets possessed is trapped in the Fade.

Demon takes over the body and wrecks havoc all around, but isn't physically present inside the body of the host (?).

There is no transformation of the body.

The person can be saved by killing the demon in the Fade.

Needs established consent (with demon it will be a deal).

Examples: Uldred (DAO), Connor (DAO)

Teacher:

Person that gets possessed is a living willing host.

It's the opposite of the Puppet - person and the spirit coexist in a type of symbiosis, while the person is taught by the spirit.

There is no visible transformation of the body.

Person and a spirit can be separated via special rituals.

Example: Sigrid Gulsdotten (DAI: Jaws of Hakkon)

Impersonator:

The possessed person is already dead.

Spirit / demon is convinced they're the dead person or posses all the memories of the dead person as if they were them. (Demon may refer to the host as "food" separating itself from the host, while spirit will be confused by the memories of the body).

There is no visible transformation of the body, in fact the body is to some extent preserved thanks to the possession. (In case of a demon there is a second voice hearable when the person speaks).

Example: Sophia Dryden (DAO: Soldier's Peak), Kristoff? (DAO:A)

Revival:

The possessed person is already dead.

The spirit enters the body of the dead person and revives them. It's unclear if the spirit simply ties the soul of the dead person back to their body or assumes the role of said person. (It's quite possible that the spirit could think they're the person that already died or that the soul of the dead person turned into the spirit).

No visible transformation of the body, voice or personality.

No emotional outbursts.

Example: Wynne (DAO)

Merging:

The possessed person is a living willing host.

The spirit and the person merge into one being.

It's not possible to separate them as they're already one.

No visible transformation of the body. (Possible visible veins of the Fade light and change of the voice when the spirit is fronting).

Possible emotional outbursts. (Due to taint corruption?)

Possibly person and the spirit loose sense of selves with time to become a fully integrated single personality.

Needs established consent (with demon it will be a deal).

Example: Anders (DA2), Flemeth (DAO, DA2, DAI)

Note: i wanted to add Cole here, but when I was writing down the criteria I noticed for possession I realized that Cole is a spirit that impersonates the dead person, not a spirit that took over his body. (Correct me if I'm wrong here, because I'm pretty sure he was seen as a free roaming spirit that just looked like a human - like the spirits of the old that could just randomly take on the mortal looking body).

11 months ago
DA Cinematic Designer Derek: "I Can Confidently Say Myself That When I Messed Around With The Character

DA Cinematic Designer Derek: "I can confidently say myself that when I messed around with the character creator, it was absolutely one of the best I’ve EVER played with. And that was in its earlier stages." [source]

7 months ago

I miss my Awakenings crew. How are they? Are they eating well? Has the Calling started for any of them? Is Oghren's kiddo all grown-up? Is Nathaniel still broody and gumpy? Is Sigrun still taking care of the potted plant you can gift her? Is Velanna writing in her journal? Are any of them missing Anders or even Justice? What about Varel? Is he still around? Are any of them travelling with my Warden to cure the Calling? I want to know, Bioware.

1 year ago

Ferelden and the Sea

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?

10 months ago

Rhythm and Breath in Dragon Age: Inquisition

Inquisition plays around with a couple recurring rhythms:

iambic pentameter (dagger skill tree, Maryden)

trochaic tetrameter (Saga of Tyrdda Bright-Axe)

the cadence from the song Hallelujah (Solas)

Many folks have already written technical comparisons of these different rhythms, but I specifically wanted to talk about how they handle breath.

Without even paying attention to the word content of these rhythms, the breath patterns help set the mood. Are my breaths regularly spaced? Am I gulping for air? Am I breathing slowly and calmly?

As we go through the different rhythms, try reading them aloud to see where your breath lands.

Iambic Pentameter

Iambic pentameter is a five (penta-) foot meter, where each foot is an iamb. An iamb is a two-syllable “da-DUM” sound, an unstressed syllable followed by a stressed syllable. So each line has 10 syllables total.

Here’s an example from the dagger skill tree, with the feet color-coded:

You leap through shadows to attack your foe

With deadly strikes that hit them from behind.

Before your target turns to face your blow,

You move to stealth, impossible to find.

If we read this aloud, we find that 10 syllables is a lot! There are very few mid-line commas, so we naturally want to breathe between lines. But each of those breaths needs to last for ten syllables. If we don’t want to pass out, we’re reading the lines a bit faster than we normally would.

The iambs add even more forward momentum. Since we need to save more breath for the second syllable in each pair, we hurry slightly faster over the unstressed syllables.

Because we keep repeating that same syllable count and stress pattern, the overall effect is one of speed and precision. This is a rogue rapidly making blow after blow after blow with their daggers, hitting every single time. This is Maryden rattling off each sentence with perfect poise and musical training. There’s no time here for thinking; no room for mistakes. The next line is going to be ten syllables too. And the next. And the next.

Trochaic Tetrameter

By contrast, the Saga of Tyrdda Bright-Axe only has 4 (tetra-) trochees (DUM-da) per line. On every other line, the final unstressed syllable is dropped (catalexis).

That’s a lot of jargon, let’s color code the feet:

Tell the tale of Tyrdda Bright-Axe

mountain maker, spirit’s bride:

Free, her people, forged in fastness

made in mountains, hardy hide.

This is a classic meter, often found in nursery rhymes and folk songs. Because there’s only 8 syllables per line (plus lots of mid-line commas), we can read each line at a casual pace, without speeding up. The catalexis adds extra emphasis to the rhyming lines, since we get to the last (7th) syllable with more breath to spend. And even within each foot, we don’t have to manage our breath as much, because the stressed syllable comes first.

This creates a comfortable rhythm that lends itself to memorization and recitation. We can easily imagine this saga being passed down beside a campfire.

Hallelujah

Since the Hallelujah cadence comes from music rather than poetry, it has an additional kind of stress, the mid-measure secondary stress.*

We don’t exactly have feet, but we can color code each measure:

I lay in dark and dreaming sleep

while countless wars and ages passed.

I woke still weak a year before I joined you.

For the first two lines, each measure is 4 syllables long, so we get 8 syllables in each line, similar to the Tyrdda poem. If we read it aloud, it’s easy to do it slowly and thoughtfully. The secondary, quieter stresses also create an echoing effect, which emphasizes that Solas is thinking about the past.

Then the last line goes absolutely bananas. It abandons the unstressed-stressed repetition and gets much longer, flying up to 11 syllables — even longer than the 10-syllable lines in iambic pentameter.

Additionally, Solas tends to glue the first two lines together, which is SIXTEEN syllables, so they sound closer to an octameter** than the tetrameter(ish) sound of the original song.

The overall effect is of someone trying to be measured and thoughtful, but partway through he gets hit with nostalgia and the lines spill out in a long breathless rush. Bro has to speak quietly so he doesn’t totally run out of air.

*Music theory sidebar: Leonard Cohen’s original version is in 12/8 time, so the secondary stress isn’t as prominent. It shows up in one or two verses, but not all. A lot of the subsequent covers, including k.d. lang’s, sound more like 6/8. That means every measure has a 2-beat count: 1-2-3 4-5-6. I think the 6/8 version fits Solas’ speech pattern a bit more. But he’s not singing, and secondary stresses are harder to place. Syllables don’t have to align 1:1 with melody notes (in fact, in Hallelujah there are several places where the syllable alignment changes from verse to verse). So someone else could easily hear a slightly different stress pattern.

**This implies a cursed version of Solas where the last line is omitted and he’s actually syncing his speech to Modern Major-General.

1 year ago

Demands of the Qun, or How the Inquisitor's Choice Answers the Iron Bull's Most Important Question

I was having a chat about the Iron Bull and his personal quest with some friends and one person said in response to something I said that I should make it a Post, so here it is! And a usual disclaimer: this is not about which in-game decision is "correct"--it's an RPG, there's no wrong way to play the game. I just want to talk about the meaning of this decision for Bull's character and for his future.

Dragon Age: Inquisition’s “Demands of the Qun” is, for me, one of those quests where the RPG format of “player character makes major decision for companion character” really works. I do not see this as an example of game mechanics taking away agency from an NPC. I think Bull has agency in this situation.

The Chargers are not Inquisition soldiers. They are mercenaries, and Bull is their commander. If the Inquisitor makes a call he doesn't like, he is free to say "Screw you" and take his people and leave, because they are not soldiers, they're independent contractors, so leaving isn't desertion, it's just quitting. If he were already certain he wanted to leave the Qun, he could simply call the retreat himself, take the Chargers and leave. Similarly if he were certain of his loyalties and willing to sacrifice the Chargers for that purpose, he could do that, regardless of what the Inquisitor says.

He lets the Inquisitor make this choice.

The Iron Bull has had one foot out the door of the Qun for a long time now. But he's gone back and gone back, submitted himself for re-education and done his best to keep serving the Qun, because he believes he needs the Qun. To him, becoming Tal-Vashoth means losing himself, his identity, his purpose, his very sanity, and as the Fade tells us in "Here Lies the Abyss," this is quite literally his greatest fear. Bull could never bring himself to leave the Qun with nowhere to go instead, nothing to give his life purpose and meaning—and no one to entrust himself to should he doubt his own sanity.

But in his work in the south, the Iron Bull has found community and identity and purpose outside the Qun. The very name he has given himself speaks to that, as does his close relationship to the Chargers.

Right from the beginning, there is tension in "Demands of the Qun." Bull remarks that he's gotten used to the Qunari being "over there" during his life in the south. I think Bull has a very potent anxiety when he meets Gatt again on the Storm Coast, and introduces him to the Inquisitor and their party. To me, it very much has the vibes of introducing two friend groups, where you're not only pretty sure they won't get along, but you're also very aware that they know very different sides of you—and neither of them are going to like seeing the other side. Bull's discomfort is visible both when Gatt speaks freely about Bull's work in the Ben-Hassrath, and when the Inquisitor's other companions make disparaging remarks about the Qun. His two worlds have collided, calling into conflict two sides of his sense of self that he has thus far managed to avoid confronting.

And this is likely part of the point. The Qun does not truly respect alliances with any outside the Qun. I wouldn't say for sure that the Qunari set up this whole situation just to test Bull—it's possible they knew exactly how many Venatori would show up, but they couldn't have known precisely how the Inquisition would respond. That, and their desire to root out the Venatori is no doubt sincere. But I do think they are watching Bull's actions very closely throughout this proposed alliance, gauging his loyalty. Gatt tells him outright that many already believe he has betrayed the Qun.

Bull's internal conflict quickly becomes an external one when the Venatori reinforcements show up, and Bull is faced with the decision of whether to withdraw the Chargers or defend the dreadnought at the cost of their lives.

The thing is, Bull is not neutral on this. He tells the Inquisitor what he wants. He wants to save the Chargers. If the Inquisitor says that the Chargers still have time to retreat, Bull agrees. When Gatt tells him they need to hold position, he says in a low, intense tone, "They're my men."

And then, when Gatt tells him in no uncertain terms that calling the retreat will make him Tal-Vashoth, the Iron Bull looks to the Inquisitor.

Again, he is not neutral. He knows what he wants. He is standing there basically begging the Inquisitor with his eyes to save his boys.

So why doesn't he just make the call himself?

Because just as this whole situation is in part a test of Bull's loyalty, this is also a test of the Inquisitor.

What Bull needs to leave the Qun is not simply for someone else to make the choice for him, but to believe that there is a future for him outside the Qun. That he will still be himself, that he will have purpose, and meaning, and that someone else is worth trusting. Bull cannot bring himself to leave the Qun if it means he will be left utterly alone with nothing but his own mind and his deepest fears. And if that's what leaving the Qun means… then in his mind, it would be better to stay.

The Inquisitor's choice will answer that question.

To sacrifice the Chargers leaves Bull with nothing outside of the Qun. He has just watched his closest friends die, and he cannot trust the Inquisitor. With Krem and Rocky and Skinner and Stitches and Dalish and Grim, the new sense of self that the Iron Bull has found in the south also dies.

Of course he turns back to the Qun. He has nothing else left.

But if it's the Inquisitor who makes the call to save the Chargers… Bull can leave. He has friends who care about him. He has purpose. He has someone whose command he can trust. He has hope. None of this makes the choice easy for him. It is quite clearly very painful and difficult, and I don't think there's any way it could be otherwise. But he has a way forward nonetheless. The choice makes leaving possible.

The Inquisitor doesn't force the Iron Bull to become Tal-Vashoth. Instead, Bull implicitly asks a question, and the Inquisitor by their choice gives him an answer.

1 year ago
Elf Girls 🥹🌿🌸

Elf girls 🥹🌿🌸

1 year ago

The thing that gets me about Varric in The Missing and the new gameplay, is that this has happened to him before.

He already had a friend who tore down his world - even if on a much smaller scale. He had a friend who was a mage, who had suffered and experienced injustice, and who used that as fuel to do something awful that might achieve his aims but would kill a lot of people, would tear about Varric's chosen family and...and he couldn't stop him. He didn't really try.

Varric in Inquisition is bitter - horribily bitter - about Anders. About what happened in Kirkwall. From da2 in his ambient dialogue we see that he knew something was wrong. He even says he thinks Anders will get himself killed if he keeps doing what he's doing. He's rightfully suspicious of him in the third act. But ultimately, he does nothing. Even when Anders is waiting there, possibly about to die, he refuses to commit to an opinion, to a side. And then in Inquisition he blames Anders bitterly. He's angry at him. But he also blames himself, it's all tangled up in the deep roads, in bartrand and red lyrium and the fact that he was the one who brought all these individuals together.

So skip forward to now. To Veilguard. To Solas trying to tear down the veil. And I honestly think Varric is seeing them both. He looks at Solas and he sees his friend Chuckles, and he sees his friend Blondie and he already failed one of them when they were in this situation. He stood by even and let Anders die! He didn't try and stop him, he saw the signs and did nothing. And this time he will not let that happen. This time he will not lose his friend. He will not stand by and watch him die, and he will not stand by and watch him destory the world.

The whole Solas thing is just a larger expansion of what happened in Kirkwall to Varric, except this time it's happening everywhere and the stakes are much higher. Which makes it even more tragic that all he wants to do is talk him down, give him another option, get his friend back. I just...fhjudbhajfdhfhareli

2 years ago

Today is 11/11 which marks 101 years of Poland regaining independence and I thought it is a perfect time to publish a post that I’ve been working on for a while. 

Ferelden from Polish Perspective aka Why We Can Relate to Dog Lords So Much. 

This is a sort of compilation of my own thoughts I had while playing the games and various talks with my Polish friends. It is not supposed to force any ideas or teach others how to interpret the game. I just thought it could be entertaining for anyone interested in history and culture. I was trying not to elaborate too much on the subject here but it still ended up being A Very Long Post TM. To make this post a little neater to read, I divided this post into 4 sections:

1. History

2. Fashion and Food

3. Politics

4. Relationships with Other Countries

I will be very happy if you find a minute or two to read some of my points. If you have any additional questions or comments feel free to leave me a message :)

And once again - enormous thanks to @aeducanka​ for proofreading. I would be a poor mess without you. 

Keep reading


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10 months ago

Dalish Political Opinions:

I've been working on worldbuilding regarding Dalish culture and beliefs, as a framework for writing stories more focused on Dalish characters and clans. This is a rough draft of what different clans might believe and practice, and how those attitudes could differ.

The Future Homeland:

Building a Neo-Arlathan: The great city should rise again, as the jewel of the Dalish culture. We'll benefit most from having a single, large city with strong defenses and room for the clans to overwinter.

Reclaiming the Dales: The Dales should be ours. We should have a wide range of settlements from tiny homesteads to a capital city, dispersed and defended so that we can never loss everything in a single siege.

Founding a Third Kingdom: We need to find a new place to live and build a kingdom, bringing the best of Arlathan and the Dales to a fresh slate.

Nomadic Life: the Dalish are best served by continuing to be nomads, with only semi-permanent encampments and small settlements. We are best served by finding better ways to bring wealth with us and defend ourselves while on the move, not putting a target on our backs by having a fixed location.

Religion: 

Literalists: These are the stories we have, which we believe are the truth of what happened. The moral and social rules they lay out should be followed as strictly as possible

Reconstructionists: Our myths may be missing information or misconstrued. What matters is that we act in good faith, keeping to the core tenets, and continue searching for more evidence of our past. The details of the rules are less important than the intent.

Functionalist: it doesn't matter if our myths are true or not. What matters is the fact that they're ours, and they show us what it means to be Dalish. Rules can be discarded entirely if they no longer work for a clan.

Diplomacy:

Non-Dalish Elves:

Isolation: we should have nothing to do with anyone outside the Dalish Clans. In an ideal world, we would have a country all our own that no one outside of the clans even knew existed. The elves of the cities are not our concern.

Expansion: we should actively be bringing non-dalish elves into the clans. In an ideal world, all elves would be Dalish.

Collaboration: We should develop positive relationships with elves outside the clans, without recruiting. In an ideal world, the Dalish would be independent but have friends, business partners, lovers, and allies who were of many faiths.

Dwarves:

Alliance: The dwarves' religious beliefs are perfectly compatible with Dalish beliefs, and both groups specialize in areas the other lacks. We're natural allies, and should seek to strengthen ties.

Non-Interference: The dwarves are not our problem, and there is nothing they can offer us that would make it worth getting involved in their politics or the mess of the darkspawn in the deep roads.

Hostility: The dwarves have never helped us, they've never acted even when it would cost them very little. They have no magic. They're not like us, and they can't be trusted.

Humans:

Hostility: Fuck Orlais, fuck tevinter, and fuck everyone who allies with them. Shemlens can't be trusted.

Strategic Ties: Many, if not most, humans are awful, but individual ones can be trustworthy. Maintaining ties with the morally upright among them will keep us safer than a universal rejection.

Sympathy: We have a great deal in common with the poor and unwelcome of human society. What is done to them, and what they do in response, could make them valuable allies if we approached them in the correct way.

Qunari:

Most clans outside of the free marches don't have an opinion about the qunari. Clans within the free marches range from 'well they scared the shems' to 'and they scared us'. It's expected to be a major subject of debate at the next Arlathvhen

Magic:

Political beliefs about magic can generally be split into two attitudes: enthusiastically embracing it, or accepting it with reservations. (There are a few fringe clans who reject it entirely, and have non-mage keepers, firsts, and seconds, and a few more will allow non-mages as keepers, but they are very rare.)

Political opinions about magic map very neatly to geographic location - the closer a clan's territory is to Tevinter, the more suspicious that clan is of magic. It was the northernmost clans that took the precept of the three mage minimum and decided it would also be their maximum.

Northern clans, if they're sending extra mages away, will travel south to make sure the young mage isn't picked up by Tevinter. Not doing so can result in a clan's leadership being declared illegitimate at the Arlathvhen.

As a result, most non-Dalish are not aware of the variety of opinions regarding magic, and assume that all Dalish clans allow only three mages.

Dalish clans in Rivain, on the other end of the spectrum, pride themselves on having as many mages as possible, to the point that not having a mage available to be a clan's Second is a bad omen and sign of potential disaster. This has, in the past decade, lead to what the Daliah call 'Rivaini diplomacy' - the practice of Rivaini clans sending members to live with clans adjacent to Tevinter, for the chance to adopt any young mages the clans send away.


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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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