I’m replaying the Jaws of Hakkon dlc and it really has me mulling over the sheer loneliness of our Inquisitor’s situation.
The Hero of Ferelden gained their title and status after they had already bonded with their companions and stopped the blight. Hawke is known for their dysfunctional polycule/found family. Rook is in the same boat.
But the Inquisitor became a symbol before they even had a chance to really get to know anyone. Every other protagonist leads a group of companions, meanwhile the Inquisitor leads a political and military force. Sure, they still become close with some of their companions and advisors, but everyone constantly reminds them of their status as a holy symbol and how intimidating and unapproachable it makes them.
You can literally tell Varric, Mr. Friends-With-Everyone, “I don’t need a disciple, I need a friend” and he’ll reply “If you knew how intimidating you are, you wouldn’t make it sound so simple”. Imagine how isolating it must be to keep hearing that.
by myself and @vitosscaletta
ESSENTIALS
What is their name, and how old are they? Does their name or birthday hold any significance?
What class do they belong to? How did they initially train and learn their skills?
What race do they belong to? What are their opinions on the other races of Thedas?
What is their moral alignment?
What do they specialize in within their class?
Do they have a preferred weapon they always use?
How do they dress in their downtime, while fighting, in formal settings, etc.?
Do they have any notable scars, markings, tattoos, etc.?
LIFE
What region in Thedas were they born in? What was their hometown (and their home itself) like?
What social class were they born into? How did it affect their upbringing?
How many languages do they speak? Do they have any sort of accent?
Describe their family. Who were they close to? Were there any particular childhood friends?
What religion were they born into? Do they still follow it?
Which aspects of the culture they were born into holds the most significance for them?
Did they ever work a normal, everyday job?
What sort of education did they receive?
What do they do with their free time? Do they have any vices?
Have they ever been seriously injured? What was the outcome?
Do they prefer being stealthy or charging head-on?
How efficient are they with things like crafting potions or repairing their own armor?
PARTY
Who does their preferred party consist of?
Which companions (or advisors) are they closest friends with? Who do they respect?
Which companions (or advisors) do they like to spend time with when they’re not travelling?
Are there any companions (or advisors) they don’t get along with? Have any of them ever left the party?
Did they do companion quests? What were the outcomes of those?
Do they have a love interest? How did their relationship start?
How did their relationship progress? If they’re a canon romance option, is their story different from the way the game presents it?
CODEX
How do they feel about Mages and magic, including things like abominations?
How do they feel about Templars and the Circle?
How do they feel about the Grey Wardens?
How do they feel about the Fade, spirits, and demons?
How do they feel about darkspawn?
How do they feel about dragons?
How do they feel about religions that are not their own, like the Chantry or the Qun?
How do they feel about the Deep Roads?
What places in Thedas have they been to? What do they think about places other than their homeland?
Are there any animals they have a particular love or hatred for?
Do they have any interest in folk tales or folk songs?
Keep reading
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.
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 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 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)
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)
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.
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.
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 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)
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.
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.
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)
𝐀𝐍𝐃 𝐈❜𝐌 𝐍𝐎𝐓 𝐇𝐄𝐑𝐄 unless I'm here by your side. | ♬ ❝ I'm Not A Saint ❞ by Billy Raffoul.
Create an elf from the world of Thedas using this image maker!
I'm still willing to add features like more hairstyles and outfits per suggestion, but for now I'm considering this complete enough to release! I hope you have fun with it. 😊
On the pitfalls of relying on myth and historic, faded strength during an international emergency.
Part 2 of a series of posts talking about the letters my first character received from the Inquisitor during the events of Veilguard, and why I am very excited about them and personally really enjoy what they have to say about the political and strategic situations in the South.
I am going to strongly recommend that you read part 1 first, especially if you find this post in isolation! I go into a lot of context there that sets the stage for this one.
However long this series winds up being, in the final post I will wrap up how I feel the letters tie into the overarching themes of both this game and the series as a whole, and my feelings as a narrative designer on how Bioware used these letters to thread an impossibly small needle. If I make any lore mistakes, my apologies! But I'm mainly going to be talking about strategy and political ramifications here.
So!
The first letter, with a load bearing middle paragraph, told us a lot about the starting position of the South, in particular, of Ferelden and Orlais, during the events of Veilguard.
In that paragraph, it evoked a LOT of history. Both in-world historical events prior to the games, and of our actions within each title.
The second letter, received after the fall of Weisshaupt, is even more densely packed than the first. I'll be presenting it in chunks and going through it bit by bit as a result.
From the title of this letter, it sets the tone. The fall of Weisshaupt, capitalized as The Fall of Weisshaupt, reflecting that this is an event of immediate major consequence in the now and historic record.
Weisshaupt, as a fortress that was constructed in the First Blight, and that has never fallen in all that time, is a location shrouded in legend.
Before we can go through this letter, we need to consider the circumstances in which it was built, and why.
To do that, we need to consider the first Grey Wardens. Per the codex entry from Origins of, The Grey Wardens, the original Wardens were former soldiers of the Tevinter Imperium. Their lived experience had been nothing but endless war and Blight, and they met in the newly constructed Weisshaupt fortress to discuss their options. Per World of Thedas, p. 156, Weisshaupt was built in an area strategically close to Tevinter, but not hit as hard by the Blight.
In a time when the Blight had been an omnipresent reality for 90 years, that's a very significant starting position for a new order to have. They renounced their nationality and political ties.
Weisshaupt becomes their base of operations, and while it is a considerably larger fortress, we can consider it analogous to Skyhold in Inquisition in several ways - both in Inquisition itself and in Veilguard.
Per the codex entry gained in Origins, The First Blight: Chapter 4, one of the first if not THE first major victory the Grey Wardens won was at the city of Nordbotten, circled in the screenshot above.
Reports of each Warden taking down 10-20 Darkspawn at a time - a number that seems almost ludicrously low compared to the expectations on them in current Thedas.
But the first Blight, while very long, also saw the Darkspawn divided heavily between their surface and underground activity. There were less of them overall, and they had to cut their way through the Dwarves in order to establish their underground hives that would allow them to become an exponentially multiplying threat.
Over the next hundred years, the first Wardens fought to establish themselves. They made treaties, they established conscription and did not discriminate by race or class or background. In many ways, their actions mirror those the Dwarves took in creating the first Golems, but that's a subject for a different post, maybe.
All of this builds up to saying:
Weisshaupt was critical as a strategic location when it was first used as a base of operations. That victory cemented it as the ancestral headquarters of the Grey Wardens in all the time that follows, but as time marched on it became less and less strategically relevant to subsequent Blights.
Its main value became symbolic - the last refuge, the place to make a last stand. Weisshaupt has never fallen, and while it remains standing, there is hope.
I am being handed a note. It's this note. We can talk about the rest of this note now.
With all that prior context established, we can look at the actions the First Warden takes here with a critical eye. Leaving aside the merit of some of the things he has to say to Rook in the game, when we consider the actual underlying positions that the First Warden holds, he is deeply conservative, and a hardline traditionalist. He is an old soldier, yes, but as has been seen by references to his actions in previous titles and in this one: he is largely a figurehead, caught up in politicking.
As a political figurehead, but one fully on board with the death-cult tendencies of the modern Wardens (obsession with past glory and future heroic, destined death; deeply secretive to its own organizational detriment; rife with paranoia), First Warden Glastrum is faced with a deeply unenviable burden: constant darkspawn activity and multiple Blights across what we can assume is his entire tenure in the position, since no reference I can find is made to his having been a newcomer to the role.
Already quite old, both by normal standards and ESPECIALLY Warden ones, the First Warden displays some irrational behaviours that made me suspect he was actively experiencing his Calling from our first meeting with him.
His fixation on due process struck me as a desperate attempt to seek control in the face of that, and the actions that followed reinforced my feelings that this was a man who wants to cement his own legacy while he still can.
Calling the Wardens back to Weisshaupt is a strategic choice that does not make sense outside of that framework, and it is reinforced as what is probably going on by the Veilguard codex entry: Every Warden's Journey.
Viewed through this lens, and with him experiencing the Calling later confirmed if you reason with the First Warden, we can see that calling the Wardens back to Weisshaupt was less about meaningfully combatting the new Blight, and more about forcing a last stand.
We know that all the Wardens are having a bad time once Ghilan'nain takes control of the Blight. We know, per Dorian, that the First Warden signed off on the plan to raise a demon army in Inquisition, a plan which involved active collaboration with the Venatori. It is not the first time he has approved Glorious Last Stands.
The First Warden is a perfect target to subvert if you are Elgar'nan and Ghilan'nain, and the Grey Wardens are a potential obstruction to your plans to consolidate control over the entirety of Thedas.
He wants to do right. He wants to fulfill his duty. He wants to die with honor, and make his mark in a way he has not been able too across the rest of the games, trapped as he is in the role of a figurehead.
And so he calls the Wardens, en masse, back to Weisshaupt. And we all know how that goes.
He concentrates them all in one place, which at this time in history, is a strategically useful location, but not for what we see it used for. Not as a border fort with immediate access to the worst off areas in this new Blight.
Weisshaupt would have been the perfect place to house refugees, and to use as a counterpart to Skyhold in the South. An information and logistics center.
Baiting the First Warden into a suicidal last stand serves multiple strategic purposes:
It consolidates the bulk of the Grey Warden order in a single, isolated location.
It pisses off everyone who currently really needs Grey Warden support.
It denies those people and places Grey Warden support, which as we will go over in the letter has devastating consequences.
It denies the forces in the North a powerful base of operations, as just outlined.
A victory at Weisshaupt is a devastating blow to morale across all of Thedas. It's fall robs everyone of the comforting myth that no matter what happens, they can always fall back to Weisshaupt and know that they will be safe. It sends a message: nowhere is outside of our reach, and there is nobody who can protect you.
We see how this unfolds in the next lines of the letter. The Grey Wardens withdraw, and it results in immediate losses of ground, particularly for Orzammar. It is a betrayal of one of the oldest alliances that the Wardens have, and one that will stoke the isolationist tendencies of Orzammar's ruling class.
If they are abandoned, once again, why should they show up for anyone else? And, indeed, I did not hear of them again until the final letter.
Orzammar has been dying a slow death across all of the games. The humans - and then the Qunari, in the events of Trespasser - have been trying to circumvent reliance on the Dwarves for access to the lyrium trade across all of the games and in the historical record.
There is a horrifying mirroring of the true history of the Dwarven people we learn about in the Descent DLC and the things we learn in Veilguard that we can see in these efforts.
And no matter who we made King, Orzammar has up until now refused to adapt and make the systemic change needed to reverse this slide into obliteration: the abolishment of the caste system. I want to go into the differences between Orzammar's approach and that of Kal-Sharok, but that will have to be a different post I think. Suffice it to say, based on everything we have seen of that city in prior titles, I expected exactly this result. Now Orzammar will have to contend with the same set of circumstances that Kal-Sharok was once forced into:
The unaddressed systemic cultural issues and generational trauma of the Dwarves of Orazmmar led to them becoming increasingly isolationist and reliant on the lyrium trade in order to tend to their daily needs. And without Grey Warden allies, and with their supply lines also affected by the same issues hitting Ferelden, their options dwindle sharply.
And a thousand or so Wardens die at Weisshaupt.
That is a devastating loss. We see what even a pair of Grey Wardens can do multiple times across the series.
With the loss of the Wardens and Weisshaupt both, Ghilan'nain and Elgar'nan can launch the next stage of their offensives. Remembering that aside from being known as the mother of the halla, Ghil is the elven goddess of guides and navigation. We can subsequently intuit that she probably has a very firm understanding of how long it takes to get places, and she has control of the Blight and the Darkspawn - which means she now controls the Deep Roads near entirely unopposed. She's got the subway.
Coordinating an eruption of Darkspawn at historic sites terrorizes Thedas with what the Dwarves already knew: the Darkspawn are everywhere, in seething hordes, and surfacers will reckon with those numbers when Orzammar no longer holds them back.
So!
Per the last letter, the border with Orlais is being harried. The Darkspawn horde at Ostagar appears to have made directly for Denerim - another strong strategic move. Take out the capital, and theoretically you undermine the ability of the nation to organize and field meaningful resistance. Except, here, the less centralized structure of Ferelden society does it a firm favour. As we have seen in prior games, Denerim is not the only key location to locking Ferelden down. Redcliffe is also critical. I'm being handed another note, but that's a problem for future me and for future Ferelden.
The situation in the capital is grim, yes, but not currently totally lost. We have seen how stubborn and determined the people of Denerim are in the face of adversity in Origins firsthand.
Next up is the one part of this that I did not see coming after receiving the first letter - though I should have! I overlooked the implications of the Jaws of Hakkon dlc, having only viewed it through for the first time shortly before Veilguard's release.
When the political process is failing, when the establishments are tearing themselves apart, when civilians lives are on the line and there is an existential threat to everyone: the sorely neglected and othered often step up to provide the most critical support. So it is here, with the Chasind and the Avvar.
Relegated to the margins across all of the games, treated mostly by our viewpoint characters and those we interact with as backward and provincial at best, both the Chasind and the Avvar are substantial and mostly unrepresented groups in the franchise. They also occupy the most outwardly 'hostile' terrain in Ferelden, and know it like the back of their hands.
I got so, so excited when this popped up. The implications of this alliance were the most stirring thing to give me hope for the South. With access to the travel routes and supply lines, as well as remote and well protected territories, the potential to slip civilians out from the noose that Elgar'nan and Ghilan'nain are tightening around Ferelden shoots up.
Troops can be moved, and so long as the Blight is contained and harried at by those who at this point have a great deal of learned experience fighting Darkspawn, this alliance marks a potential turning point both in the immediate moment we receive the letter, and in the long-term arc of history that will go on far past the events of the game itself.
It's exciting to me, and I'm excited to also dig into the next letter! As with the last one, nobody else has to like what they've done here, but I think it's great, and I'm really excited to share more of why.
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?
can you talk about misinterpretations of wynne and zevran's dynamic??? i'm chewing on your analysis
i think it’s a very basic case of people simply taking what is said at face value, in a way that comes up a lot with your classic zevran misinterpretations and uhhh oversimplifications. zevran and wynne’s banters are full of his classic exaggerated flirtations. all of their banters hinge on this joke and they’re very funny. but i’m always mildly stunned when i see people taking that as... zevran actually literally just being horny AGSHSKKSKS
i don’t think people give zevran enough credit for how clever he is at dancing around the other companions. nobody ever really gets one up on him. i can think of one specific instance in banter where i do think something gets under his skin, which i think oghren of all people manages essentially by accident the one time he’s actually not really trying
anyway: wynne opens their first banter with “you must know that murder is wrong, i assume.” it’s very wynne; she makes a judgement and announces it as fact. zevran is slightly stunned by this and also how funny it is: “i’m sorry... are you speaking to me?” with this incredible disbelieving pause because, like, he’s the party assassin. but he’s also playing for time quickly on how to react to this out of nowhere. wynne then explains the simple narrative she’s constructed that joining the party is due to a crisis of conscience on zevran’s part about being an assassin. and zevran immediately jumps into exaggerated agreement, and once he gets a better idea, the first of his flirtations with her, until she gives up in exasperation. it’s an evasion tactic zevran is very, very good at and has been doing to you, the player, since his first appearance on screen. he wants to play on the characters he performs when they’re useful shields, whether it’s the victim or the flirt or what have you. but also always with that ironic air that he’s clearly doing a bit; there’s the charm of letting you in on a private joke, but also he needs everything to be a faintly ridiculous game to him, so he doesn’t have to be affected
zevran keeps this joke up for the full extent of his banters with wynne through the whole game, because he finds it wildly entertaining, of course, and because he has no interest in ever inviting the conversation she wants. he so badly doesn’t want to deal with her asking this that he decides to run this bit into the GROUND, and starts doing it pre-emptively to ward her off even after she stops trying to instigate the conversation. bc wynne may be a good way off the mark, and, ironically for someone wanting zevran to take this seriously, not able to imagine that his life and feelings may be more complex than assumed (absolutely classic spirit behaviour once again), but she is needling at his reasons for leaving the crows, which is the last thing wants to be honest with anyone about
making the assumption that zevran is flirting with wynne out of genuine interest is, to me, the same mistake as thinking zevran when you first meet the warden is flirting out of genuine interest. this is how he knows to stay alive. if he let his guard down, he’d be dead; if he wasn’t charming, he’d be dead; and if he ever stopped to dwell instead of being the “eternal optimist”, always instinctually grasping at one more chance to live another day, he’d be very, very dead. he’s not going to casually discuss vulnerabilities for someone else’s peace of mind and he definitely doesn’t have the kind of insecurity to need to explain himself to people who don’t know him or what they’re talking about. so, rogue evasion abilities activate! it’s time for him to dodge! which is what he spends the entire series of banters doing. but also he’s just still finding it funny throughout. she just gives him so much ammunition. it’s like taking candy from a baby. zevran loves an old and terrible joke repeated for several months solid, they age like wine to him
i also think wynne’s comments are a light jab at how zevran does get read by players. he’s not ashamed of being an assassin. there’s this great line in one of his dialogues with the warden that asks why he shouldn’t continue to do what he’s good at when so few have come by his skills “honestly”, as he believes he has. there’s a tendency to characterise him and characters like him as, ah, the guilt-ridden victim in need of a pure-hearted saviour to show him the light, etc etc, but that’s never been who he is. there’s no ending where he suddenly quits being an assassin lmao
love how in dragon age you sometimes click on a random rock and it tells about some fucked up group of weirdos that lived 5 centuries ago who faced the horrors of the world and died.
The purpose of this collection of statues is to show the Andrastian style depending on the region, the details in it, and how this may or may not influence other statues we saw in game. I also attempt to recollect some interpretations of them, although most of them are mostly based on speculations.
The current post contains the following set of statues:
Ferelden Style: Pre-Divine Andraste, Chasind Andraste, Ferelden warrior protector Andraste, The Maker, The Dwarf [?], Rider Maferath [?], Masferath Repentant, Hanged Masferath, Other Statues.
Orlesian Style: Rustic Maferath, Hessarian, Andraste; The Orlesian Warrior Andraste, The Stylised Orlesian Andraste, The Orlesian Andraste, The Orlesian Maferath, The Orlesian Havard, and the Orlesian Hessarian; The Weight of War
Free Marches Style: The Free Marches Hessarian, The Free Marches Andrastian Warriors [?]
Unknown Style: The Skull with sword, The Guide, Guardians of the Path / The Watcher.
[This post belongs to the series “Analysis and speculation of Statues”]
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what is the walls of darkrown made of? wood?
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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