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)
72 posts
It is calming to see something familiar in another
inspo x x
my best friend varric dragon age
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
Bioware will find any excuse to introduce Morrigan to a game via a set of stairs.
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 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.
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.
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.
We call it kirkwall fashion
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.
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.
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]
I know people probably don’t like the idea of it because we’re literally playing the leader of the Inquisition, but I think it works really well as a genuinely morally questionable imperialist force. Stories from the POV of non-inquisition characters where the Inquisition acts as an antagonist would actually work really well.
Like we see the Avvar get displaced when the Inquisition moves to Skyhold. One of the throne decisions even lets you banish a tribe from ‘Inquisition’ territory aka the home they’ve lived in for thousands of years that you just showed up in. And they’re probably dealing with famine due to their land now hosting thousands of more mouths to feed.
Plus the vast majority of the Inquisition’s troops believe they’re carrying out a holy mission for the herald of their religion’s founding prophet. That sort of fanaticism in general is trouble enough, but their main garrison being in a region full of polytheistic tribes? Uh, yeah, that could cause some problems.
And speaking of their 'main’ garrison, the fact that others exist is a problem too. We see the Inquisition making unsanctioned claims on fortresses in both Orlais and Ferelden like Suledin Keep and Caer Bronach.
The Inquisition’s presence in general is something many nobles in both nations take issue with, but outright claiming territory? Major fortresses? Even quartering troops in various towns like Redcliffe and Crestwood? If it wasn’t for the world ending crisis that’d be a declaration of war.
The Inquisition also conscripts soldiers from all over the place. you have dozens of opportunities to force people to work for you throughout the game. People probably fear the Inquisition showing up at their doorstep and forcing them to fight.
It also has either an army of templars or army of mages, both which can be pretty scary groups to your average person, and those armies might also be conscripted.
And how can Ferelden feel secure with all of these Orlesians tearing across their lands for the first time since the occupation? Sure, they may be fighting demons and wearing Inquisition colors, but they’re still Orlesians marching through Fereldan land.
Also the Inquisition may have been involved in an assassination plot to overthrow the ruler of Orlais, the largest nation in Southern Thedas, the one that’s been backing the Inquisition the most. If the Inquisition put a figurehead in place, does Orlais’ backing really even mean anything? Can you really trust a faction that so readily betrays its primary ally?
With all of that in mind… yeah it kind of looks really really bad for the Inquisition.
And all of this happens within the span of a year.
Oh and then it turns out an ancient elven god was hiding within the ranks of the Inquisition and was a close friend/lover to the Herald of Andraste and he wants to destroy the world.
Thinking about the mage rebellion and Fereldan. My main Warden is a Surana that sticks Alistair with the throne so I never really gave it much thought about why Ferelden's ruler would accept the rebellion.
But I replayed and something stuck out to me: Connor was frustrated about them being in Redcliffe. He asks how that could be seen to be a good idea. And honestly? Given that the Wardens rule Amaranthine and it's a major point of entry from the sea it wouldn't be that hard to have set Fiona's people there and gotten fewer side eyes by the locals. They're used to Wardens, mages ain't that weird in comparison. Especially after the Warden-Commander let a possessed corpse follow them home from the swamp like a lost mabari.
But Ferelden has a population problem. Lots of dead young men and women just at Ostagar, let alone the southern hills, the bannorn via the rebellion, and Denerim. And the survivors of the Siege at Denerim would have had high chances of Blight Sicknesses, there were probably epidemics following 9:31. That would have crippled the fighting population. That doesn't even count that a lot of the refugees who made it to the Marches and elsewhere never returned.
Redcliffe is the fortified gateway to Ferelden from the /Orlesian/ border. The same Orlais that certain powers (Gaspard) want to return to being an expanding empire.
Celene's hold was weak. Weak enough the Inquisitor could arrange to break it entirely.
The Chantry is primarily Orlesian and that would give the mages a reason to not want Orlesian control if it came down to Gaspard as Emperor bringing chevaliers back across the Frostbacks.
I don't think Ferelden took the mages in out of generosity. At least not entirely. I think they saw a chance to add a significant military force to their country if their gamble paid off - and that's why Teagan agreed. Unfortunately for the rebellion the Tevinter thing is a definite point of no return - the mages weren't loyal enough to their own cause, to where they were, to continue the risk of keeping them.
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.
Andraste's grace: it's not specified whether the flower the kennelmaster has you pick in the Korcari Wilds is Andraste's grace or if the game just needed a one-off asset and decided to reuse one they already had. However, in the dark future in DAI, Leliana is found to have unusual tolerance for the taint, and in DAO she talks about her mother pressing her laundry with dried Andraste's grace flowers, so it makes you wonder. Anyway, the flower stops Barkspawn becoming a ghoul and seems to make them immune to the taint from that point on.
Maric's longsword: he finds it in the Deep Roads and is suprised it isn't covered in the same Blight-rot as everything else - until, that is, he touches the sword to a patch of it and sees it wither away. Whether it's the dragonbone the sword is made of or the runes on the blade is difficult to say, though if it was just the dragonbone then it would make sense for that to be a more well-known property of the material (and would have been an interesting reason for why dragons were hunted to extinction). If Alistair carries it with him, doesit slow the progession of the taint through his body? Does he know its effects, and give it to the HoF to help keep them safer on their journey to find a permanent cure?
That obsidian dagger Duncan finds in The Calling: the dagger belonged to First Enchanter Remille - who also gave the expedition members brooches that accelerated the spread of the taint. iirc the both the dagger and the brooches are made by the Architect with Blight magic, which means the darkspawn magisters have more knowledge of how the Blight works than the Chantry attributes to them.
Whatever the fuck is going on with Avernus: he hasn't managed to cure himself yet, but he's managed to make it to 200 and the Warden can let him continue his experiments if they don't kill him - and he'd be a really useful resource if the Warden later wanted to send him other potential cures for testing.
Dragons: they have an ability to isolate the Blight in their bodies by forming crystaline cysts around the initial infection to stop it spreading. Useful if it can be more widely applied. Also, it's implied that Maric's reaver blood, which Calenhad gained by mixing his blood with a dragon's, is what somehow cured Fiona of the taint, kinda like a reverse STI, BUT in the Deep Roads they went through an area where the walls were coated in a pale, chalky substance suspiciously devoid of Blight-rot and she touched it, so I'm a bit suspicious of that.
Blood magic: makes sense since the taint is a problem that starts with infected blood. There are two major instances in DA canon where blood magic has been used to purge the taint from an object or being (both by elves btw). The first is Isseya using it to draw the taint out of a clutch of unhatched griffon eggs, which she says is only possible because the taint hasn't yet taken over the hatchlings' bodies to the same extent that it had with the adult griffons. The second instance is Merrill purging the Blighted eluvian in DA2. It's insane that Anders - who is a reluctant Warden and who possibly knows the HoF seeks a cure - isn't more excited about this. She literally removed the Blight from a fully tainted object. Since Isseya proved the same can be done with living tissue, it's probably the closest we've come to an actual cure, but since it also took years there's no telling if it could be a practicaly solution for all Wardens
Cullen Rutherford & Aeltjedemuis - (Mabari/Pittweiler) Cullen, ever the Fereldan, settled quite patriotically (and young) as a robust and strong dog. Aeltje is often seen next to the stern-faced Commander, wagging her tail ferociously. Pitties can be either aggressive or gentle depending on who trains and nurtures them. Their bond is tender ever since weaning off Lyrium. It is unbearable for her to leave his side.
Josephine Montilyet & Agapito - Bluestreak cleaner wrasse (Labroides dimidiatus) Agapito sits within a fishbowl on the ambassador’s desk, or floats within a water-filled bauble hanging around the Antivan’s neck. He can put on quite an attractive show, dancing about, and revels in practical and mutual cooperation.Yet beyond the flashing scales lies a cunning mind. Like Josephine, the cleaner wrasse always finds the benefit in a transaction.
Leliana & Sharon - Common nightingale (Luscinia megarhynchos) Why do you think they call the spymaster Lady Nightingale? Actually, the nickname is purely incidental. While malcontents are focused on the frightening Right Hand, Sharon works away chipping foes down bit by bit, singing beautifully all the while. She can be seen under her human’s hood, or sometimes at an unnervingly far distance.
Mute Swan (Cygnus olor)
It is said that during her Harrowing, Madame de Fer refused to leave the Fade until she settled as a form which pleased her. Vivienne has not dispelled such rumors. Adelbhert is much like his human in style and strength. His wing strokes can break bones; his bite is crushing; and he looks impeccable! Beneath all the glamour lies a hardworking soul, whose efforts are rarely seen yet always rewarded. And he’s frightening.
Wire-haired Dachshund (C. l. familiaris)
When Thom Rainier settled, his father did not say anything of note, and his sister could not, for she was dead. The first comments on Marta’s form were made by the dog-hangers, and they said, “Fitting that your daemon would be a little bitch, Rainier!” Thom and Marta both wanted to beat the living daylights out of them. They chose not to. They chose to do nothing.
Blackwall, the real Blackwall, had a black bird. Small, and unnoticed most of the time. The imposter Blackwall could lie and say, “No, no, I have a black dog, not a black bird.” No one did anything. How could someone have the audacity to imitate another man and his daemon?
Blackwall is often covered in bites of unknown origin. Well, he knows. They come from Marta, who delivers the punishments she believes are deserved. She bites and growls and hisses insults at him. Nobody loves you. They all hate you. Thom believes her.
Gereon Alexius & Pteriidum - Emperor penguin (Aptenodytes forsteri) Like Alexius, emperor penguins go to extreme lengths for their children, of which each season they only have one. If they lose their child, they will even steal one from another penguin. Penguins care deeply for others (see Alexius wanting to fight corruption in Tevinter), but the love for their child trumps all. After the magister’s run with the Venatori, Pteriidum manifests Gereon’s deteriorating mental health as catastrophic molt.
Felix & Melzar - Yellow-winged bat (Lavia frons) Bats are symbols of vigilance, and Felix will dutifully watch his father in order to help him and others. Bats are also known as holders of disease, similar to how Felix suffers from the Blight. Yellow-winged bats are social animals and will search for their fellows if they are lost. They are also especially vigilant; during the day, one of a mated pair will stay awake to guard their territory. And they’re yellow.
Halward Pavus & Aplites - Largemouth bass (Micropterus salmoides) A bass is no trogon or felid, but it is a carnivore, and its mouth is full of teeth. It will eat anything in its path, and will not change course in its ascension. While not feared, it is formidable. Aplites is kept wet by enchanted jewelry and “swims” through the air in a bubble of water following her other half. Halward and Aplites had great things planned for their son, but if it takes too long for the fry to leave, the parent bass will not hesitate to eat them.
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.
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?
Anyway here's the Guerrin timeline as best I can piece it together, if it's useful to anyone!
Updated 7/14/23 with corrections & additions.
~8:84 Blessed - Eamon is born. (The Calling - He's 15 at the time of the Battle of West Hill, which occurred in 8:99 Blessed.)
8:99 Blessed - The Battle of West Hill. Arl Rendorn Guerrin, Eamon's father, is killed in action. Maric Theirin is presumed dead but reappears in Gwaren, which is then taken by the rebels. The Battle of River Dane deals a decisive defeat to the Orlesian forces, though the conflict is not completely over. It will take several more years to completely drive out the occupying lords. However, Emperor Florian officially withdraws support for King Meghren.
9:02 Dragon - Eamon, 18, returns to Redcliffe to claim his place as arl, but find it still under Orlesian control, and works with the rebel forces to reclaim it. Isolde, the daughter of one of the Orlesian governors, is sympathetic to the rebels and becomes infatuated with Eamon, who does not return her feelings; nevertheless, she feeds information to the rebels, and chooses to stay in Ferelden after her family is driven out. Isolde is four years younger than Eamon, making her 14 at the time. (WoT v.2 p. 102, 106)
9:02 Dragon - Maric kills the usurper King Meghren in a dual, officially ending the occupation and winning Ferelden's freedom. (There is a noted discrepancy in the dates between the epilogue of The Stolen Throne, and World of Thedas vol. 1, the latter of which puts the duel at 9:00 Dragon. Given other events, the later date seems more plausible.)
~9:08 Dragon - Six years after their initial meeting, Eamon (24) meets Isolde (20) again in Denerim. They quickly become involved and are married. (WoT v.2 p. 103)
9:10 - Alistair is born to Fiona and King Maric. His parents give him up to be raised at Redcliffe Castle, inventing a story about his mother being a human serving girl. (The Calling.)
~9:20 Dragon - Isolde becomes pregnant with Connor after difficulty conceiving. This causes rumors about Alistair (10) being Eamon's bastard to resurface, and Eamon sends him away to a monastery to spare his wife's feelings. Connor is born soon after.
~9:29 Dragon - Short of taking his vows as a templar, Alistair (19) is conscripted into the Grey Wardens. (WoT v.2 p.79)
~9:30 Dragon - Connor Guerrin (10) shows signs of magic. Isolde hires an apostate, Jowan, to tutor Connor in secret. Eamon (46) is poisoned by Jowan and falls ill. (Origins.)
~9:31 Dragon - Following the Blight, Eamon decides to stay in Denerim, serving as an advisor to the throne, eventually declaring his brother Teagan the new Arl of Redcliffe. (Origins, WoT v.2 p.104)
?:?? Dragon - (If Connor is dead) Rowan Guerrin is born to Isolde and Eamon. After a difficult birthing, Isolde dies. (Potential Origins Epilogue slide.)
?:?? Dragon - Rowan Guerrin shows signs of magic and is sent to the Circle, though her father continues to visit her. (Potential Origins Epilogue slide.)
Here's a little list I compiled over time of Thedosian artists and performers, professionals and hobbyists, that are explicitely named across the franchise. Many more artists haunt the narrative but saddly they remain unnamed.
I saw someone earlier this week struggling with finding canon thedosian artists but the app crashed before I could note their name. Hopefully this will find its way to you, unknown person! I'll post (hopefully soon) additional lists compiling in details all form of Arts, Techniques and Music that are mentionned to exist in Thedas along with named artisans and specialized workers, in the hope it could be useful references for someone. Don't hesitate to fire a DM my way if you need something specific fast! ^-^
Abbreviations you might be not familiar with, just in case : DAtV : Dragon Age - The Veilguard TLC : The Last Court TME : The Masked Empire TN : Tevinter Nights TST : The Stolen Throne WoT and WoT2 : World of Thedas and World of Thedas 2.
Interesting tidbit : Orlesian theater actors wear color-coded shape-coded facemasks on stage. A half-face Green mask is to signal the lead masculine role, a half-face purple one for the lead feminine role, blue masks for supporting masculine characters and red masks for supporting feminine characters. Full white masks are for spirits while demons are played wearing red-striken black masks. The race, gender or age of the actors themselves don't matter in the least in the attribution of roles. There are also professional theater critics in Orlais (and maybe Tevinter as well). - Maudine : Orlesian actress, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Juliette : Orlesian actress, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Robert : Orlesian actor, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Stephan : Orlesian actor, played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Rendell : Elven actor from Markham, Free Marches (has a slight accent which is frowned upon), played in front of the Orlesian court in 9:41 (last name unknown, source : DAI) - Victor Boyet : Elven orlesian actor, made his big break as the lead in "The Heir of Verchiel". (timeline unknown, before 9:20, source : DAI)
Playwrights : (See : Codex entry: A Compendium of Orlesian Theater, for more lore on those!)
- A. Pourri : Orlais, known for the popular "Wilkshire Downs" (which includes a lot of... farting. Might be why the french adjective used as a name here literally translate as "rotten"). (timeline unknown, likely pre-DragonAge, source : DAI) - Lumière Bartlet : Orlais, author of very little renown during his life, wrote "The Setting of the Light", considered to be one of the strangest plays to have been written and a possibly cursed one, as many of the crew and even the author himself suffered fatal accidents (demon deal gone bad?). (around 4:52, Black Age, source : DAI) - Marquise Freyette : Orlais, author of several plays, her most famous being "The Sword of Drakon : An Examination of the Life and History of the Father of Orlais", the play almost got banned by the Chantry for depicting Drakon as a man with doubts and feelings instead of a perfect hero. (timeline unknown, likely pre-DragonAge, source : DAI) - Paul Legrand : Orlais, author of the play "The Heir of Verchiel", a story of betrayals and revenge beloved by the Orlesian aristocracy. (timeline unknown but an "emperor" on the throne at the time, likely pre-DragonAge, at the very least pre-9:20, source : DAI) - Violette Armand : Orlais, author of the melodrama "Death in the Mansion", very avant-garde in its uses of masks' codification as a tool for subverting expectations. (timeline unknown, likely pre-DragonAge, source : DAI)
- Baldassare of Antiva : master artisan in Antiva City, unknown artistic specialty, sponsored by Orlesian nobility, active in 9:41. (source : DAI) - Chantal of Val Royaux : Orlais, unknown artistic specialty, sponsored by Orlesian nobility, active in 9:41. (source : DAI)
- Gustav of Val Fontaine : Orlais?, master cabinet-maker and virtuoso of fine marquetry. Designed and realised all the furniture of the library of the Winter Palace (one of the biggest library in Thedas). (timeline unknown, assumed dead, source : DAI) - Lady Cinthia : Ferelden or Orlais, renowned master seamstress and glove-maker whose work is recognizable by its stitchwork. (full name unknown, timeline unknown, presumed dead as of 9:30, source : DAO) - Ambrose Forfex : Tevinter (Venatori blood mage), wigmaker of renown, used to host seasonal "wig shows" for the nobility to attend, with models parading on stages in his estate in Vyrantium. (exact timeline unknown, but post-9:41 and pre-DAtV, deceased, source : TN)
Interesting tidbits : Musicians seem especially valued in Orlais but exist everywhere, even under the Qun (Sten is even surprised it is not obvious to Leliana when she asks him). Nobles all around Thedas seem to receive some form of musical education and the most common instrument across the continent is the lute.
Dancers : - Veridian (stage name) : Llomerryn, twins exotic dancers, active in 9:41. (source : DAI)
Singers : - Carlota Montivecchio "The Songbird" : Antiva, famous opera singer, tried to murder a rival soprano only to be murdered in turn. (timeline unknown, source : TN) - Ser Corram "The Bard": Ferelden, famed singer and warrior, active in the Steel or Storm Age and lover of Arl Jacen Guerrin. (source : DAI)
Musicians : - Emeline de Montsimmard : orlesian music composer and private music teacher to the orlesian nobility, active in 9:41. (source : DAI) - Lord Edmond : orlesian, music student under the tutelage of Emeline de Montsimmard. (source : DAI) - Maryden Halewell : identified as both bard (but not the orlesian kind) and minstrel, published an anthology songbook called "A Garden's Grace : Songs of the Field", active in 9:41. (source : DAI) - Zither! (stage name) : Orlais, (actually a mage!), active in 9:41 (actual name unknown, source : DAI, playable character in multi.) - Edmond : Orlais, active in 9:41?, harpsichordist in Zither!'s band. (last name unknown, source : DAI)
Orlesian Bards : I set them aside a bit, since they're versed in music and arts but technically Art is not their primary goal, just a means to an end. - Arianna (deceased, source : DAA) - Bastien (deceased, source : WoT2/DAI) - Katriel (deceased, source : TST) - Leliana - Marjolaine Vasseur (deceased, source DAO) - Melcendre (deceased, source : TME) - Rosalyn (situation unknown, source DAA) - Shayd (active in 9:41, member of the Inquisition, source : TN) - The Black Fox (situation unknown, likely deceased as he was active in the Blessed Age, source : WoT2) - The Black Hart (situation unknown, Charter's previous identity? source : DAI).
Bonus : Named Bands Those were likely made just for the joke but since they're in the game, you can pry them from my cold dead hands lol. (source : DAI) - Evading Demons ("Didn’t they lose their singer to an abomination?") - Fuchsia Lotus ("They had a song about that. “I need to live” or, maybe “Hey! Don’t kill me!” " -Zither!) - Gemstone and the Oculara ("A marvelous band. Sexy too." "With mad skills." -Zither) - Spymaster ("Great musicians, but rubbish in the sack." -Zither!) - Apostacy - Bluebird Coop ("avant-garde rubbish" - Zither!)
Interesting tidbits : Thedas has several "traditional painting schools" [WoT2] and Orlais has a "classical period" for paintings [TME]. Commissioning artists seem to be pretty common in noble households in Orlais, the Free Marches, Nevarra, Orzammar and Ferelden. Lockets with painted miniatures of loved ones in them are common in Ferelden, Orlais and Nevarra.
(Funny additions : Adult books with raunchy illustrations are very much a thing in Thedas. Paintings with peepholes hidden in them for spying purposes are totally a thing as well! [TN] There also are professional art critics in Thedas as well as art forgers. Orlais had a critic named "DeCassoulet" (after the French dish) who recently fell from grace because of his association with art forgers. [WoT2] )
Painters : - Ambrose Poirier : Orlais, specialty unknown, sponsored by Orlesian nobility, active in 9:41. (source : DAI) - An Ortienz : unknown origin (maybe the Anderfels given the name?), portraistist of talent, active in Serault, Orlais, during the Blessed Age. (exact timeline unknown, source : TLC) - Caliastri : unknown origin (maybe Antiva given the name?), their style is easily recognisable (and often forged?) and their paintings are found in Orlesian noble homes. (full name unknown, timeline unknown but still famous in 9:40, source : TME) - Griselda Reiniger : Anderfels, portraitist in the "traditional Anderfels style", came to prominence with the painting "The Chant of Light" depicting Andraste playing the harp the night before her execution. Won a price at the University of Orlais for it and is sponsored by both the imperial Orlesian court and the Chantry. Supposedly active in 9:41. (source : WoT2) - Tillendall Lemallen : portraitist and wild-life painter for the Orlesian court. (given his name and his knowledge of Halla, he might be elven or even Dalish of origin, timeline unknown, source : DAI) - Yvette Gabriella Montilyet : Antiva, learned her trade under Antiva's royal tutors and her works are expected to be exposed in antivan salons in 9:41. (source : DAI)
Engravers : - Ambrose Dumont : Orlais, of humble origins, famous for his woodcut carvings and prints, especially pieces representing Nugs, sponsored by Orlesian nobility, active in 9:41. (source : WoT2)
Hobbyists : - Henri Ducette : Orlais, amateur historian and artist, sketched numerous statues around the Forbidden Oasis shortly before or in early 9:41. (source : DAI) - Horace Medford : Orlais, adventurer, took charcoal rubbings of elven carvings in the Exalted Plains for the University of Orlais before 9:41. (source : DAI) - Isabella : loves to doodle in (Hawke's) books, she gets an honorable mention (because I can). (source : DA2) - Lady Marchellette : young Orlesian girl drawing fanart of shirtless Calenhad (lol what an icon), sometime before 9:41. (source : DAI) - Prince Baldewin of the Anderfels : young boy who sent his drawings and fanart to the Inquisitor, deserves a mention for being adorable. (source : DAI) - Solas (source : DAI) - Sera (source : DAI) - Yves Montilyet : Antiva, Josephine's father, hobbyist painter? who hosts salons and art shows. (source : DAI) Known titled artworks : - "Abel d'Onterre" (portrait, source : DAI) - "Anita Chayeau, beloved Grand-mère" (portrait, source : DAI) - "The Chant of Light" by Griselda Reiniger (source : DAI) - "The Dalish Woods in Summer" (landscape, source : DAI) - "General Mathieu d'Onterre, Feared by the Dog Lords" (portrait or statue?, source : DAI) - "Giroux Lemarque" (portrait, source : DAI) - "Jeanette d'Onterre, Matriarch of House d'Onterre" (portrait, source : DAI) - "Nanette d'Onterre, Ma belle Rose" (portrait, source : DAI) - "Portrait of a Goosegirl" (source : DAO) - "Portrait of Leandra Amell" (source : DA2) - "The Rebel Queen" (heroic portrait, source : DAO) - "Val Royaux" (landscape, source : DAI) - "Skyball" (a black stone painted to look like the night sky and showing constellations (source : DAO))
Poetry is fairly common across Thedas. It is canonically taught as a discipline to noble children in Orlais, Antiva, Orzammar, the Free Marches and Nevarra but seems to be accessible to broader masses as well; as several occurrences of commoners trying their luck at it demonstrate. Published poetry works and anthology books aren't uncommon either and have existed at the very least for 300 years [DAI]. Orzammar has a long tradition of poetry and haikus [DAO, DAI, WoT2].
- Carlol of House Yonoch : Orzammar, known as a "wordsmith", published in "The Noladar Anthology of Dwarven Poetry". (active during the early Dragon Age, source : WoT2) - Karsten Groeke : poet and philosopher, gave a lecture at the Univeristy of Orlais and was consequently chased out by the students following a bad bit of poetry praising absynthe (a strong alcohol). (Orlais? Anderfels given the name?, timeline unknown, source : DAI) - Lady Madeline : renowned poet and writer, daughter of the Rivaini Ambassador at the imperial Orlesian court, active in 9:41. (source : DAI) - Magister Oratius : Tevinter, known for his Sonnets Anthology titled "A Chant for Dreamers". (timeline unknown, source : DAI) - Paragon Lynchar : Orzammar, known for his Haikus, published in "The Noladar Anthology of Dwarven Poetry". (active during the Steel Age, source : WoT2) - Paragon Seuss : Orzammar, known for his mastery of rhymes, published in "The Noladar Anthology of Dwarven Poetry". (active during the Glory Age, source : WoT2) (- Kaariss of the mercenary group Valos-Kas loves to try his hand at poetry, to the great despair of his companions.) Unsure : - Paragon Ebryan : Orzammar, famous for his "Songs only Nugs can hear", unknown if they were a musician or a poet or both. (Exalted Age, source : DAO)
Also common throughtout Thedas and despite varying through the ages, sculpture styles are seemingly recognisable for most people. Nevarra and Orlais have a long tradition of heroic statues of their historical figures, while Ferelden, the Chasind and the Avvar have a tradition of animalistic and votive sculptures. Both Orlesian and Tevinter imperial Houses as well as the Anderfels' Chantry seem to have a love for gigantic statues carved out of cliffs. One of Orlais' distinctive sculpture style is called "amour-tourmente style" ("love-torment"), example of it can be found in Art History books or seen in the Nevarran Grand Necropolis. One Fereldan Arl has a drawing room where carvings are exposed for visitors to enjoy, including one representing Yusaris, the legendary sword. To quote Lesha in Tevinter Nights : "Look, every culture has their own artistic signature—something that makes it theirs. Tevinter is all about sharp angles. Ferelden is hard and brutish, and Orlais is delicate and opulent. Dwarves are . . . well, simple is the wrong word, but they get right to the truth.” (Funny side-note : Ice sculptures are a thing in Orlais! [TME] They also have liqueur bottles with peach pits carved with erotica scenes in them. [DAI])
- Appius Trius : Ancient Tevinter, (also published in "Artists of Ancient Tevinter") famous for "sparking the imagination of all gazing at his work". (Ancient Age, source : DAI) - Gatsi Sturhald : formely Orzammar, now on self-imposed exile on the surface, the Inquisition's lead stonemason, produced several carvings of Paragons during his years as a sculptor in Orzammar, alive in 9:41. (source : DAI) - Hemiare Allegri : Antiva, commissioned by Duke Prosper de Montfort, active in Orlais during the first half of the Dragon Age. (exact timeline unknown, but alive during the Dragon Age, source : WoT2) - Juliette Coreau : Orlais, famous for a carving of Emperor Kordillus Drakon The Great commemorating the 800th anniversary of the foundation of the Orlesian Empire. Work displayed in the Winter Palace. (exact timeline unknown, but Blessed Age, so assumed dead, source : DAI) - L'Etourneau (stage name, French for "starling") : Orlais, known for a carving of Maferath The Betrayer, commissioned by Empress Yvette during the Blessed Age. (exact timeline unknown, but Storm/Blessed Age, so assumed dead, source : DAI) - Natalie Breault : Orlais, famous for her carving of "Lambert Valmont, The Swaggering Lion", commissioned by Emperor Judicael I. (exact timeline unknown, but Blessed Age, so asumed dead, source : DAI)
Thanks for making it all the way down! Hopefully, I didn't miss any name (don't hesitate to tell me if you find one I missed!) and this will be of some help to someone! Have a lovely day! ฅ՞•ﻌ•՞ฅ
One thing origins did is make me a Ferelden nationalist. That's my HOME COUNTRY right there and i want my MABARI. LONG LIVE YHE KING!
Elf girls 🥹🌿🌸
𝑚𝑢𝑠𝑖𝑐 𝑜𝑓 𝑡ℎ𝑒𝑑𝑎𝑠; 𝑟𝑖𝑣𝑎𝑖𝑛 🌻 𝑇ℎ𝑒 𝑤𝑎𝑟𝑚 𝑤𝑎𝑡𝑒𝑟𝑠 𝑜𝑓 𝑅𝑖𝑣𝑎𝑖𝑛 𝑤𝑎𝑠ℎ 𝑜𝑣𝑒𝑟 𝑦𝑜𝑢𝑟 𝑓𝑒𝑒𝑡 𝑎𝑠 𝑦𝑜𝑢 𝑙𝑜𝑜𝑘 𝑡𝑜𝑤𝑎𝑟𝑑𝑠 𝑡ℎ𝑒 𝑠𝑒𝑡𝑡𝑖𝑛𝑔 𝑠𝑢𝑛. 𝑇ℎ𝑒𝑛, 𝑡ℎ𝑒 𝑠𝑚𝑒𝑙𝑙 𝑜𝑓 𝑤𝑒𝑙𝑙 𝑐𝑜𝑜𝑘𝑒𝑑 𝑓𝑜𝑜𝑑 𝑓𝑖𝑙𝑙𝑠 𝑦𝑜𝑢𝑟 𝑠𝑒𝑛𝑠𝑒𝑠 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑑𝑒𝑐𝑖𝑑𝑒 𝑡𝑜 𝑤𝑎𝑛𝑑𝑒𝑟 𝑖𝑛𝑡𝑜 𝑡𝑜𝑤𝑛 𝑡𝑜 𝑓𝑖𝑛𝑑 𝑡ℎ𝑒 𝑠𝑜𝑢𝑟𝑐𝑒. 𝑇ℎ𝑒𝑟𝑒 𝑎𝑟𝑒 𝑎𝑠 𝑚𝑎𝑛𝑦 𝐸𝑙𝑣𝑒𝑠 𝑎𝑛𝑑 𝑄𝑢𝑛𝑎𝑟𝑖 𝑎𝑠 𝑡ℎ𝑒𝑟𝑒 𝑎𝑟𝑒 ℎ𝑢𝑚𝑎𝑛𝑠 ℎ𝑒𝑟𝑒, 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑒𝑛𝑗𝑜𝑦 𝑡ℎ𝑒 𝑠𝑖𝑔ℎ𝑡 𝑜𝑓 ℎ𝑎𝑟𝑚𝑜𝑛𝑦 𝑏𝑒𝑡𝑤𝑒𝑒𝑛 𝑡ℎ𝑒𝑠𝑒 𝑐𝑢𝑙𝑡𝑢𝑟𝑒𝑠. 𝑀𝑎𝑛𝑦 𝑜𝑓 𝑡ℎ𝑒 ℎ𝑢𝑚𝑎𝑛𝑠 ℎ𝑎𝑣𝑒 𝑒𝑙𝑒𝑔𝑎𝑛𝑡 𝑡𝑎𝑡𝑡𝑜𝑜𝑠 𝑝𝑎𝑖𝑛𝑡𝑒𝑑 𝑜𝑣𝑒𝑟 𝑡ℎ𝑒𝑖𝑟 𝑏𝑜𝑑𝑖𝑒𝑠 𝑎𝑛𝑑 𝑦𝑜𝑢 𝑡ℎ𝑖𝑛𝑘 𝑡ℎ𝑎𝑡 𝑝𝑒𝑟ℎ𝑎𝑝𝑠 𝑦𝑜𝑢'𝑙𝑙 𝑔𝑒𝑡 𝑦𝑜𝑢𝑟𝑠𝑒𝑙𝑓 𝑎 𝑑𝑒𝑐𝑜𝑟𝑎𝑡𝑖𝑜𝑛 𝑏𝑒𝑓𝑜𝑟𝑒 𝑦𝑜𝑢 𝑙𝑒𝑎𝑣𝑒. 8𝑡𝑟𝑎𝑐𝑘𝑠 / 𝑌𝑜𝑢𝑡𝑢𝑏𝑒
the archon is the supreme ruler of the imperium. their authority and magical power is believed to be divinely granted. they choose their successors before they die, so they are usually the sons, nephews, brothers, cousins, or apprentices of previous archons. (this phrasing implies that, like the black divine, the archon is always a man, and certainly the several named ones we know all are, but i’m not sure if this is necessarily always true.) if an archon does not choose his heir before he dies, the magisterium elects the next; these candidates cannot be magisters or hold rank in the chantry. technically the archon can overrule the laws passed by the magisterium, but he rarely does this. his power mostly stems from families vying for his favour, as he has the unique power to appoint magisters at will. a man named radonis is the current archon; he’s appeared in comics and a war table mission.
the magisterium are the mage elites who regularly gather to govern the imperium and pass laws. magisters become magisters in several ways:
one is chosen from each of tevinter’s seven circles of magi. it cannot be that circle’s first enchanter
the imperial divine and every grand cleric of the imperial chantry gets a seat
magisters can inherit seats
as i mentioned, the archon has the right to appoint any new magister if he chooses
tevinter society breaks down into four major social classes.
the first mage class is the altus class. these are descended from the original “Dreamers”, through ancient and wealthy magical bloodlines. most magisters come from altus families. characters like dorian and danarius belong to this class.
other mages belong to the laetan class. these are mages who cannot trace their ancestry to the dreamers, and may belong to families with no history of magic at all. many vie for power despite their origins, and one third of the imperium’s archons have been laetans. (the first laetan to rise to archon was such an outrage it caused a seventy year civil war, but that was, like, 1500 years ago-ish. they’re more chill about it now.) it feels safe to assume that neve gallus, who says in tevinter nights that she doesn’t feel at home in a wealthy estate because she has more templars in her family than mages, probably belongs to this class.
the soporati are non-mages who are still full tevinter citizens. they are allowed to own property and serve in the military, but they cannot have a direct say in government or rise above the rank of mother/father in the chantry. they can however be civil servants and merchants. a mage born to a soporati family is instantly a laetan.
slaves are not allowed to own property, or to hold military rank even when armed and serving as a personal soldier or bodyguard. they have become a more even mix of humans and elves since andraste’s time. mages can be slaves. if a slave is set free, either by their living owner before a judge or by their owner’s will upon their death, they are considered liberati. liberati are still not citizens and cannot have political say or hold military rank, but they can join a circle of magi, get an apprenticeship in a trade, take apprentices themselves, and own property. fenris was a slave, while his sister varania was implied to have become one of the liberati.
there is also a large surface dwarf population in tevinter. they are not considered citizens, but instead regarded as foreign dignitaries however many generations their families have lived in tevinter. they have large embassies in every major tevinter city, which at least in minrathous, neromenian, and qarinus are completely subterranean, meaning residents can retain their dwarven caste and may never come above ground all their lives. minrathous’ close ties to the dwarves mean it even has a massive proving grounds, as well as enormous stone golems known as juggernauts to guard the city gates. more than anywhere else in thedas, the dwarves do get a political say, with an elected body of representatives called the ambassadoria who advise the archon and the magisterium. it’s the imperium’s reliance on lyrium which gives them this kind of sway.
For the first time in the game franchise, it has been confirmed that players will get the opportunity to explore Rivain. As such, we will finally be learning a lot more about Rivain upon its release. This piece is about the information we have thus far.
The Kingdom of Rivain, founded in -44 Ancient, is located on the northeastern peninsula of Thedas. Surrounded nearly entirely by water, its only land connection is Antiva.
Those native to Rivain are called Rivaini. Just like any nation in Thedas, there are different racial/ethnic backgrounds who live there – however, the majority of Rivain’s population is Black.
There is also a notable qunari population in Rivain, dating back to when they arrived in Thedas in 6:32 Steel. Kont-aar still exists as a large Qunari settlement in the northern part of the nation – it is regarded as peaceful.
The capital of Rivain is Dairsmuid, which sits on the Rialto Bay. Dairsmuid is the only place in Rivain that has any real Chantry control.
Because Rivain has a lot of flavour profiles found only in the northern part of Thedas, other nations highly value their food exports. As Rivain is friendly with the Qunari, they are willing to trade in Seheron, too.
Rivain has a “less-than-cordial” relationship with Tevinter. It also has an unserious rivalry with Antiva.
The Rivaini are traditionally a matriarchal society, believing that women are best suited to rule. Major decisions within a community rest on the head of elder women, who is often a Seer (see: Magic).
Rivain has a currency-based economy. However, there is, generally speaking, a greater value placed in making sure everyone has what they need over monetary gain. For example, if one community has a bad year the neighbouring communities will send supplies and labour to ensure its people do not suffer.
“The Rivaini people trace their roots to pantheist ancestors, and many in Rivain still believe that their god and the universe are one in the same.” —Dragon Age: The World of Thedas vol. 1
Rivain is has the most diverse range of spiritual beliefs in Thedas, because the Chantry failed to become the monopoly like they did everywhere else. The three most common spiritualties are Andrastianism, the Qun, and unnamed traditional Pantheism beliefs.
Daily life for an average citizen of Rivain differs greatly across the nation, because it is such a patchwork of cultures that co-exist in relative peace. Life in Kont-aar for example, is structured by the Qun, where life in a remote village in the southern tip would likely be highly influenced by the Raiders who call Llomerryn home.
Traditional Rivaini beliefs hold their Seers in high regard. Seers are female mages who specialize in peacefully communicating with spirits and even intentionally invite them into their bodies. They act as wise women and leaders of their communities, for whom people go to for guidance.
Twice a year, the Seers of Rivain gather in Dairsmuid to meet in council, forge trade agreements, and publicly pledge loyalty to Rivain's queen. This is called the Allsmet, and it is a fully celebrated festival with lavish feasts, gift exchanges, ceremonial gatherings, and music.
There was a single Rivaini Circle of Magi, located in Dairsmuid, but it existed largely as a façade to appease the Chantry. Unfortunately, when the Chantry sent Seekers to inspect the Circle in 9:40, they discovered the mages breaking Chantry law. The mages were allowed to freely be with their families, and were training female mages as Seers. The Seekers they invoked the Right of Annulment; they murdered all the mages of the Circle, and destroyed their library of books and artifacts.
The Lords of Fortune are a guild of treasure hunters and dungeoneers, based out of Rivain. They can be identified by the decorations they were all over their body; trinkets they’ve collected over their years of treasure hunting. Sometimes they are hired by others to help out on a job, while other times they seek their own adventure. Anyone of any race can become a Lord of Fortune.
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Codex entry: Seers and the Allsmet (Dragon Age: Inquisition)
Codex entry: The Annulment at Dairsmuid (Dragon age: Inquisition)
Dragon Age: The World of Thedas vol. 1
Dragon Age: The World of Thedas vol. 2
Dragon Age: Tevinter Nights
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This assumes that the 9 years between Dragon Age Inquisition and Dragon Age: The Veilguard refer to the Trespasser DLC (as in the last time Varric would have seen Solas), versus the start of Dragon Age Inquisition. This places DAV in 9:53. Characters who showed up in a previous game will not be repeated in the lists for later games they also appeared in (i.e., Leliana is under DAO, not DAI).
Read more for length & spoiler reasons. The ages listed are assuming they have not had their birthday in 9:53 yet.
Dragon Age: Origins - 9:30 - 23 years prior
Alistair Theirin - 42
Morrigan - 48
Leliana - 49
Zevran Arainai - 47
Oghren Kondrat - 65
Wynne - RIP (would've been 70)
Shale - Eternal
Sten (now Arishok) - 66
Loghain Mac Tir - 74
Anora Mac Tir - 49
Dragon Age: Awakening - 9:31 - 22 years prior
Nathaniel Howe - 52
Anders - 53
Sigrun - 47
Velanna - 47
Dragon Age 2 - 9:30-9:37 - 23-16 years prior
Hawke - 47
Carver/Bethany Hawke - 42
Fenris - ~53
Isabela - 53
Merrill - ~46
Sebastian Vael - 45
Aveline Vallen - ~58
Varric Tethras - 52
Dragon Age Inquisition - 9:41-9:44 - 12-9 years prior
Josephine Montilyet - 40
Cullen Rutherford - 41
Cassandra Pentaghast - 49
Solas - ~2000 (appears mid-40s)
Sera - 31
Vivienne de Fer - 56
Blackwall/Thom Rainier - 57
the Iron Bull - 49
Dorian Pavus - 41
Cole - Ageless (appears 20, or he may have aged into his 30s if he were made more human in DAI)
Kieran - 21
don't you wish to see her again? your hawke?
— (solas, hawke & varric)
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everyone thinks varric is going to die (me included unfortunately) and he's my favourite character so this is extremely upsetting. to cope i drew some awful varrichawke angst meoww (my soul is in the depths of agony)
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
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