As a seasoned veteran of Thedas, having traversed the treacherous paths of Ferelden, Kirkwall, and the Inquisition’s stronghold, I can confidently say that I’ve seen dragons fly, Qunari plots unfold, and gods rise and fall. But nothing could have prepared me for the rollercoaster ride that was Dragon Age: Trespasser.
The world of Thedas beckons.
At last, the latest installment in the extended Dragon Age saga from BioWare and Electronic Arts has arrived! It’s been ten years since its predecessor was released, which means some gamers might need a refresher before diving back in, while newcomers are eager to learn why there’s so much buzz.
Once you finish reading this, you’ll be all caught up and set to jump right into Dragon Age: The Veilguard. Whether you’re an experienced Grey Warden wanting to jog your memory about a specific incident or a newcomer looking to get up-to-speed on the past narratives, I’ve got you well-prepared.
Before we begin
To begin with, I won’t delve into supplementary materials other than the games, but I strongly recommend you check out some of the books, short stories, and the animated series Dragon Age: Absolution on Netflix if possible. These extra pieces provide additional tales or expand character backstories, offering fresh insights, yet they don’t influence the main storyline in the games.
Moving forward, although the Dragon Age series doesn’t have the same level of interconnectedness as something like Mass Effect, it remains a franchise that emphasizes player choice. Players engage in actions and make decisions, and these choices often have significant or minor impacts that are generally acknowledged across subsequent games. To avoid this article appearing overly focused on every single choice and resembling the work of an obsessive fan, I will primarily focus on essential plot points, mentioning potential outcomes where appropriate but mainly sticking to events that occur (in DLC and the main game), regardless of player choices made.
With all that in mind, let’s dive in.
Dragon Age: Origins
Initially launched in 2009, Dragon Age: Origins is now available for play on Windows PC and Xbox Series X|S consoles thanks to backward compatibility. If you’re planning to play it on your PC, make sure to check out my Dragon Age: Origins mods recommendations.
Let’s set the scene
Dragon Age: Origins begins during the year 9:30 Dragon, where the Grey Wardens discover hordes of menacing subterranean creatures called Darkspawn in Ferelden, a nation on the continent Thedas. Suspecting a Blight is imminent – an occurrence when Darkspawn overrun the surface guided by a beast resembling a dragon known as an Archdemon – the Grey Wardens, dedicated to combating Darkspawn, start gathering allies and strategizing for the upcoming conflict.
In the realm of Thedas, The Chantry – a significant religious institution – holds a belief that the Darkspawn originated from a failed attempt by human mages to spiritually invade heaven. This misdeed caused the pristine Golden City to darken, and in turn, these mages became the first creatures known as Darkspawn. The Chantry also posits that the Archdemons were once the Old Gods of Tevinter, a powerful neighboring nation to Ferelden, which at one point governed the world under an empire, and still permits the practice of slavery today.
In the world of Ferelden, Duncan, the leader of the Grey Wardens, inadvertently enlists an ordinary individual as a hero – this could be a human noble or mage, a dwarven noble or commoner, an elven commoner, or even a member of the Dalish tribe. This Hero of Ferelden then journeys with Duncan to Ostagar, a stronghold in Thedas’ south. Here, they encounter Warden Alistair and King Cailan Theirin of Ferelden, along with Teryn (duke) Loghain Mac Tir, who was instrumental in helping Cailan’s father, Maric, liberate Ferelden from Orlais’ control.
The truth about the Grey Wardens and a major betrayal
Before the impending battle, Duncan leads Alistair, the Hero of Ferelden, along with other potential Wardens, into the Korcari Wilds for two specific tasks: collecting Darkspawn blood and retrieving some old treaties that give Grey Wardens the authority to call upon help from various factions in critical situations. During their mission, the group mostly made up of hopeful Wardens encounters a witch named Morrigan and her mother, Flemeth, who are known as the Witches of the Wilds.
At a special occasion, Duncan discloses to the Champion of Ferelden that turning into a Grey Warden comes at a cost. In a rite known as the Joining, potential recruits drink blood that has been enchanted with magic from Darkspawn. Most perish in this process, but those who live undergo transformation, gaining the ability to detect and resist the taint of Darkspawn. This contagion usually destroys everything it comes into contact with, grotesquely transforming both animals and intelligent beings into ghouls. While some recruits either die during the Joining or are executed after trying to desert, the Champion of Ferelden manages to survive and truly becomes a Grey Warden.
In this narrative, the Grey Wardens and King Cailan’s troops encounter the Darkspawn in a fierce battle. A crucial point arrives when Loghain disregards a signal fire meant to direct him towards flanking the horde. Consequently, Loghain and his troops withdraw, dooming King Cailan, Duncan, and their army. However, Alistair and the Hero of Ferelden are saved by Flemeth. Realizing that justice against Loghain and the halt of the Darkspawn requires a formidable army, the two Wardens decide to forge one using the recovered treaties. They embark on their journey, with Flemeth dispatching Morrigan to accompany them. Along the way, they may gather allies such as Leliana, a Chantry bard, Sten, a Qunari warrior, and Shale, a golem, in the village of Lothering. Additionally, they rescue Bodahn and Sandal, father and son dwarves; Bodahn assists around camp as a merchant while Sandal enhances their weaponry. They also pick up help from Honnleath, where they find a small golem named Shale.
Civil war and alliances
Meanwhile, Loghain returns to the capital of Denerim, declaring himself regent for his daughter Queen Anora Mac Tir, wife of the late King Cailan. Loghain’s actions splinter Ferelden into civil war, with many Banns and Arls (roughly equivalent to real-world minor lords and barons, respectively) engaging Loghain and his ally Arl Rendon Howe in battle. Ferelden is ravaged due to the in-fighting, which often concludes only right before the Darkspawn arrive and render a battle pointless.
In the Tower of Magi, located in Ferelden and home to its Circle – a stringent order for magic users across much of Thedas due to the threat of demonic possession – our protagonist from Ferelden and their companions arrive. Inside, they encounter an alarming scene: the tower is largely overrun by abominations, creatures born from the fusion of mages and demons.
In this scenario, the Templar order, tasked with monitoring mages within the Chantry for any signs of corruption, have cordoned off a building due to suspicion of demonic influence among the mages. They are trying to acquire the Right of Expulsion, a decree that permits them to eliminate an entire Circle if they’re found to be possessed by demons. As the Champion of Ferelden navigates through the tower, they encounter numerous supernatural threats and slay Uldred, a mage using forbidden magic fueled by blood, who had been taken over by a Pride Demon. This demon-possessed mage had rebelled following Loghain’s promise of certain liberties in exchange for allegiance. The Champion of Ferelden then either executes the remaining mages if they prove corrupt, or saves their innocent leaders, leading to the Templars or the mages pledging to assist in the battle against the Darkspawn.
Routing out dark magic with ally help
This diverse group makes its way to Redcliffe Village, home to Arl Eamon Guerrin, who is Cailan’s uncle and couldn’t join the battle at Ostagar. They believe Eamon might still command a ready army, which he may be willing to deploy against Loghain. Unfortunately, the Hero of Ferelden discovers that Castle Redcliffe is overrun with undead, including zombified soldiers who menace nearby Redcliffe Village.
In the castle’s corridors, the Hero of Ferelden stumbles upon a tragic truth: Eamon lies unconscious, poisoned by a clandestine blood mage named Jowan, who acted under Loghain’s command. The heartbreaking revelation deepens when it becomes clear that Isolde, Eamon’s wife, had secretly employed this very same blood mage to teach their son Connor magic, outside of the Circle. Untrained in magical arts, young Connor unwittingly struck a bargain with a malevolent Desire Demon. In exchange for keeping Eamon alive, the demon seeks to control Connor, growing an unholy army of undead from him.
In Ferelden, it’s plausible that the main character either slays a boy, or summons a mage to venture into the spiritual realm known as the Fade, confronting the demon head-on. The energy for this powerful spell can originate from Isolde sacrificing her life in a blood magic ritual, or if the mages are spared, they collectively channel an enormous amount of magical power derived from Lyrium to activate the spell. Regardless of the method, the demon is vanquished, but Eamon falls into a coma.
In their desperate search for a remedy to revive Eamon, the group pursues the tale of the Urn of Holy Cinders, an urn said to contain the remains of the prophet Andraste – a warrior admired by the Chantry as the Maker’s spouse and the creator of all beings. Following the story to the secluded settlement of Haven, they encounter a cult who claim that Andraste has returned in the form of a colossal High Dragon, and that her ashes must be desecrated to enable her to achieve true transcendence.
Climbing the Frostback Mountains and unveiling a concealed temple, the Champion of Ferelden can either support the cult or eliminate them. After surmounting a series of trials and perils, the champion and their companions find themselves collecting some enchanted embers. Upon returning to Redcliffe, these embers prove extraordinary, mending Eamon who then promises aid following his realization about Loghain’s betrayal and the impending Darkspawn menace.
The team manages to escape an assassination attempt orchestrated by Loghain and Howe, which incidentally results in the addition of Zevran Arainai, an Antivan Crow, to their lively band. Venturing into the Brecilian Forest, they stumble upon a community of Dalish elves. The leader of this group, a seemingly ageless figure named Zathrian, reveals that they are under threat from a horde of werewolves. Upon closer inspection, it transpires that these werewolves are being provoked into attacks due to their desire for relief from the curse that plagues them.
Centuries past, Zathrian’s son was brutally murdered and his daughter was violated and abandoned, ultimately ending her own life. To seek vengeance for them, Zathrian cast a curse upon humans and their lineage, tying his existence to the curse itself. The Champion of Ferelden could either eliminate the werewolves or the elves, broker peace, or persuade Zathrian to lift the curse by sacrificing himself. This act would then strengthen the army with the inclusion of a werewolf pack or Dalish elf squads.
Currently, the focus shifts towards the subterranean city of Orzammar inhabited by dwarves. Unfortunately, they cannot assist due to their internal conflict; their king has passed away, leaving the Council of Dwarf Nobles (a group that decides through voting) divided between two potential successors: Bhelen Aeducan, a progressive yet harsh individual who was the late king’s son, and Pyral Harrowmount, a conservative and kindly advisor.
The Hero of Ferelden seeks out the Paragon Branka, with her vote as a respected embodiment of dwarf culture able to break the deadlock. Branka disappeared alongside her house years ago, seeking out the ancient Anvil of the Void of the Paragon Caradin, who once crafted the powerful golems that dwarfs use to fight the Darkspawn. This search takes the Hero of Ferelden into the Deep Roads, a series of vast underground tunnels that once connected the ancient dwarf empire, now fallen to Darkspawn. The Hero of Ferelden is aided by Oghren, a perpetually-drunk dwarf berserker once married to Branka.
Traversing multiple tunnels teeming with Darkspawn, the team encounters and slays a terrifying Broodmother. Some female captives taken by Darksppawn raids are compelled to consume decayed Darkspawn, and while most metamorphose into ghastly ghouls like their male counterparts, an extremely rare few overindulge in cannibalism and abuse, leading to a grotesque transformation into Broodmothers – monstrous blobs of flesh and tentacles perpetually expelling Darkspawn. The group further uncovers that Branka orchestrated the captivity of women from her household, anticipating that one or more might transform into Broodmothers, thereby providing Darkspawn to test traps surrounding the Anvil of the Void.
In the depths of nothingness, the team uncovers that Caradin continues to exist as a golem, engaged in a tense standoff with Branka. Caradin discloses that this Anvil they’re using draws life, initially utilizing volunteers for golem creation but eventually succumbing under pressure to use political dissidents and petty criminals too. Overwhelmed by the demand, he refused and was transformed into a golem himself. The Hero of Ferelden now faces a choice: either support Caradin, vowing to destroy this Anvil, or back Branka, promising to preserve it for future golem production.
The chosen blacksmith, with assistance, crafts a regal crown destined for the newly crowned king of Orzammar. Meanwhile, the Hero of Ferelden and their companions return to the city, supporting either Bhelen or Harrowmount in their bid for the throne. In any case, Orzammar will once more have a ruler who vows to mobilize the dwarven army against the Darkspawn, emerging onto the surface for battle.
At one stage, Alistair confides in the Hero of Ferelden that Grey Wardens have temporary immunity against the Darkspawn contamination. However, once a certain period elapses (often less than 30 years, though it varies for each Warden), they start feeling the pull of the Old Gods. To prevent becoming a ghoul, these Wardens undertake The Calling, a ritual that involves venturing into the Deep Roads and battling Darkspawn protecting dwarven communities until they meet their end in combat.
In the story, the Champion of Ferelden often delves into the private matters of their companions. It’s discovered that Alistair, one of these companions, is actually the half-brother of King Cailan and the illegitimate son of Maric, making him a potential heir to the throne of Ferelden. Meanwhile, Morrigan, another companion, uncovers from her mother’s magical books that her mother is inexplicably old and prolongs her life by inhabiting her daughters. This revelation might lead the Champion of Ferelden to confront Flemeth, who transforms into a colossal dragon, potentially causing the Hero to eliminate her.
Upon reaching Denerim, the team delves into Loghain’s schemes as Eamon convenes a Landsmeet – a meeting where Ferelden’s nobility discuss and resolve issues. Closer scrutiny uncovers further evidence of Loghain’s misdeeds, such as kidnapping Templars and permitting the mistreatment of non-Dalish elves, who are often relegated to live in slums known as Alienages. Additionally, it is discovered that Loghain rejected help from Orlais, captured an Orlesian Grey Warden named Riordan, who was then saved and allied with the Hero of Ferelden. In the end, Howe – Loghain’s confidant – met his demise at the hands of the Hero of Ferelden.
As a researcher, I find myself recounting the tumultuous events at Landsmeet. Regardless of the chosen course of action, the gathering erupted into chaos, culminating in Loghain’s defeat in a duel. Riordan proposes that instead of executing him, we should subject him to the Joining process. On the other hand, Alistair advocates for his death as a means of avenging Cailan and Duncan. The outcome determines several possibilities: Alistair could become king, marry Anora, and rule alone or with me; he might also choose to rule alone or with me if I’m the Hero of Ferelden. Similarly, Anora may rule solo or alongside the Hero of Ferelden. One consistent fact remains: Ferelden’s new monarchy resolves to lead our assembled forces in a battle against the Darkspawn, determined to bring an end to their destructive reign.
Later on, Riordan discloses a grim truth to the Hero of Ferelden: it’s the Grey Wardens who are tasked with battling the Blight due to the fact that Archdemons are essentially immortal unless they’re killed by a Grey Warden. Typically, if an Archdemon is vanquished, the corrupt spirit of the Old God gets transferred into the nearest Darkspawn, and the monstrous dragon reawakens. However, when a Grey Warden slays an Archdemon, their spirits clash and detonate, resulting in both of them perishing for good.
Afterward, Morrigan steps near the Champion of Ferelden, disclosing a loophole in the form of a dark ritual. The Archdemon’s soul can kill a complete Grey Warden, but the unborn child of a Warden would be able to take it without any complications. Morrigan suggests either forming an intimate relationship with the Champion or their Grey Warden companion (either Alistair or Loghain) to ensure no one dies. In return, she wants to then leave and never be pursued again.
Regardless of whether or not Morrigan’s ritual is accepted, the Grey Wardens and their assembled army fight the Darkspawn horde, clashing in the streets of Denerim. Leaping atop the Archdemon, Riordan is able to cripple the creature, slashing out one of its wings and forcing it to land, but then falls to his death. After a fierce fight, the Wardens are victorious.
If Morrigan’s ritual is successful, the Champion of Ferelden defeats the Archdemon without suffering any harm. Conversely, if the ritual fails, it’s either the Champion, Alistair, or Loghains who delivers the fatal blow against the monster, but at the cost of their own life.
No matter what, the Fifth Blight ends in 9:31 Dragon, just a year after it began.
Dragon Age: Origins Awakening
In Dragon Age: Origins – Awakening, six months have passed since the events of Dragon Age: Origins. Although the Blight has ended, there are signs of Darkspawn activity near Amaranthine, leading to a Grey Warden being sent to oversee Vigil’s Keep fortress. This newly appointed Warden-Commander could be the Ferelden Hero or a new Orlesian Grey Warden.
Upon reaching Vigil’s Keep, the Warden-Commander finds it swarming with Darkspawn. Pushing through the turmoil, our protagonist locates some remaining inhabitants, including Oghren the dwarf, who had ventured there to join the Grey Wardens. The keep is eventually recaptured, but not without a run-in between the Warden-Commander and a Darkspawn that communicates – albeit cryptically – about a mysterious leader.
In this scenario, Oghren becomes a Grey Warden, effortlessly passing through the Joining process. Among other potential newcomers are an outlaw mage named Anders and Nathaniel Howe, son of the late Arl Howe. The commander of the Wardens delves into the reviving horde of Darkspawn, directing his journey to the abandoned dwarven settlement of Kal’Hirol. There, they encounter Sigrun, a dwarf who is part of the Legion of the Dead – a band of warriors dedicated to battling the Darkspawn, and who welcome even the lowliest members of dwarf society.
In simpler terms, Sigrun assists the Warden-Commander in navigating through Kal’Hirol, encountering chattering Darkspawn, whom they call Disciples. These Darkspawn are found engaged in a conflict, divided into two groups, one loyal to a figure known as the Architect and the other to a leader called the Mother. The Mother controls an unusual type of bug-like Darkspawn called the Children. Furthermore, the Warden-Commander slays a group of Broodmothers used for mass-producing an army, potentially recruiting Sigrun into the Grey Wardens.
On their way to Wending Wood forest, where merchants have been under attack, the Commander-Warden encounters a Dalish elf mage named Velanna. Following the disappearance of her sister Seranni and the massacre of many from their tribe, Velanna was convinced that humans were responsible for these acts, leading her to retaliate by attacking caravans. However, upon realizing that it wasn’t humans but Darkspawn who committed the attacks, Velanna teams up with the Commander-Warden to explore a nearby mine. In this mine, they are captured by an unusual Darkspawn known as the Architect, who communicates eloquently.
Through Seranni’s assistance, who works for the Architect, the Warden-Commander and their companions manage to gain freedom. Later on, it appears that Velanna might have joined the Grey Wardens after their successful escape.
While pursuing a missing Grey Warden named Kristoff, the Warden-Commander delves into the haunting Blackmarsh, a swamp where the boundary between reality and the mystical realm known as the Fade has been breached. They uncover that Kristoff met his end at the hands of a Darkspawn Disciple working for the Mother, who sets off a trap that pulls them all into the Fade. Navigating the Fade, they encounter a Spirit of Justice who is attempting to mobilize several former townsfolk against a baroness who once held power over the Blackmarsh.
As a tech enthusiast, I found myself drawn into the real world, face-to-face with a formidable foe – the Baroness, who was nothing less than a powerful Pride Demon. Pulled out of my digital haven by an unknown force, I reluctantly took control of Kristoff’s lifeless body after defeating her. With no means to return home, I agreed to assist the Grey Wardens in their fight against the Blight, hoping that one day I could find a way back to my sanctuary in the Fade.
Word reaches the Commander of the prison that the Matriarch is preparing for a large-scale assault on the city of Amaranthine. Upon arrival at the city, the Commander receives news from a Follower of the Architect that the attack on Amaranthine is merely a distraction and the Matriarch’s primary forces are moving towards Vigil’s Keep instead. The Commander must then decide whether to defend Amaranthine or abandon it in order to return to Vigil’s Keep.
In essence, the Warden-Commander subsequently journeys to the Mother’s lair hidden beneath the Dragonbone Wastes, a historical burial ground for dragons nearing their end. Upon arrival, the Warden-Commander encounters the Architect who attempts to clarify his actions. The Architect discloses that the ongoing conflict between his troops and the Wardens was born out of a profound misconception, and he is striving to liberate the Darkspawn species from their servitude to the Old Gods.
The Architect found a method whereby Darkspawn consuming Grey Warden blood – a circular response to the ritual of the Joining – can gain independence, allowing them to reason and communicate. He applied this process to the Mother, a Broodmother that used to be human. After gaining freedom, the atrocities she experienced and her transformation into something monstrous were too overwhelming for the Mother, driving her mad. She began amassing followers, believing that upon the Architect’s demise, she might once again hear the music of the Old Gods.
As a researcher studying this intriguing narrative, I find myself at a pivotal point where the Warden-Commander must make a crucial decision: either accept the Architect’s proposal of peace or end his life, leading me to the Mother. If the Architect survives this encounter, the Mother discloses a startling truth – it was none other than him who initiated the Fifth Blight unintentionally.
Following a hard-fought struggle, the Mother meets her end, causing the Darkspawn to withdraw again into the depths of the Underground Passages.
Dragon Age: Origins The Golems of Amgarrak
Following the occurrences in Awakening, the Warden-Commander is tasked with probing a peculiar happening by Jerrik Dace, a dwarf, whose residence vanished while they were unearthing secrets within the forgotten thaig Amgarrak. This thaig was renowned for its innovative work on golems, enhancing their defenses and bestowing them with minimal magical powers.
During their exploration, the Warden-Commander and Jerrik stumble upon a gruesome scene where the inhabitants have been brutally killed. In the chaos, they locate Jerrik’s brother Brogan, who is in a state of distress, ranting about the terrifying forces lurking in the vicinity. Upon closer inspection, it’s discovered that the dwarves residing within this thaig had formed an alliance with Tevinter blood mages to construct flesh golems, using the bodies of the casteless as their raw material. By tying a spirit to these flesh golems, the resulting creature lost its sanity and started indiscriminately slaughtering everyone within, then gathering more bodies to grow stronger.
Following a relentlessly tough clash, the Harvester succumbs to defeat. The struggle’s impact brought down the Thaig. Unbeknownst to Warden-Commander Jerrik and Brogan, they managed their escape just as numerous other Harvesters lay hidden within the rubble of the fallen Thaig.
Dragon Age: Origins Witch Hunt
Nine months following the Fifth Blight’s conclusion (and several months post-Awakening and Golems of Amgarrak), the Warden-Commander receives whispers that Morrigan has been sighted. Pursuing these rumors, the Warden-Commander eventually encounters a Dalish elf named Ariane at Flemeth’s former dwelling. This elf is attempting to recover a book taken from her tribe by Morrigan.
In my enthusiasm, I’m on the trail of the Tower of Magi, where our dynamic duo meets a young mage named Finn, who offers them valuable insights. It seems Morrigan is after something mystical – an Eluvian, a magical mirror once wielded by ancient elves for effortless communication and travel across vast distances. Following Finn’s guidance, we gather shards of Eluvians and artifacts known as the Lights of Arlathan, ancient elven lanterns. Our breakthrough comes when we find an intact Eluvian in the Dragonbone Wastes, a discovery that leads us to confront an old elven creature, the Varterral. After overcoming this ancient beast, we delve beneath the wastes, finally catching up with Morrigan at another Eluvian, ready for our next adventure!
Morrigan speaks mysteriously, hinting that major events are imminent for the world, compelling her to leave Ferelden. If her Dark Ritual transpires, she admits to having a son. Moreover, Morrigan cautions that she underestimated Flemeth’s power and danger; Flemeth is far more formidable than Morrigan had thought, going so far as to suggest that Flemeth isn’t entirely human. Remarkably, if the Hero of Ferelden eliminated Flemeth, Morrigan indicates it won’t be a permanent demise.
Following this exchange, Morrigan disappears through the Eluvian.
Dragon Age 2
Originally launched in the year 2011, “Dragon Age 2” can now be enjoyed on both Windows PCs and Xbox Series X|S consoles due to their backward compatibility feature.
In Dragon Age 2, the narrative unfolds mid-action at 9:40 Dragon. A dwarf named Varric Tethras is being grilled by Cassandra Pentaghast, who is not just any inquisitor but the Seeker – an elite division of the Chantry that scrutinizes the Chantry itself for corruption. Cassandra believes that someone known as The Champion possesses the key to why the world is in turmoil. Varric then recounts the tale of the Champion’s past and background.
At around 9:30 Dragon, following the Battle of Ostagar, an individual known as Hawke (first name unknown), who could be either male or female and is part of a family, escapes Lothering together with their siblings Carver and Bethany and mother Leandra. The family faces hordes of Darkspawn, encountering a soldier named Aveline and her Templar husband, Wesley. Unfortunately, Wesley contracts the Blight and, under Aveline’s instruction, she is compelled to end his life humanely.
Following a brutal encounter with numerous Darkspawn, either Bethany or Carver meets their demise at the hands of an ogre. After Hawke slays the ogre, the group is miraculously saved when a colossal High Dragon swoops down, incinerating or squashing the remaining Darkspawn. It’s revealed that this dragon is none other than Flemeth, who was intrigued by the situation. In return for delivering a peculiar amulet to a specific Dalish Elder, Flemeth consents to guide the group to the coast, enabling them to embark on a voyage across the Waking Sea towards the free city of Kirkwall, where the Hawke family possesses an estate.
After several weeks, our band finds itself in Kirkwall, only to discover the city grappling with an influx of refugees escaping the Darkspawn terror in Ferelden. Tragically, Gamlen, my dearest Leanda’s brother, had squandered away our estate through gambling, leaving us no choice but to adapt as a smuggler or mercenary just to secure entry into the city. Matters soon worsen when a band of Qunari warriors and their leader, the Arishok, wash ashore following a shipwreck near the coast. The Qunari are temporarily housed in a compound within Kirkwall, but their presence significantly intensifies the internal strife within the city due to their unwavering devotion to the Qun – a unique blend of religious conviction and legal framework.
In the fading days of the year 9:31 Dragon, shortly following the momentous events of Awakening, I found myself in a precarious financial predicament along with my sibling, as we sought to evade the persistent scrutiny of the Templars. Our solution lay in joining an impending journey into the labyrinthine Deep Roads, led by the dwarf Bartrand Tethras. However, Bartrand was reluctant to include us.
The brothers take up work alongside Varric, completing tasks assigned by Aveline who swiftly ascends to captain of the guard due to uncovering corruption within her commanding officer. They could encounter a seductive pirate leader named Isabela, seeking a relic as a means of evading pursuers. They might also cross paths with Fenris, an escaped elf slave from Tevinter who boasts special abilities stemming from lyrium tattoos. Another potential recruit for the team is Sebastian Vael, prince of Starkhaven and one of the Free Cities’ notable figures.
They too honor their commitment to Flemeth, transporting the amulet to a Dalish tribe. There, the Keeper instructs them to take Merrill, an apprentice who has been experimenting with blood magic. Using the amulet at a particular ritual location results in Flemeth’s resurrection, and she reveals that the amulet served as a magical contingency plan if her daughter Morrigan attempted something.
Hawke and their companions persist in taking on various tasks, finding themselves entangled in a scheme by a Chantry member aimed at eliminating a Qunari mage, while simultaneously assisting a Templar in apprehending a serial killer preying upon wealthy but solitary women. Moreover, they obtain maps to the Underground Elven tunnels (Deep Roads) from Anders, who is currently hiding from the Grey Wardens and providing medical aid in the city’s impoverished districts.
Following the successful fundraising for the expedition, Hawke and potentially their sibling embarked on this journey alongside Varric and Bartrand. The team ventured underground where Hawke and Varric stumbled upon an antique idol crafted from a peculiar red Lyrium. This idol exerted a strange influence over Bartrand, compelling him to steal it and consider leaving Varric and Hawke to meet their doom. As they navigated through Darkspawn and Rock Wraiths (demons trapped in stone), Varric and Hawke unearthed a substantial amount of treasure. On their return journey to the surface, if the sibling was included, they contracted the Blight infection. If Anders joined them in the Deep Roads, he could identify a band of Grey Wardens, headed by a seasoned Warden named Stroud. They inducted the infected sibling to save their life. If Anders wasn’t present, the sibling perished.
Previously in Kirkwall, Bartrand was nowhere to be found, yet Hawke’s discovered fortune enabled them to reclaim their ancestral home. If Hawke’s brother or sister hadn’t been abducted into the Deep Roads, they were as good as gone, for Bethany was apprehended and sent to the Circle for her unauthorized magic use. Meanwhile, a bitter Carver opted to join the Templars. Regardless of these circumstances, Hawke and their mother now stand alone.
In the account that follows, Varric jumps forward to 9:34 Dragon. By this stage, Hawke has gained a noble status in the city, yet troubles escalate as mages and Templars clash increasingly frequently, with blood magic users and Templars abducting and murdering each other. The Grand Cleric of the Kirkwall Chantry, Elthina, attempts to maintain peace, but problems accumulate. Additionally, the ongoing presence of the Qunari intensifies issues; Viscount Dumar, the city’s ruler, loses his son Saemus when Petrice kidnaps and slays him for converting to the Qun. Hawke and Varric also discover Bartrand, who has been pushed to the brink of madness by the idol, only to sell it to an unidentified woman.
Misfortune piles up as Hawke’s mother Leandra is kidnapped by a murderous mage named Quentin, who was the very serial killer Hawke had been searching for years. This Quentin dismembered Leandra and other women, grotesquely reassembling some of their body parts in an effort to recreate his deceased wife. He even shared this research with an enigmatic benefactor named O. Unfortunately, Quentin meets his end, leaving Hawke to bid farewell to Leandra, implying that almost all of Hawke’s family is now lost.
In my perspective as a devoted fan, it’s quite the whirlwind when Aveline and Isabela both call upon me (Hawke) for assistance. It turns out that Isabela has been on a mission to reclaim something – the very same artifact that’s been causing the Qunari to stick around: The Tome of Koslun, which she admittedly swiped from them and their sacred book.
Regardless of Hawke’s actions, the Qunari attack, believing that the disorder and filth of the city can only be eliminated through bloodshed. The Templars led by Knight-Commander Meredith and the mages under First Enchanter Orsino join forces with Hawke to battle the Qunari and reach the keep. There, the Arishok has executed Dumar for his inactivity. The outcome of the confrontation can vary; Isabela might return with the Tome of Koslun if she is friends or lovers with Hawke, or Hawke could choose to fight the Arishok, or even hand over Isabela. In any case, the Qunari eventually depart from the city.
In time, approximately 9:37 Dragon, Hawke, along with their sibling if they’re still alive, pursue a series of assassins. This pursuit arises due to the Dwarven Carta’s relentless pursuit of their blood. The trail they follow leads to a largely deserted Grey Warden fortress. Here, Hawke discovers that their father, Malcolm Hawke, worked alongside the Grey Wardens (though he was not one), and played a crucial role in imprisoning a man named Corypheus.
In some instances, certain Grey Wardens contemplate liberating Corypheus for militaristic purposes, while others aim to eliminate him entirely. Regardless of their intentions, Corypheus ultimately gains freedom through Hawke’s blood and manifests as a speaking Darkspawn with an appearance similar to the Architect. As a revelation unfolds, Corypheus unveils his true identity as an ancient Tevinter magister who played a pivotal role in invading the Golden City, making him one of the original Darkspawn and seemingly immortal. Following a tough fight, it appears that Corypheus has perished; however, the surviving Grey Warden traveling with Hawke exhibits unusual behavior before departing.
In Kirkwall, Meredith and Orsino remained at odds, as Meredith seized control of the city as a temporary Viscount, ruthlessly pursuing mages suspected of corruption. However, a botched rebellion by rogue mages and Templars escalated the situation further. Previously, Grand Cleric Elthina had managed to mediate between them and preserve peace, but that option is now unavailable.
In a swift, catastrophic explosion triggered by magic, the Kirkwall Chantry is destroyed, claiming the lives of Elthina and her allies. This lethal device was planted by Anders, who asserted that he had eliminated the possibility of peace as a means to compel mages into battling for their liberty. Over time, as wise leaders were systematically eliminated, Meredith invoked the Right of Annulment, demanding the execution of every mage residing in Kirkwall. Hawke must decide whether to align with Meredith or Orsino, potentially allowing Anders to survive and assist in resolving the chaos, exiling him, or executing him immediately. If Hawke’s sibling is still alive, they rejoin for this final confrontation.
Regardless of Hawke’s allegiance, battles result in many casualties among Templars and mages. Overwhelmed by the situation, Orsino confesses that he has been secretly learning dark magic, making him the “O” who assisted Quentin in the past. Using the bodies of slain mages, Orsino transforms into a Harvester, indiscriminately attacking everyone until Hawke finally subdues him.
Meredith begins to accuse Hawke regardless of their allegiance, causing concern among her Templars when she unveils a colossal sword fueled by the Red Lyrium idol. The Templars led by Knight-Captain Cullen hesitate, believing she’s gone mad. Utilizing the enchanted blade, Meredith breathes life into the statues in Kirkwall. However, her actions become too aggressive, and Hawke intervenes to stop her. As a result, the idol converts Meredith into a statue made of red Lyrium.
If Hawke assisted the Templars, they briefly assumed the role of Viscount to attempt to rectify the situation. Should they help the mages instead, they depart immediately. In any case, Varric reveals that the group has separated, with the remaining members scattering following the catastrophe, and he is unsure about Hawke’s whereabouts. As they leave, Cassandra converses with another agent, Leliana, mentioning that (if alive) the Hero of Ferelden too seems to have vanished. The Circles of Mages have risen up globally upon hearing news from Kirkwall, while the Templars have severed ties with the Chantry.
Thedas is plunged into war…
Dragon Age: Inquisition
Initially launched in the year 2014, “Dragon Age: Inquisition” can now be played on various platforms, including Windows PC, as well as Xbox Series X|S and PlayStation 5 consoles thanks to their backward compatibility feature.
At 9:41, a Divine Summit is convened, with Divine Justinia (the leader of the Orlesian Chantry) coordinating negotiations between mages and Templars at the Temple of Sacred Ashes. However, an unexpected explosion devastates the summit, claiming the lives of many participants. This explosion also creates a massive Breach in the sky, allowing demons to invade, and numerous smaller Rifts (tears) throughout Thedas.
Stepping out, astonishingly unhurt, from the wreckage of a devastated landscape, I find myself standing before a remarkable figure – the Herald of Andraste. This resilient soul bears a miraculous mark on their hand, a luminous green imprint that enables them to mend the rips in reality itself. The Herald, be they human, dwarf, elf, or Qunari, has earned this title through sheer survival and their unique ability.
Guiding companions like Iron Bull, the Qunari mercenary; Sera, an elven trickster; Blackwall, a mysterious Grey Warden; Vivienne, a cunning Orlesian mage; and others, the Herald of Andraste aims to heal rifts, save villages from demonic threats. Along the way, they seek out rogue mages and Templars for assistance in sealing the Rift, ultimately concentrating their efforts on a specific group.
In one scenario, if the mages are enlisted, the Herald of Andraste thwarts a time-travel scheme by the magister Alexius, a member of the Venatori – a Tevinter cult intent on reviving the old Tevinter Imperium. Concurrently, another mage named Dorian is also brought on board. Simultaneously, many Templars are transformed into monstrous entities known as Red Templars. In an alternate situation, if the Templars join forces, the Herald prevents a secret entity from transforming them into Red Templars, slays a formidable Envy Demon, and enlists a peculiar spirit in human guise named Cole. The Venatori, on the other hand, gains a surge of new members from the ranks of renegade mages.
In the aftermath of sealing the celestial rift, either the Templars or mages lend assistance. The Herald of Andraste achieves success, but their triumph is brief. Soon, it’s one of those not recruited – Cole or Dorian – who arrives in Haven with grim news: An impending force, mainly composed of Red Templars or Venatori mages, is approaching. This ominous army is under the command of Corypheus, who wields a dragon reminiscent of an Archdemon. The group endures losses, and in a startling revelation, Corypheus informs the Herald of Andraste that the mark on their arm, the Anchor, was meant for him to launch an assault on heaven itself.
“Beg that I succeed, for I have seen the throne of the gods, and it was empty,” he intones.
In a valiant attempt, I, a fervent fan, find myself recounting an epic tale where Corypheus attempted to wield an enigmatic elven artifact for the purpose of dislodging the Anchor, alas, he met with failure. However, our beacon of hope, the Herald of Andraste, stepped in, employing a trebuchet to unleash a snowy cataclysm that entombed a segment of Corypheus’ army. With spirits high and resilience undeterred, we staggered through the drifts, miraculously cheating death. Our fellowship, still in its infancy, managed to endure, ultimately leading us to the venerable mountaintop citadel of Skyhold. It was here that the ancient Inquisition rose once more with renewed vigor, with the Herald of Andraste bestowed as its leader, thereby designating me, the Inquisitor.
To Cassandra’s surprise, Varric admits he indeed knows where Hawke is located, given their past encounters with Corypheus. Hawke then discloses this information to the Inquisitor before seeking advice from a Grey Warden contact, who could be Loghain, Alistair, or Stroud. This contact reveals that the Orlesian Grey Wardens are being deceived, believing they’re hearing The Calling – an occurrence likely engineered by Corypheus. As the group delves deeper, they uncover that these Wardens are turning to extreme tactics, collaborating with the Venatori to conjure a demonic army using dark sorcery.
During the attack on Adamant Fortress, the Inquisition clashes with the Grey Wardens to halt their scheme. Although they managed to prevent the Wardens from binding demons, a surprise attack by Corypheus’ dragon leads to the Inquisitor, Hawke, and a Grey Warden ally being transported into the Spirit World. Inside this realm, the group encounters a demon known as Nightmare, a formidable entity that thrives on people’s fears throughout the continent. Accompanying Nightmare is an army of Fear demons, resembling spiders, under its control.
Guided by a benevolent entity, the Inquisitor recovers lost memories, discovering they disrupted Corypheus’ ritual within the Temple of Sacred Ashes. This action caused the orb to explode with immense power and affix the Anchor onto their arm. The party manages to wound Nightmare, with Hawke or the Grey Warden contact making a selfless sacrifice, allowing others to flee safely.
After overcoming this setback, the Inquisitor can either banish the Grey Wardens from Orlais or ask for their assistance to thwart Corypheus. Subsequently, the group is invited to a party hosted by Empress Celene at her Winter Palace, where she is endeavoring to end a civil war in her kingdom through negotiations with her cousin Gaspard and an elven spymaster named Briala, who was once her lover. Upon discovering a genuine danger to the Empress’s life, the Inquisitor must navigate the treacherous Orlesian court, where complex politics and courtly rituals are known as the Game. The potential outcomes could result in Celene’s assassination, success, or a compromising situation involving Gaspard and Briala, but ultimately, the Inquisition manages to garner support from Orlais one way or another. Morrigan emerges as an additional ally for the Inquisition, having served as Celene’s court mage for some time.
The Inquisition tracks down Corypheus at an ancient temple in the Arbor Wilds, a sanctuary consecrated to the goddess Mythal. After battling through Corypheus’ troops and eliminating his right-hand man, the Inquisition discovers that Corypheus can resurrect and heal himself following apparent death – much like how an Archdemon regenerates if not vanquished by a Grey Warden. As they traverse the temple, the Inquisitor and Morrigan arrive at the Well of Sorrow, a reservoir brimming with magical lore from all who have served Mythal before. One of them drinks from this well, gaining an immense amount of wisdom to be utilized against Corypheus.
In this moment, the Inquisitor and Morrigan discover that Flemeth is actually a piece of Mythal, carrying a small part of the goddess that has become more powerful over time since her death. Mythal/Flemeth then departs, assuring Morrigan she never intended to cause harm and (if the Dark Ritual was performed during Dragon Age: Origins) frees Kieran’s son from the influence of the Old God.
Whoever drank from the Well learns that Corypheus’ defeat lies in defeating his dragon, which was empowered and twisted by Red Lyrium. Corypheus tears open the Breach again, seeking to destroy the world if he cannot rule it. If the Inquisitor drank from the well, they summon a dragon in service to Mythal to counter Corypheus. If Morrigan drank, then her shapeshifting abilities are enhanced to the point she can assume the form of a dragon. After a fierce battle, Corypheus’ dragon is killed, rendering him vulnerable. The Inquisitor kills Corypheus, breaking the orb in the process.
During the festivities at Skyhold, Solas slips away, reuniting with Mythal or Flemeth. This ancient figure scolds Solas for handing over his orb to Corypheus. Solas explains that he was too weak to unlock it himself and offers an apology. Before long, Solas takes Flemeth’s life and harnesses her power.
The Dread Wolf is rising…
Dragon Age: Inquisition Trespasser
9:44 Dragon marks the opening of Trespasser, two years following the Inquisition. The Inquisitor and their companions receive an invitation from the new Divine Victoria to the Winter Palace for a conversation about the Inquisition’s responsibilities as the world is no longer in immediate peril. However, the dialogue deviates when the Inquisitor uncovers a Qunari plan aimed at destabilizing Thedas, utilizing eluvians for swift travel.
The Inquisitor thwarts the Qunari’s scheme by journeying to the Darvaarad, a place where they imprison a dragon to boost their potent Gaatlok explosive. As the Inquisitor combats numerous Qunari operatives, their Anchor grows stronger and increasingly unpredictable. Escaping the Darvaarad, the Inquisitor tracks down the remaining Qunari agents to some ancient Elven ruins, eventually encountering Solas once more.
Solas confides in the Inquisitor that he wasn’t always known as the Dread Wolf deity, but rather, this title emerged following Mythal’s murder at the hands of the Evanuris, the other elven gods. In response, Solas instigated a rebellion against them, eventually imprisoning the Evanuris behind the Veil that he himself crafted. After a long slumber, Solas found himself awakened a millennium later, only to be struck with horror upon realizing that his creation of the Veil had wreaked havoc on the elven race, stripping them of their immortality and weakening their bond with magic.
In simpler terms, Solas reveals that during his sleep, his orb had become extremely powerful. His intention was for Corypheus to try using it, as the ensuing magical recoil would supposedly kill Corypheus and make the orb safe for Solas to use again. However, things didn’t go according to plan when Corypheus found a way to evade death, leading to events spiraling out of control.
Later on, he discloses that the Anchor is murdering the Inquisitor, and the only method to rescue their life is by taking another one in its place. Following this act, Solas aims to shatter the Veil to bring back the elves to their ancient splendor. This action might lead to the world being engulfed in flames as demons and spirits mix with a realm that has predominantly developed without them. The Inquisitor vows to either halt Solas or (if they had befriended or romanced him) persuade him to abandon his scheme.
Having lost an arm, I, the Inquisitor, make my way back to the grandeur of the Winter Palace. The Inquisition, once a formidable force, seems to have either dissolved or significantly weakened in my absence. Regardless, my closest allies and I are united in our resolve to seek out Solas and either halt his actions or guide him towards redemption.
And that path leads to Tevinter…
You’re all set for Dragon Age: The Veilguard!
Appreciate your patience as we journeyed through significant moments from the Dragon Age series. Although it wasn’t feasible to cover every detail, you’re now equipped with a solid foundation to embark on Dragon Age: The Veilguard, which unfolds eight years after the Trespasser events.
In my review of Dragon Age: The Veilguard, I wrote that “The combat is wildly different and the tone varies, but the characters here are the same vital, meaningful core that BioWare is known to deliver. While far removed in many ways from the fantasy franchise I grew up loving, Dragon Age: The Veilguard takes its place by prior adventures in Thedas with pride. Like the Hero of Ferelden, Hawke, and the Inquisitor before them, Rook shows that Dragon Age isn’t out of tricks just yet.”
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2024-10-30 17:14