#Dragon Age lore
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cursedhaglette · 3 days ago
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HAPPY PRIDE!!!!!!!!! (this is relevant i promise)
we have a special edition chapter of Nothing Beside Remains, our Project Joplin inspired fic, up today that was a collaboration not just between @scaryanneee and I but some other friends too xx
thank you to our lovely Evanuris!! @mythalism as Andruil, @widowling as Ghilan'nain (and some Solas too!), @megthemariner as Dirthamen and Falon'din, and @sandetigerrr as Elgar'nan !!! we had the most wonderful time working with you all on this special treat and it's SUCH a delight to read, hope everyone enjoys!!!
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anora-mac-tired · 1 day ago
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I hate Solas' storyline and everything to do with the Elven Gods And The Blight
LIKE wtf
The elven Gods did the blight, black city was their prison FUCK OFF
Fuck right off.
Here's Elgar'nan and he looks like a cartoon villain , I'm stabbing you.
Here's ghilanainn (okay her design is actually kind of slay just wish it wasnt Blight but something else giving her Eldritch Horror)
It makes me so angry I can barely think coherently about it but I am Enraged.
ELDRITCH HORROR DONE POORLY
They could have been terrifying for their own reasons !! Or, better, WHAT IF SOLAS WASNT 100% CORRECT like ... Ugh.
There is another arguement I could make about the demonization of pagan/indigenous faith through Christian eyes but honestly that might be thinking too damn deep but if anyone wants to take over and think that deep go ahead
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100jewels-between-teeth · 7 months ago
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A semi-comprehensive list of every pre-established lore inaccuracy in Dragon Age: The Veilguard
Please note, this isnt me saying you cannot enjoy the game for what it is. This is not me saying you shouldnt play the game. But as a long time Dragon Age fan (started with Origins, has consumed all extra media including books/shows/novellas/etc..) the way Veilguard has fumbled the lore is, to someone who cares, infuriating. I shall keep the list under a read more to avoid spoilers for Veilguard. This will also be added to with more points that are given for people who wish to add
But without further adieu;
Bioware Kind of Forgot...
Bioware kind of forgot...
That Solas, after you choose to drink from the Well of Mythal (whom in Veilguard is confirmed either a lover/mother figure) is fucking pissed
That Solas was not bringing down the Veil to move the Evenuris and put them somewhere else, but to establish the ancient elves once more
The fucking orbs
That the elves were currently, at the end of inquisition, beginning the elf uprising and following Solas
the Elvhen Language
Solas having an extensive spy network that never gets brought up
That most of the Elves would be on board with Solas's plan
Brialla and how she controls Eluvians too
That in Inquisition, it is stated that barely any working Eluvians exist and that the one in Skyhold and the one in the temple of Mythal are extremely rare
The Valaslin and how if all of what happened is common knowledge, that the elves arent currently freaking the fuck out that they are wearing slave markings
Solas does not abhor the use of Blood Magic
That the Evanuris were trapped/locked in the Black City specifically and not the fade in general, so Solas would have to open the Veil either at the doors of the Black City or travel. The gods would not be wandering around the Fade
Using the lore/logic confirmed in Veilguard, the ancient elves being spirits that, with the help of lyrium, were made into elven form, that Cole should technically be one of the most powerful creatures known to man since they gave themselves a human body without the assistance of Lyrium. Bioware kind of forgot...
Slavery in Tevinter (really now there are no slaves shown in Minrathous?)
Varric hates the deeproads/dwarves so why is he so okay with Harding's magic
Hawke in general
Varric is a world famous author so someone would have mentioned his death at some point?????
how the fucking Blight works (seriously the entire party is infected with the Blight)
How spirits work
Morrigan never wanted to become a vessel for Mythal and despises the thought
The Antivan crows bought/tortured child slaves and children from brothels, to be trained as crows, basically nullifying all of the trauma Zevran had gone through
Fenris freeing slaves, still
In the final battle they refer to the head of the Imperial chantry as the "Divine" when it should be the "Black Divine"
That Thedas has two moons
More shall be added with discovery
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nadas-dirthalen · 5 months ago
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Societal Change in Dragon Age: the Veilguard
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I've seen a lot of posts about how Veilguard doesn't really "move the needle" with Thedas' politics, so to speak. While this isn't a callout of any specific one of them (note the lack of links! this isn't about anyone), I wanted to talk about some changes I saw during my first two runs of Veilguard.
I also want to say that a lot of the changes we saw happen in the world of Inquisition also did not involve direct input from the Inquisitor. Dorian, for instance, was always going to go back to Tevinter and make change. The mage-templar war reaches a peaceful(ish) ending no matter which side the Inquisitor chooses to back. The Chantry moves forward after Justinia's death no matter who becomes Divine. The nobles are mad no matter who is made emperor/empress of Orlais. The Dalish flock to Fen'Harel after Trespasser no matter what.
That said... here's what I can remember off the top of my head.
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Arlathan Forest and the Elves:
The Dalish got their land back. While the real-world Land Back movement is (obviously!) far more complex and far-reaching than can be portrayed within a companion quest in a video game, the fact remains: in my playthrough, not only did the Veil Jumpers (and by extension, the Dalish) get Arlathan Forest back, the magic there also stabilized. (Editing Note: this stabilization is implied through the slide with high faction strength, and stated outright in the ending with low faction strength, which says, "For the Veil Jumpers, the fall of the last elven gods left raw magic and chaos in its wake." Rook, therefore, decides whether Arlathan is habitable or not, since Arlathan's magic is described as fatal for most people during banter with a Veil Jumper Rook.)
The elves potentially also get their ancient knowledge back. Depending on what you chose for the Nadas Dirthalen, the Dalish potentially got a lot of their old technology and knowledge back, potentially putting them even further ahead in terms of magical technology than Tevinter in some areas.
... Or the Veil Jumpers chose a different path forward for the elves. If the Nadas Dirthalen was kept hidden, Rook and Bellara chose a path where the Dalish refuse to become like their predecessors, forever changing the path of Dalish reclamation efforts. The Dalish, then, become something other than what their ancestors were. Either way, the Dalish are significantly impacted.
(if the griffons were given back to Arlathan) An apex predator was returned to Arlathan. If you want to read more about how cool of a change this is, I suggest reading about how cool it is that wolves were reintroduced to Yellowstone.
(added in edits) The truth about the Evanuris is well-known, or will be soon. Davrin says that while he did not notify many Dalish about the truth of the Evanuris during the events of Veilguard, it is the Veilguard's duty to inform them after. The same will likely prove true with Andrastians, and the Chantry at large. The truth will soon come to light—and even though rapid religious change has already been undergone once because of the cause of the Blights (Tevinter moved away from the worship of their old gods, save for the Venatori, because their old gods were the archdemons spearheading the Blights), the elves are already victims of prejudice in Thedas. The Chantry's response to the truth will likely be influenced by that prejudice. HOWEVER, it is my firm belief that the Evanuris also exist in the Chant of Light as the Maker's first children, and that truth being revealed or uncovered simultaneously has the potential to change the shape of the public's response across Thedas.
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Kal-Sharok, Orzammar, and the Dwarves:
The titans' history has been remembered. Remember in Descent where it was said very prominently that Orzammar had struck all memories of the titans? That something political was motivating how the titans were entirely forgotten about? Now, thanks to the events of Veilguard, there is no turning back. No amount of suppression can make the world forget the titans now.
DWARVES. HAVE. MAGIC. NOW. Read that ending slide again! "The dwarven people rediscovering their lost magic, and their connection to the Stone." This is something the dwarven people have not had for literal millennia, and it's thanks to ROOK and HARDING that this change has taken root! Not Valta, but Rook!
Kal-Sharok continues to become more known to the world after being sealed off. We continue to get closer to understanding exactly what happened to Kal-Sharok after it was sealed off, and this is going to inform our understanding of the titans and the blight even more as time goes on.
Healing the titans has huge implications for the existence of red lyrium. Between Solas doing what he can (in his good endings) to soothe the blight's anger and (more importantly) dwarves connected to the Stone like Harding doing work to soothe the titans' anger on Thedas itself, we will likely see red lyrium gradually fade away all across Thedas.
The caste system of the dwarves is likely to be impacted by recent revelations. Regardless of what, exactly, is chosen going forward, it is clear the dwarves will take a good look at their own beliefs and practices about the Stone now that the truth about the titans has come to light. Their feelings about surface dwarves versus those who live purely underground are likely to be impacted here! I can't wait to see dwarf politics in DA5!
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The Grey Wardens & Weisshaupt:
The Wardens don't hear the Calling anymore thanks to Rook's actions. You know... the thing that defines the life of a Warden? The thing that shortens their lifespan? That's gone. This has been a PILLAR of their organization since Origins, and the absence of the Calling is absolutely going to lead to massive change within the Wardens.
The blight is less virulent—AKA, it is greatly weakened, and has died in some parts of Thedas. Yes, completely. Read that again. Read that as many times as it takes for it to sink in. The blight has been a huge, looming threat for over one thousand years. For the first time ever, it is on its way out. Perhaps for good.
For the first time, new growth is coming back to the Anderfels and other blighted areas on Thedas. Discovering this—and keeping the Wardens alive long enough to discover this—is forever going to change the directives of the Wardens and the lands that were previously too blighted to thrive. The Anderfels, we know, are coming back to life—but some other zones that come to mind here are the Silent Plains, parts of Antiva, Denerim... anywhere a Blight ended in the past, or anywhere that the blight completely overtook in the past.
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Minrathous:
An abolitionist sits on the Archon's throne!!! For the first time ever, someone who wants to end slavery is the head of Tevinter government. This is a huge step forward for the movement to end Tevinter slavery, which has had to exist in the shadows more or less until now (which we see even in the upper echelons of the altus class, in Maevaris, who was kicked out of the Magisterium for her anti-slavery views).
(added in edits) The Imperial Divine is also an abolitionist. While I did not include this point earlier because Rook has no hand in selecting Ashur/the Viper as the Divine, it is important context by the game's ending. Having abolitionists as Archon and Divine means there is tremendous potential for rapid, popular change in Tevinter. I am very excited to see where this goes in DA5!
The blight died in Minrathous when Elgar'nan was slain. Not just eased. Died. Because Minrathous was the epicenter for what happened to the Veil and the blight at the time, all blight in the city is dead. This proves that the blight can truly be ended, as well as cured. That's not secret knowledge anymore, if all of Minrathous knows it.
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Treviso:
The Crows have been changed by Teia and Viago's actions during Veilguard. No matter if Treviso is blighted or not, Teia and Viago have brought the Crows into a different sphere than perhaps they were under Talons like Aranai in Origins. The Crows have a direct part to play not just in the governance of Antiva (which we knew about) but the governance of individual cities and even the organization of Antiva's military power. This was less prevalent before Veilguard (because we weren't in Antiva, but also because Antiva didn't have a Blight to defend against), but now that the Crows have stood against the Final Blight, there's no going back from the precedent their actions have set.
The Crows have a new First Talon—one who will undoubtedly bring reform. While Lucanis is no stranger to murder and there's no doubt in my mind that the Crows will continue doing just that, Teia and Viago now have a lot more pull within the Crows (and their humanitarian efforts by extension) because one of their closest allies is now First Talon.
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Rivain & the Antaam:
An influx of former Antaam are potentially joining the existing Qunari in Rivain. By appealing to Antaam deserters, Taash and their allies are showing that there is a life possible for kossith (Qunari) outside of the teachings of the Qun—without attacking/invading under the orders of the Arishok. We have not seen this on this grand a scale before, and it will be fascinating to see what ripple effect this has on the rest of Qunari culture.
There is a gap left by the Antaam within Qunari society, too. While not tackled upfront in Veilguard, the fact remains that one of the three pillars of Qunari society left the Qun. Whether this is the entirety of the Antaam or a significant part of its forces, I don't know, but this will have destabilized the Qunari and will open the way for a lot of questions and change within their own society, too.
Knowledge about the adaari and about who the Qunari were before Thedas is emerging. We've seen with the elves and dwarves that when this kind of history is revealed over time, great changes happen within societies in Thedas. I can't wait to see what that means for the kossith/Qunari!
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The Necropolis & the Mourn Watch:
The Mourn Watch are aware that an entire lineage of people on Thedas were spirits that took physical shape by crafting bodies made of lyrium. Knowledge of spirits has tremendously shifted. This changes the understanding of what a spirit even is, versus the soul of a living person.
(if Manfred is alive) It is increasingly apparent that spirits "grow" and mature in the same way that living children do, becoming more complex over time. This has big implications for the recognition of spirits as their own sort of people—not just in Nevarra, but everywhere.
It will soon become more common knowledge that the existence of the Veil is what ended elven immortality. This changes everything that the Mourn Watch knows about what mortality even is!
With the blight less virulent, it is possible that other cultures in Thedas start burying their dead, rather than cremating them. This could lead to a widespread rise in necromancy and/or Nevarran belief!
Orlais:
Orlais endured a rebellion of its noble class. While we can presume that their monarch survived it (and therefore probably cemented themselves as an effective leader, surviving the Final Blight and rebellion), there is just as much to be said for if they did not survive it (which would throw Orlais into political turmoil all over again). Either way, Orlais looks different as a political power going forward.
Val Royeaux—the seat of the Southern Chantry and its Divine—fell. While listed as under rebel control, I think there is just as much to be said here: the Orlesian people were likely shaken by the fall of Val Royeaux, and combined with the knowledge that will come of the Evanuris, the titans, and the Andrastian faith after the events of Veilguard, I can see a shift in how Andrastianism is perceived in Orlais, and the South as a whole.
Ferelden:
The Chasind and Avvar have allied themselves with Fereldan leaders, a shift from their former lives secluded from other Fereldan humans after a prior history of conflict with them.
Ferelden made an attempt at peace with Orlais. Whether this attempt was answered remains unclear due to communication difficulties during the worst of the Final Blight, but the Fereldan envoys were not attacked outright. This suggests that tensions between Ferelden and Orlais cooled, if even a little bit. However, it is unclear if this will remain true, given that Orlais might be in a weaker position than Ferelden due to this late lapse in communication.
Free Marches:
The Free Marches united under Prince Vael. From a quick look at the wiki, it's been 700 years since unification was even attempted.
The Free Marches fared better against the Blight than Orlais and Ferelden, and were even marching south to lend aid to Ferelden by the game's finale.
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And there you have it! That's what I can think of that has changed in Thedas, either because of Rook or not because of Rook, in Veilguard. And again: many changes in Inquisition were either not the Inquisitor's choice (like Dorian going home, or the truth of the Evanuris being revealed over time) or did not have consequences that led into the next game (even in DAI's epilogue, before Veilguard, the nobles are upset whether Celene or Gaspard are on the throne).
But one thing is true: whether you enjoyed Veilguard or not, it is not true that nothing happened during the game. Much did! The Veil may not have come down, and Rook may not have had an omniscient perspective looking down on Thedas at changes outside their immediate scope, but the world did change around them.
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thevulturesquadron · 6 months ago
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Dropping this as an example and leaving out any names - so please don’t go and start an argument with these people or harass anyone. It’s not why I'm writing this, it gives them more attention, and there is no room for an actual conversation.
But, to my point! I am starting to believe that people online aren’t always shitheads on purpose. They are seriously lacking reading comprehension and that is absolutely terrifying.
In this one example the dev has not said any of the things they are being accused of. Let me break this down a bit.
Starting with the Bellara statement - the answer literally says Bellara is the most knowledgeable when it comes to elven magic EXCEPT compared to the elven gods. And even then, it’s prefaced by two things: 1. PROBABLY, which is used to show that it’s not a certainty and that there's a high chance there are others around the world (let’s saaay... people like Merrill), but they are not within reach so it's inconsequential. And 2. ‘Bellara ASSUMES’, which implies she doesn’t actually hold the totality of knowledge. The game shows again and again that she is in the process of learning through experimenting and nothing in this answer contradicts that. Additionally, literally during the game, Bellara has access to Solas’s ancient library at the Lighthouse AND an ancient archive of knowledge. Basically she has MANUALS on ancient magic from the very people that practiced it.
2. ‘Evanuris don’t understand magic’ - again the answer never said that. What it conveyed was that the Evanuris had access to magic and found ways to make it work for them. It was a tool, much like electricity: we didn’t invent it, it is a phenomenon we learnt to turn into power and use. The game kept reminding everyone again and again that the Evanuris weren’t gods, just powerful mages and Epler’s answer just reaffirmed that. (Plus this is something previous games have also hinted at repeatedly). The Elven Gods didn’t invent magic, and much like everyone else in Thedas, after they tapped into that force they started applying it in ways they were able to understand. Solas himself (the voice the devs created to tell a story) said that in so many ways throughout the game, so why are people acting like this is the first time they're hearing about it??
Anyway, this is just me taking the time to analyze one of the many absolutely mind-boggling takes that exist out there, and there’s… a lot of them. These people should just put the phone down and open a book.
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triaelf9 · 8 months ago
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HEY UM
So now that we have this
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PUTS THIS OTHER ONE IN A WHOLE NOTHER CONTEXT HUH
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HOW MANY OF THEM WERE DOING THIS????? Also bonus wings??
And I took a good close look, those hands are ABSOLUTELY HOLDING SHOULDERS DOWN THERE
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squirrelwithatophat · 11 months ago
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How the Chantry (and Orlais) Turned Kirkwall into a Police State
One aspect of the Dragon Age series that I’ve always found odd is the way in which rather crucial political and historical context surrounding major conflicts the player must decide tends to be relegated to codices, outside materials (e.g., books), and optional dialogue with minor characters... meaning that many if not most players don’t seem to end up actually seeing it.  Wicked Eyes and Wicked Hearts (Dragon Age Inquisition) in particular has become somewhat notorious for what it left out, but it’s far from unusual.
With regard to Dragon Age II, there’s a popular perception among fans that the troubles in Kirkwall can be attributed almost entirely to rogue behavior on the part of Knight-Commander Meredith and various evil blood mages.  This is understandable given the overall narrative framing and Bioware’s aforementioned problem of making key context very easy to miss.  But once we take a look at the full picture, it ought to be clear that the Chantry did not simply “fail” in their responsibilities towards the mages or towards the citizens of Kirkwall more broadly — they actively created and maintained the very nightmare they later professed to be dismayed about.
Moreover, despite the running Mages vs. Templars theme, the mages were hardly the only one's who suffered under Meredith's rule. Indeed, Kirkwall endured a brutal 16-year-long dictatorship (9:21-9:37 Dragon) that came into being courtesy of the Chantry and the Orlesian empire and only fell due to the mage rebellion.
Here I’ll describe in detail (with sources and citations) the story of how the Chantry turned Kirkwall into a police state and one that ultimately descended into what the writers themselves termed "genocide."  
The Templar Coup of 9:21 Dragon
Our story begins with the conflict between Viscount Perrin Threnhold of Kirkwall and Emperor Florian Valmont of Orlais.  
With the beginning of the Dragon Age (the era), the Orlais had experienced a major loss of territory and influence.  In 9:00-9:02 Dragon (the exact dates conflict), the Fereldan Rebellion led by Maric Theirin and Loghain Mac Tir overthrew Meghren, the last Orlesian King of Ferelden (personally appointed to the position by Emperor Florian himself), and reclaimed their country’s independence after nearly a century of Orlesian occupation.  These events are described in detail in The Stolen Throne. Emperor Florian, however, remained reluctant to recognize Ferelden’s sovereignty -- with peace between the two countries not being fully established until his death and the ascension of his niece Celene to the throne in 9:20 Dragon -- and may have been eager to reassert Orlesian influence in the region.  Perrin Threnhold, meanwhile, ascended to the position of viscount of Kirkwall (also formerly occupied by Orlais) in 9:14 Dragon.  At some point during this volatile period, Threnhold decided to raise money by charging what the Orlesians regarded as unreasonably high tolls for passage through the Waking Sea, which also controlled Orlais’s sea access to Ferelden and its capitol, Denerim.
For reference, here’s a map with my highlights:
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The Orlesian Chantry, founded by Kordillus Drakon I (the first emperor of Orlais), had from the beginning been dominated by Orlesian interests.  According to World of Thedas vol. 1 (p. 56): “The Orlesian capital, Val Royeaux, is home to the Chantry’s Grand Cathedral, the center of the Andrastian religion’s power.  Over multiple Blights, the Orlesians have used the Chantry to expand their influence beyond the nation’s impressive borders, notably to the north into Tevinter territory and southeast through Ferelden.”  The Chantry, not surprisingly, had backed the Orlesian invasion and occupation of Ferelden, most recently under Divine Beatrix III (probably) and Grand Cleric Bronach of Denerim. It should be noted that this is all part of a pattern of highly-aggressive and imperialistic behavior that has persisted for centuries from the early years up to (potentially) the events of Dragon Age Inquisition.
It also cannot be emphasized enough that the Templars are the Chantry’s army and were created by the Chantry in the first place.  They do not simply hunt and guard mages; they fight the Chantry’s wars and carry out its policies.  Quote: “the Order of Templars was created as the martial arm of the Chantry” (Codex: Templars).  According to First Enchanter Halden of Starkhaven (8:80 Blessed), “While mages often resent the templars as symbols of the Chantry's control over magic, the people of Thedas see them as saviors and holy warriors, champions of all that is good, armed with piety enough to protect the world from the ravages of foul magic. In reality, the Chantry's militant arm looks first for skilled warriors with unshakable faith in the Maker, with a flawless moral center as a secondary concern. Templars must carry out their duty with an emotional distance, and the Order of Templars prefers soldiers with religious fervor and absolute loyalty over paragons of virtue who might question orders when it comes time to make difficult choices.  It is this sense of ruthless piety that most frightens mages when they draw the templars' attention: When the templars are sent to eliminate a possible blood mage, there is no reasoning with them, and if the templars are prepared, the mage's magic is all but useless. Driven by their faith, the templars are one of the most feared and respected forces in Thedas” (Codex: Templars).  Likewise, a Chantry official confirms that the Templars are both “the watchers of the mages and the martial arm of the Chantry” (Codex: Seekers of Truth).  In Dragon Age Origins, the (unwillingly) Templar-trained Alistair elaborates, “Essentially they’re trained to fight. The Chantry would tell you that the templars exist simply to defend, but don’t let them fool you. They’re an army... The Chantry keeps a close reign on its templars. We are given lyrium to help develop our magical talents, you see… which means we become addicted.  And since the Chantry controls the lyrium trade with the dwarves… well, I’m sure you can put two and two together...  The Chantry usually doesn’t let their templars get away, either.”
In response to Threnhold’s intolerable restrictions on the Orlesian navy’s movements in its traditional sphere of influence, Divine Beatrix III, an acknowledged “friend of the emperor” (and predecessor to Divine Justinia V of DAI), ordered the Kirkwall Templars under Knight-Commander Guylian to force open the Waking Sea.  Viscount Threnhold retaliated for this obviously-illegal military interference by ordering the Templars expelled from Kirkwall and later executing the knight-commander.  Then-Knight-Captain Meredith Stannard led the remaining Templars to storm the Keep and arrest Threnhold before appointing a weak viscount unwilling or unable to resist her control.
From Kirkwall: City of Chains by Brother Ferdinand Genitivi (Codex: History of Kirkwall: Chapter 4):
Taxes were crippling and Perrin Threnhold used the ancient chains extending from “the Twins” standing at Kirkwall's harbor—unused since the New Exalted Marches—to block sea traffic and charge exorbitant fees from Orlesian ships. The Empire threatened invasion following the closure of the Waking Sea passage, and for the first time, the Chantry used the templars to pressure the viscount. Until that point, the templars had done nothing to counter the Threnholds even though, as the largest armed force in Kirkwall, they could have. Knight-Commander Guylian's only written comment was in a letter to Divine Beatrix III: “It is not our place to interfere in political affairs. We are here to safeguard the city against magic, not against itself.”  The divine, as a friend to the emperor, clearly had other ideas.
In response, Viscount Perrin hired a mercenary army, forcing a showdown with the templars. They stormed the Gallows and hung Knight-Commander Guylian, igniting a series of battles that ended with Perrin's arrest and the last of his family's rule. The templars were hailed as heroes, and even though they wished to remain out of Kirkwall's affairs, it was now forced upon them.  Knight-Commander Meredith appointed Lord Marlowe Dumar as the new viscount in 9:21 Dragon and she has remained influential in the city's rule ever since.
Given that this was written by a Chantry scholar, the self-justificatory rhetoric surrounding the viscount and the Chantry-instigated coup ought not be surprising.  It appears, however, that in Kirkwall itself popular perceptions of Viscount Perrin Threnhold are in fact fairly polarized.
Whereas Brother Genitivi calls Perrin’s father Chivalry Threnhold “a vicious thug who took power through a campaign of intimidation” and Perrin Threnhold “even worse,” an unnamed servant writing 7 years after the coup paints a rather different picture (Codex: Viscount Marlowe Dumar):
What happened to Viscount Perrin Threnhold was a travesty. I served in the Keep, and my blood boils when I hear people call him a tyrant. He was a good man who tried his best to free Kirkwall from the control of those who use power for their own purposes. It's always been that way here, hasn't it? Long ago it was the Imperium. Then it was the Qunari, then the Orlesians, now the templars... when have we ever ruled ourselves? He tried to kick those templar bastards out and give us real freedom, and what did it get him?
Whether Threnhold was an evil tyrant or a nationalist hero (or both or something else entirely) is beside the point, however.  He was not overthrown for mistreating the citizens of Kirkwall; he was overthrown for opposing Orlais and the Templars (acting as an arm of Orlesian imperialism and in defiance of their official duties).  Seneschal Bran, himself no fan of either Threnhold or the Templars (and the only character to ever discuss the coup out loud), points this out in an easy-to-miss optional conversation in Act 3.
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Hawke: What happens if they [the Templars] don’t like the [nobility’s] choice [of viscount]?
Seneschal Bran: Do you know how Viscount Dumar’s predecessor, Perrin Threnhold, left office?  He was a tyrant, certainly, but his rule was not ended until he actively sought to expel the templars.  “The good of all” is inexorably tied to what is good for the templars.
It’s unclear whether Knight-Captain Meredith was acting on her own initiative in toppling Threnhold or whether she received prior encouragement from the Chantry, but either way, what is certain is that the Chantry moved quickly to legitimize her actions and bolster the new order.  Moreover, the intent to seize power for the Chantry and its military forces rather than “liberate” Kirkwall from the depredations of a tyrannical viscount can be seen in the way they illegally imposed their own viscount (one kept submissive through threats of violence) rather than allowing the people to choose or at the very least following accepted selection procedures (i.e., allowing the nobility to vote on the next viscount). Indeed, this refusal to let the nobility select the viscount as per tradition is the basis of Orsino's protest at the beginning of Act 3.
In any event, Grand Cleric Elthina, as the highest-ranking representative of the Chantry in Kirkwall (appointed to her position by Divine Beatrix III herself around 20 years before Act 1) and thus exercising authority over its Templars, presided over the show trial at the end of which Threnhold was imprisoned and later murdered in his cell. Then she rewarded Meredith with a promotion.
According to the codex for Knight-Commander Meredith:
She is credited with removing the previous viscount, Perrin Threnhold, from his position after he attempted to have the templars expelled from the city in 9:21 Dragon.  The acting knight-commander was arrested and executed, and Meredith led a group of templars into the heart of the Keep to capture Threnhold. He was tried and imprisoned three days later by Grand Cleric Elthina and died from poisoning two years later. Meredith was subsequently elevated to her current position.
While merely implied here, Elthina is explicitly confirmed to have given Meredith the position of knight-commander in the first place in World of Thedas vol. 2 (p. 193):
Following Threnhold’s arrest, Grand Cleric Elthina appointed Meredith as the new knight-commander.  At Knight-Commander Meredith’s suggestion, a new viscount was chosen: a man named Marlowe Dumar.
Then in blatant violation of Kirkwall’s own laws and traditions -- again, dictating that the viscount be chosen by the nobility -- the Chantry had allowed newly-installed Knight-Commander Meredith to select the new viscount.  If approached in the Templar-occupied Viscount’s Keep and spoken to in Act 3, Seneschal Bran will explain:
Bran: When a line is judged unfit, or ends, we appoint from Kirkwall’s elite.  Or we would, if the situation was normal.  But it is not.
Hawke: Who nominates a new viscount?
Bran: A consensus of the nobility.  Normally.  And a willing nominee.
It seems to be the general consensus that Marlowe Dumar was chosen specifically because he was weak and willing to play the role of Templar/Chantry puppet (a subheading in Dumar’s WoT v2 entry even explicitly calls him “The Puppet”).  Meredith, after all, is not only responsible for his appointment but has been threatening him into compliance from the very beginning.
Again, Brother Genitivi writes quite bluntly: 
Knight-Commander Meredith appointed Lord Marlowe Dumar as the new viscount in 9:21 Dragon and she has remained influential in the city's rule ever since.
And quoting once more from the unnamed servant:
Now the Chantry has chosen Lord Marlowe Dumar as his replacement. After weeks and weeks of arguing, after telling the nobility that they would be choosing their viscount, after everyone saying it was time to use a new title—why not "king"? Why keep using the name imposed by the Orlesians? And after all that, the Chantry chose him. I suppose I can see why—everyone thinks he has the spine of a jellyfish, and it does seem that way.
Truly, he has the templars on one side, the nobility on the other, and everyone expects him to solve all their problems—yet he has no power to actually accomplish it. He keeps the peace as best he can, and I think he does a good job even if no one else does.
Likewise, to quote from Marlowe Dumar’s entry in World of Thedas vol. 2 (p. 184-185):
The new knight-commander, Meredith, appointed Marlowe to the seat, much to his surprise.  Just before he was crowned, he met in private with the knight-commander at the Gallows.  Marlowe was escorted, surrounded by grim templars, to Meredith’s well-appointed office, and there, she explained her reasons for the choice.  Kirkwall was filled with entitled degenerates... “With my help, you will turn this city around,” she said.  “We will be allies.”  Meredith’s message was clear: Remember who holds power in Kirkwall.  Remember what happened to Threnhold when he overreached.  To drive her point home, she presented Marlowe with a small carven ivory box at his coronation.  The box contained the Threnhold signet ring, misshapen, and crusted with blood. On the inside of the lid were written the words “His fate need not be yours.”  Marlowe ruled Kirkwall without incident for almost a decade, in no small part thanks to Meredith’s backing.  During his reign, the templars grew even more powerful, and the knight-commander’s influence was evident in almost every one of Marlowe’s decisions.
And from Meredith’s entry in WoT vol. 2 (p. 193):
Meredith presented Dumar with a carved ivory box at his crowning.  All present witnessed the viscount going white as a sheet as he opened it... It is not known what the box contained, but the reaction from Dumar made its importance to him obvious.  What is certain is that Dumar never openly or strongly defied the templars.  Over the course of his reign, Meredith’s grip on Kirkwall grew ever tighter, and Dumar’s failure to act absolutely contributed to the events that led to the mage rebellion.
According to Lord Bellamy, “a longtime political ally of Dumar’s” (p. 193):
“Dumar had a good heart.  A good heart and a weak will.  On his own he might have made a good leader, given time.  But he wasn’t on his own.  The knight-commander was always there, looking over his shoulder.  She let him know she was watching, that he wore the crown at her sufferance.  Meredith appointed him. This was a nobleman of only moderate wealth, with little influence.  She knew she could control him and there was little he or anyone else could do about it.”
Ultimately, the coup not only secured Chantry control over Kirkwall but furthered their (and the Orlesian Empire’s) geopolitical interests in the Free Marches as a whole. After all, the “Free Marches is [sic] best known as the breadbasket of Thedas. Its farms along the banks of the great Minanter river are the source of much of the continent’s food” (World of Thedas vol. 1, p. 65), and as with many a real-world “breadbasket,” its natural abundance and misfortune of lying between multiple empires had made it the target of one invasion and occupation after another. After the slave revolt of 25 Ancient toppled the Tevinter Imperium’s hold over the region (see Codex: History of Kirkwall: Chapter 2), the city-state of Kirkwall fell to Qunari invasion in 7:56 Storm, then invasion and occupation by the Orlesian Empire in 7:60 Storm, and finally gained its independence about 45 years later in 8:05 Blessed (see Codex: History of Kirkwall: Chapter 3). Prior to the Chantry-instigated coup, Kirkwall had enjoyed independence under a locally-chosen viscount for around 115 years, with Viscount Perrin Threnhold himself ruling for 7 years.
Other city-states of the Free Marches have likewise fallen under the Chantry’s sphere of influence (if not outright control):
Starkhaven is ruled by the Vael family. According to the codex for The Vaels, “They remain devout, dedicating at least one son or daughter per generation to become a cleric in the chantry.” The sole potential heir to the throne of Starkhaven is of course our DLC companion Sebastian Vael, “The Exiled Prince.” To quote from his first codex: “Sebastian Vael is the only surviving son of the ruling family of Starkhaven, which was murdered in a violent coup d'etat. Sebastian cannot forget the irony that he still lives only because his family was so ashamed of his drinking and womanizing that they committed him to the Kirkwall Chantry against his will… Since then, his belief in the Maker and His plan for Thedas have been unshakable. Embracing his new role, Sebastian took vows of poverty and chastity to become a sworn brother of the Chantry... until word of his family's deaths forced him to take up worldly concerns once again.” Elthina appears to have been playing mind games with Sebastian from the very beginning -- first she agrees to have him confined in her Chantry, then poses as a secret benefactor helping him escape from her clutches, with the revelation of her identity as said pretend benefactor leading him to embrace her authority and the life of a Chantry brother with genuine enthusiasm (see the Sebastian short story or his WoT v2 entry for details).  After his family’s murder, Elthina urges him to remain with her rather than reclaim the throne.  Yet when he gives up on seeking the throne and actually does attempt to return to the Chantry during “a crisis of faith,” he is “turned away by Grand Cleric Elthina, who believed he had not yet committed fully to either course” (see Codex: Sebastian - The Last Three Years), leaving him confused and even more under her thrall than ever.
Ostwick is dominated by the devout, staunchly pro-Chantry Trevelyan family. According to the codex for Trevelyan, the Free Marcher: “It is an old and distinguished family, in good standing among its peers, and with strong ties to the Chantry. Its youngest sons and daughters—those third- or fourth-born children with little chance of becoming heirs—often join the Chantry to become templars or clerics.”
Tantervale is certainly... special. According to WoT vol. 1 (p. 71): “Chantry rule is all but absolute in Tantervale, earning the city its dour reputation. The city guard is obsessed with enforcement. A street urchin would get a year in the dungeon for something that would get him a pat on the back in Orlais” (p. 71).
But let us return to Kirkwall, shall we?
"The Puppet”: The Reign of Viscount Marlowe Dumar (9:21-9:34 Dragon)
Viscount Marlow Dumar’s status as an impotent tool of the Chantry and its Templars appears to be common knowledge in Kirkwall.  Various characters, from city guards to lowlifes like Gamlen, casually refer to Meredith as if she is head of state and defer to her authority.
Immediately upon approaching the gates of the city in the first quest of the game, The Destruction of Lothering (Act 1), the following exchange occurs:
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Guardsman Wright: So Knight-Commander Meredith wants us to sort you all out. Most of you are getting right back on your ships, though.
Hawke: That's a templar title. Why would a city guardsman answer to the templars?
Wright: We don't answer to her... but she's the power in Kirkwall. Don't know what would happen if the viscount went against something she wanted... But he's sure never taken that chance.
Likewise, if asked about “the word on the street,” Corff the bartender remarks as early as Act 1, “People say Meredith's the real power in Kirkwall, not the Viscount. Even Dumar answers to her.”
Ordinary citizens appear terrified of Meredith, and with good reason.  During the quest Enemies Among Us (Act 1, set in 9:31 Dragon), we get the following exchange with the sister of a Templar recruit:
Macha: I pleaded with him not to join the Order, but he wouldn't listen. You hear dark rumors about the templars and Knight-Commander Meredith. And now my brother is gone.
Hawke: (“Are templars so bad here?”) In Lothering, some templars died protecting villagers. I never heard any dark rumors.
Macha: And those are the stories my Keran adored. But it is not like that here, serah. There is a growing darkness in the order. They prowl the streets in packs. Hunting. And now, they say their duties put them above us, that they have the right to... take people from their homes. It is frightening.
Hawke: (“Tell me about Meredith”) What do people say about Knight-Commander Meredith?
Macha:  Oh, she has many admirers. They laud the service she does in keeping the mages in check.  But others say she is terribly fierce and utterly without pity. That she sees demons everywhere.  It is dangerous even to whisper such things.  People harboring escaped mages just disappear.  Templars interrogate and threaten passers-by.  My friend has a cousin who’s a mage, and she says he was made Tranquil against his will.  You hear more with each passing day.
Of course, Knight-Commander Meredith’s reign over the Gallows was notoriously brutal long before she came into contact with Red Lyrium.  Writing 3 years after the coup (but 7 years before Act 1), in 9:24 Dragon, Brother Genitivi remarks that "Kirkwall has been a tinderbox since becoming the center of templar power in eastern Thedas." As early as Act 1, mages in the Gallows can be heard crying out, “This place is a prison,” and “Knight-Commander Meredith would kill us all if she could.”  When asked if mages are imprisoned, the guardsman replies, “Used to be, back in the Imperial days. They kept slaves here until the rebellion. Now the templars run it and use it to lock up their mages. Guess not much has changed” (The Destruction of Lothering, Act 1).  Karl Thekla’s final letter before being turned Tranquil (with such illegal uses of the Rite having been repeatedly reported to Meredith) “said the knight-commander was turning the Circle into a prison. Mages are locked in their cells, refused appearances at court, made Tranquil for the slightest crimes” (Tranquility, Act 1).  If Hawke questions the truth of these accusations, Anders responds, “Ask any mage in Kirkwall. Over a dozen were made Tranquil just this year. The more people you ask, the worse the rumors become.” (Elthina also appears to be aware at least to some extent of the subsequent ambush, in which a Tranquil Karl was used as bait to ensnare his former lover).
According to the short story Paper & Steel (focusing on Samson): “Under Meredith, freedom was a cruel dream for Kirkwall’s Circle mages. They were often locked in their cells, watched night and day by templars who were told any step out of line was suspicious. All those young magelings, told that magic was a curse, that they were dangerous, and that they had to be shut indoors all their lives looking out through those windows. Some went mad. Others, mad or not, tried jumping.”  And from First Enchanter Orsino’s entry in World of Thedas, vol. 2 (p. 195): “Every time a mage died by their own hand, Orsino would hear Maud’s final words to him: 'This is no life.’ The templars didn’t seem to care about the suicides. Most had the courtesy to say nothing at all, but some would snigger when they thought no one was listening. 'One less to worry about.’ ‘The only good mage is a dead mage.’ Orsino’s anger at the templars grew...” (Note that this began long before Orsino became first enchanter in 9:28, three years before the start of the game). It's also worth noting Knight-Captain Cullen Rutherford quite explicitly attained his position as second-in-command of the Kirkwall Templars position because of his anti-mage extremism, later including violence against those perceived as mage sympathizers and their families.
To name more specific abuses, the Gallows features whipping posts (with dialogue confirming the reliance on whipping) and multiple other medieval torture devices, including a rack, a pillory, and iron maidens.  We also see numerous references to casual beatings, sexual assaults, forced Tranquility and facial branding, long-term confinement in dark cells, and permanent family separation (e.g., Emile du Launcet).  Escape attempts are typically punished with summary execution, according to multiple sources (e.g., Ser Thrask, Ser Karras, Grace). According to Ser Thrask, the most sympathetic Templar (besides Carver), kindness to mages would be a "badge of shame" among among his colleagues. For more, I recommend checking out the “DA2 mage rights reference post” by @bubonickitten​. Again, note that these are cruelties largely occurring prior to or during Act 1, long before Meredith started going insane due to Red Lyrium.
If Feynriel is forced into the Circle at the end of Wayward Son (Act 1), the ex-Templar Samson says, “I hear they got your boy Feynriel locked up in the Circle. Bad business, that. It ain't all templars that're bad. It's hard luck being born a robe, but most places, they make it work. That bitch Meredith runs the Order in this town like her private army. You don't toe the line, you end up on the next corner here in Darktown.  I don't think you got to hate mages to love the Order.  But Meredith don't agree.” Samson, it should be remembered, had been expelled from the Templar Order for passing love notes from the mage Maddox to his lover.  For the crime of “corrupting the moral integrity of a templar,” Meredith ordered Maddox turned Tranquil.  According to Cullen in Before the Dawn (DAI), “Knight-Commander Meredith wielded the brand for far lesser offences, believe me."
Ordinary citizens appear to be well aware of at least some of Meredith’s reign of terror in the Gallows, given that various NPCs (including some who do not personally know any inmates) will refer to it.  During Tranquility (Act 1), for example, a mob of Ferelden refugees threatens the party over fears that the latter intend to turn in “The Healer of Darktown” to the Templars. One exclaims, "We know what happens to mages in this town.  And it ain’t gonna happen to him." Moreover, the knowledge is sufficiently widespread as to have reached faraway countries.  A note dated 9:35 (set between Acts 2-3) from a mage of the Hossberg Circle in the Anderfels expresses utter horror: “I have heard that in the Kirkwall Gallows, mages are locked in their cells with barely room to stretch, let alone exercise.  I can promise you that any mage of the Anderfels would be stark raving mad after a week of such treatment... No wonder Kirkwall has such trouble with blood mages” (WoT v2, p. 173).  
And through all of this, Meredith has the support of the Chantry and more specifically Grand Cleric Elthina.
Not only did Elthina appoint Meredith to her position in the first place (WoT v2, p. 193), but if asked her opinion on Meredith in Act 1, Elthina snaps, “Gossip is a sin, child. Knight-Commander Meredith has an admirable devotion to her duties. It is not my role to form opinions on her character.”  An odd statement to make about a subordinate, since Meredith reports to her directly (as knight-commanders legally do to the nearest grand cleric).  The codex for Knight-Commander Meredith confirms at as of the end of Act 2, “she enjoys the grand cleric's full support and has free rein in Kirkwall as the commander of its most powerful military force.”  According to Elthina’s codex, many claim that Elthina “allows Knight-Commander Meredith more leeway with each passing year.”   According to World of Thedas vol. 2, which tries to put a more positive spin on Elthina’s role, her detractors “say her stubborn refusal to exercise her Chantry-given authority allowed the conflict between the templars and mages to escalate, finally resulting in the disastrous mage rebellion of 9:37 Dragon... Since Elthina was loath to exploit her authority as grand cleric, she refused to order either the mages or templars to stand down when tensions flared.  Many believe that she could have forced one side to retreat by showing her support for their position, but Elthina refused to take sides” (p. 196-197). This is at best an abdication of responsibility to dependents for someone intent on remaining in power.
Moreover, Elthina’s dominance over Kirkwall appears to depend in large part on at least appearing to manage Meredith and her troops.  According to her codex, “People frequently turn to her to mediate disputes—particularly those involving the powerful Templar Order, over whom she holds authority as the Chantry's ranking representative.” So Meredith as military leader rules both the Circle and the city-state through fear and violence, while Elthina maintains her power by playing Good Cop to Meredith's Bad Cop. Both then maintain a pretense of legality and legitimacy by fronting Viscount Dumar as the public face of the regime.
And this dual-power system works quite well for them -- at least until Meredith starts losing her mind under the influence of the Red Lyrium idol.
[A link will later be provided for Part 2 on Escalation and Direct Rule. If I ever do get to it 😭😭😭]
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the-northern-continent · 4 months ago
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Once you have the aristocracy weakened, Sera, you will have to redirect your lieutenants.
Oh, this again. All right, what am I doing?
Some of your forces, valuable until now, have no interests beyond creating disruption. Chaos for its own sake. They must be repositioned where they can do no harm, or removed if necessary.
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Spirits. The Dread Wolf asks for your assistance on a crucial mission. You are spirits of Chaos, Disorder, and Disruption...
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calwyne · 10 months ago
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Reminder that there is an elven servant in the Val Royeaux courtyard who stumbled upon the temple of Mythal in his youth, supposedly directs the Venatori there, and begins having dreams of a woman whispering to him in the night and calling herself Mythal. He later gains Mythal’s vallaslin if you return to the courtyard! I transcribed the audio below - I did my best to get them in the right order! It’s been a while so the line placement may not be 100% correct. A friend was interested in this, and I decided to share this here too in case it is of interest to anyone else.
Noble: Those men who came to speak to you at the manor. Who were they?
Servant: My brother and several of his friends. They asked about Ambassador Briala.
Noble: They didn’t think she was staying with me, surely.
Servant: No Sire, they asked when I last saw her. We were once friends, remember?
Noble: I’d forgotten that you knew Briala.
Servant: When I lived in the palace, prior to working for you. We’ve barely spoken since.
Noble: Oh, I wasn’t accusing you of anything. I know how elven servants can be.
Noble: How odd that more men show up at the manor to speak with you, you and not I.
Servant: I apologise sire. I had never met those men before.
Noble: And what did they need? Nothing unsavoury I hope.
Servant: I would never do anything to jeopardise your reputation, Sire.
Servant: They asked about ruins, something I found when I was a child. Rather strange they knew about it at all.
Noble: How is it you know anything about ruins?
Servant: You forget sire, before I became a servant at the palace, I was with one of the Dalish clans.
Noble: Ah, yes. I keep forgetting because you don’t have those ridiculous markings on your face.
Servant: I was too young. Long ago as it was, I remember the Arbor Wilds as if it were yesterday.
Servant: Sire. You should know those men approached me again.
Noble: Again? The last time they came to the manor, I told them to leave you be!
Servant: They came to me in the market. They claim I misdirected them, but I swear I didn’t.
Noble: No need to worry. I am your patron, not them. I won’t bow to Tevinter scum, that’s for certain.
Noble: You are worrying Madame with your shouting during the night. Not to mention the other servants.
Servant: I can’t help it, Sire. A woman comes to me in my dreams, and she whispers things.
Noble: You mustn’t say that. Not in public. People will think you’ll be taken by a demon.
Servant: She’s not a demon, Sire. She says her name is Mythal. But… I will be quiet. I promise.
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theadhddragon · 5 months ago
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I'm seeing a lot of Spite isn't actually a demon theories
But he definitely is, he was a spirit of Determination and his time in the Ossuary corrupted him into a demon of Spite, not even Emmrich argues his malevolent nature and the Mourn Watch do not use the term demon, only spirit
Now if you were to say that Lucanis, and to a lesser degree Emmrich and Rook, showed him a better path for spite, a "good" way to express spite and Spite changed into a spirit of Spite - THAT would make sense
We are told again and again in the Ossuary to stop thinking of spirits and demons in the simple ways we've been taught, that's there far greater shades of each that have never been explored
It's time we really explored how fluid the nature of spirits actually is, we've been told for so long it's two sides of the same coin
But spirits are clearly far more complicated
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andarateia · 9 months ago
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An old graphic about Magister Maevaris Tilani. I love her so much 💙
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thessaralka · 6 months ago
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solas is a bastard but he's a tactical bastard. he's a bastard because he had to be to survive, it's all he has known since taking a body. mythal convinced him to manifest physically and used him as a weapon of war. wisdom twisted into pride. without his conniving plotting, he would have just been another casualty of the evanuris. he still lives only because of his ability to get his hands bloody.
how awful did the evanuris have to be to create solas, a man who in an act of desperation to win a war, committed war crimes so atrocious it caused the world state we see in thedas today (abominations, blights, dwarves severed from their dreams, the titans gone)? the creation of the veil was an act so ruinous to thedas that it rendered the elves mortal. solas basically apocalypsed the planet, and the years since the creation of the veil have been a tattered tapestry of mortals trying to peice together some kind of life, some kind of faith, to make some kind of sense of it all.
solas being so ruthless and calculating is of course the only logical thing he could be, as someone who did what he did. former spirit of wisdom, his purpose twisted against his nature, used for the purposes of winning a war. him and mythal won. at the cost of everything.
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moontheoretist · 7 months ago
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Types of Possessions in Dragon Age world
Monsterification:
The possession can involve strong emotions but doesn't have to (it depends on the case, as it's hard to assume rocks or dead bodies have emotions, but places within the game can have lingering echoes of strong emotions that make such possessions more likely to occur within such area - spirits will just possess whatever).
It's unclear if such possession needs consent to occur.
The possession can be forced by a third party.
The person that gets possessed gets horrifically transformed.
The transformation can't be reveresed after it happens.
The person is driven mad by the transformation.
The possession can be prevented by Litany of Andralla.
Example: Slavren (DAO), Witherfang (DAO), Olivia (DA2)
There are other types of this type of possession that include objects, animals, plants or even corpses. It includes creatures such as: Sylwans (possession of a tree), Arcane Horror (possession of a mage's corpse), Rock Wraith (possession of a rock), Reverant, Skeleton (possession of a corpse), werewolf (possession of a wolf) and more similar cases.
Puppet:*
Person that gets possessed is trapped in the Fade.
Demon takes over the body and wrecks havoc all around, but isn't physically present inside the body of the host (?).
There is no transformation of the body.
The person can be saved by killing the demon in the Fade.
Needs established consent (with demon it will be a deal).
Examples: Uldred (DAO), Connor (DAO)
Teacher:
Person that gets possessed is a living willing host.
It's the opposite of the Puppet - person and the spirit coexist in a type of symbiosis, while the person is taught by the spirit.
There is no visible transformation of the body.
Person and a spirit can be separated via special rituals.
Example: Sigrid Gulsdotten (DAI: Jaws of Hakkon)
Impersonator:
The possessed person is already dead.
Spirit / demon is convinced they're the dead person or posses all the memories of the dead person as if they were them. (Demon may refer to the host as "food" separating itself from the host, while spirit will be confused by the memories of the body).
There is no visible transformation of the body, in fact the body is to some extent preserved thanks to the possession. (In case of a demon there is a second voice hearable when the person speaks).
Example: Sophia Dryden (DAO: Soldier's Peak), Kristoff? (DAO:A)
Revival:
The possessed person is already dead.
The spirit enters the body of the dead person and revives them. It's unclear if the spirit simply ties the soul of the dead person back to their body or assumes the role of said person. (It's quite possible that the spirit could think they're the person that already died or that the soul of the dead person turned into the spirit).
No visible transformation of the body, voice or personality.
No emotional outbursts.
Example: Wynne (DAO), Evangeline de Brassard (novel: Asunder)
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* Could be also a different type of Merging described below.
**If we consider what happened to Evangeline the spirit may simply just attach itself to the soul and provide a link to the body (so called "spark of life") that is maintained until the spirit leaves the body.
Merging:
The possessed person is a living willing host.
The spirit and the person merge into one being.
It's not possible to separate them as they're already one.
No visible transformation of the body. (Possible visible veins of the Fade light and change of the voice when the spirit is fronting).
Possible emotional outbursts. (Due to taint corruption?)
Possibly person and the spirit loose sense of selves with time to become a fully integrated single personality.
Needs established consent (with demon it will be a deal).
Example: Anders (DA2), Flemeth (DAO, DA2, DAI)
Note: I wanted to add Cole here, but when I was writing down the criteria I noticed for possession I realized that Cole is a spirit that impersonates the dead person, not a spirit that took over his body. (Correct me if I'm wrong here, because I'm pretty sure he was seen as a free roaming spirit that just looked like a human - like the spirits of the old that could just randomly take on the mortal looking body).
*I just realized I forgot about one case of possession. Amalia from Stone Prisoner DLC. It's similar case to Puppet, but the difference is that the demon is already physically in the mortal world (?). It inhabits a body of a cat and tries to convince Amalia to willingly give her body out. When Amalia gets possessed she gets possessed in the mortal world by a demon that was trapped in the mortal world - her body doesn't change. When Amalia attacks you she doesn't turn into an Abomination monster model, she turns into Desire Demon itself.
^ TBH I'm still not sure if Demon is in the mortal world or in the Fade. As the difference between location is barely discernible in the game. So it's hard to say if demons we meet are in the Fade or mortal world.
Veilguard spoilers below:
Edit 10.12.2024: I'm still thinking where Lucanis fits in this entire thing as I wrote this before I played the game. I still didn't finish the game and don't know everything about Lucanis. So far it looks like to be a case similar to what Tarohne was doing to the Templar recruits in DA2. All of them were people that weren't mages, but in every single case of them they ended up taken over by the demon. Whatever Zara Renata was trying to achieve ended with Lucanis being possessed in a similar way but there seems to be a barrier that stops Spite from taking over Lucanis body and do whatever it wants unless Lucanis guard is down (i.e. when he sleeps) - may have something to do with counciousness. It doesn't seem to be a case of merging even tho it looks similar. Tho it may as well be a case of merging but because we have a demon rather than a spirit here it's more unstable. It still doesn't explain why Spite can't just take over Lucanis when Lucanis is awake and has to wait for him to fall asleep to be able to do what it wants (this idea was explored only in fanfiction before with Justice taking over Anders when asleep).
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nadas-dirthalen · 6 months ago
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Dragon Age: the Veilguard Was Packed with Lore — But Many of Us Overlooked It
— PART ONE — [ 2 ]
Welcome back, friends and travellers. If you've been here a while, you'll know that I wrote 30,000 words of predictions in the week and a half before DA:tV released. But here's the most surprising thing—I was right, for the most part.
I spent my first Veilguard playthrough grinning (and then sobbing) at all the lore reveals. And here's the thing: I think most of us missed a lot of them, including even me.
So let's begin with...
Titans: Dark and Light, Compassion and Rage, the Eternal Hymn and its Endless Listeners (1/2)
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This is your warning: This post will contain spoilers for the entirety of Dragon Age: the Veilguard, and all Dragon Age content made before Veilguard.
Alright, pals. If you've been here a while, you know how this goes. I always start by listing what we're going to cover, like anyone who's never fully recovered from academia.
Today's Discussion:
What Veilguard (Re)Taught Us about the Titans
The Titans the first Shapers of the known world.
The Titans are beings of the Abyss.
The Titans are sleeping, dormant—but alive.
Dwarves are the Titans' children, created to tend them.
The Evanuris mined the Titans' bodies to create people.
The Titans—the Earth—fought back.
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What Veilguard (Re)Taught Us about the Titans
The best thing about Dragon Age, as someone who loves the series to death, is that its worldbuilding is consistent, but also bears the unique quality that we, as players, are not aware of it all. Our protagonists in each game don't know everything; the people they learn from also don't know everything. We learn what we can through codices that are all biased and need an extra layer of decoding. This is a feature, not a bug.
It also means that we did not know how to understand the Titans before. Even my 30,000 words of theorycrafting, especially my piece all about the Titans, had elements of speculation. I had to check that speculation against other sources like the Chant of Light, which is a source that we REALLY did not know how to decode when it was revealed piece by piece in DAO, DA2, World of Thedas, and Inquisition.
Here, I'm going to break it all down, piece by piece.
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The Titans were the first Shapers of the (known) world.
It is said in the Descent DLC that Titans are enormous beings whose singing shapes the world. Their existence predates much of Thedas, if not all of it. The Titans are called the first Shapers for this reason, and in Veilguard it is restated several times over that they did, indeed, shape the world—for instance, by Cole in Inquisition.
"Their ancient shapers were mountains drawn of all their wills, walking their memories into valleys of the world." —Cole dialogue.
Inquisition told us so much more about the Titans than just that, though. The Titans have a realm all their own, a counterpart to the Fade, mentioned over and again in the Chant of Light and referenced as a quest name in Inquisition.
Here lies the abyss: the well of all souls.
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The Titans are beings of the Abyss.
Now, it's important that I mention right here that the Chant of Light has existed long before Inquisition. In fact, its tale is what opens DA:O as the game begins. Recently Eurogamer stated that BioWare has had a massive lore document for the 20+ years of its existence, and I believe that there is no truer example of this than in the Chant of Light itself.
The Abyss, for a long time, was a mystery to us. Inquisition cleared it up a lot—not only with its game content, but with World of Thedas' publication shortly thereafter.
Not only is the Abyss referred to in many elven codices, but we go there. The key locations of the Descent DLC—the Forgotten Caverns, Bastion of the Pure, and the Wellspring—are in a region called the Uncharted Abyss.
Now, with Harding, we go deeper into the Deep Roads than the average dweller. The same is true in that instance: venture down far enough, and we reach a Titan's heart.
We find a Titan's heart there. But the Titan does not wake—none have before DA:tV, and even then, they have not fully woken. Because, for as long as we have known...
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The Titans are sleeping, dormant—but alive.
"It's singing. A they that's an it that's asleep, but still making music." — Cole dialogue.
There is so much Cole dialogue in Inquisition that speaks on the sleeping Titans, on their old songs that once sang the same, on how they will never wake up, that it would be folly to try and post every codex here. Suffice it to say: Cole knows of the Titans, knows of their songs, and knows they are asleep. He is one of the pathways to our knowledge of the Titans in Inquisition, and his words are peppered throughout the game.
The Chant of Light also makes reference to a mountainous Maker, who oft speaks about a forgotten mountain. When Andraste meets the Maker "in darkness unbroken," specifically, these words are used:
The Maker Appears to Andraste (7) Eyes sorrow-blinded, in darkness unbroken There 'pon the mountain, a voice answered my call. "Heart that is broken, beats still unceasing, An ocean of sorrow does nobody drown. — Andraste 1:7
Heart that is broken, beats still unceasing — a being who has been broken, but whose heart still beats. We can hear that, in the Descent DLC.
Veilguard confirms that both sources are true through Harding, her personal quest, and the codices for the Dwarven people.
Records that exist outside of Orzammar mention "great sleeping Titans" and "the First Ancestors." — Codex Entry: Harding's Notes: Orzammar and Titans
Harding's experiences in Veilguard, in this way, serve to prove Cole right. That is a deliberate narrative choice: BioWare's way of saying, Yes, this is true. Yes, you should take Cole's take on Titans as correct.
We also know, from Cole, that this state of being is permanent. Not only are the Titans asleep, but they don't know how to wake.
Songs screaming far away. It wants to wake up but can't remember how. No one should be here. — Cole dialogue.
This becomes crucial information in Veilguard, and central to the main plot. It serves as the backdrop for what actually matters most to the characters living in Thedas right now, which is...
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Dwarves are the Titans' children, created to tend them.
By now, a lot of people have seen this reveal in the art book: the dwarves were created to tend to their Titan hosts/makers. But we knew this before—we just didn't know it in context, and therefore we did not believe it to be objectively true of Thedas.
In truth, we've known about the elves and the dwarves' origin since the Chant of Light came out in full with World of Thedas volume 2.
At last did the Maker From the living world Make men. Immutable, as the substance of the earth, With souls made of dream and idea, hope and fear, Endless possibilities. — Threnodies 5:5
I talk about it in more depth in my Chant of Light dissection, but what this verse says in context is that the dwarves (the Maker's second children) are beings crafted by the maker: bodies made of lyrium, souls made of the same "dream and idea, hope and fear" as the original spirits.
This concept has already been massively hinted toward with both Valta (who has become The Oracle in DA:tV) and Dagna, who both connect to isatunoll during Descent and Inquisition's base game, respectively.
We've known about the Evanuris' horrible crimes since before Inquisition, as well, for the same reason and from the same verses in the Chant of Light.
Until, at last, some of the firstborn said: "Our Father has abandoned us for these lesser things. We have power over heaven. Let us rule over earth as well And become greater gods than our Father." (8) The demons appeared to the children of earth in dreams And named themselves gods, demanding fealty. — Threnodies 5
With the context given to us by Trespasser and Veilguard, we know without a doubt that the Evanuris are those "jealous spirits" that comprise the Maker's first children.
And just like the Chant describes, they sought to conquer the earth: the realm of the Titans.
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The Evanuris mined the Titans' bodies to create people.
Trespasser taught us so much of what we needed to know about the Evanuris' and Titans' conflicts. Its codices in the Deep Roads outline how it was Mythal, specifically, creating some of the first elves in the coffins found in that zone. The Temple of Solasan features coffins of the exact same kind.
Ir sa tel'nal Mythal las ma theneras Ir san'a emma Him solas evanuris Da'durgen'lin Banal malas elgara Bellanaris, bellanaris. — Codex: Torn Notebook in the Deep Roads, Section 3
My (updated) translation: Isatunoll Mythal gives you dreams Lyrium within Becomes Solas evanuris Little stone boy You give nothing to the Titan (anymore) Forever, forever.
Trespasser reveals that Mythal mined the bodies of slain titans and rendered their demesne unto the People: she conquered Titans and used their bodies for her own ends. The hints about these actions, however, are not exclusive to Trespasser, nor to Solasan. These seeds were planted all the way back at the Temple of Mythal.
Elgar'nan, Wrath and Thunder, Give us glory. Give us victory, over the Earth that shakes our cities. Strike the usurpers with your lightning. Burn the ground under your gaze. Bring Winged Death against those who throw down our work. Elgar'nan, help us tame the land.
This codex to Elgar'nan makes reference to Elgar'nan giving victory over the Earth (capital-E, the Titans). Trespasser would follow this up with much context—that it was Mythal who was first known to have slain Titans, "rendering their demesne unto the People."
I theorized that Mythal's mining of Titans for lyrium to make elvhen bodies was what angered the Titans, based on codices in Trespasser and the Temple of Solasan. (I go into much more depth there!) Veilguard confirms this theory in Solas' Memory #4: A Memory of Manifestation.
Solas: I have the Fade. Besides, this talk of taking on a solid form. When you took the glowing stone to build your body, did the earth not shake? Mythal: The lyrium gives us the strength we had when we were of the Fade. We are the best of physical and spirit.
Mythal's crime was what took the war with the Titans in a new, darker direction. It was what would set off the chain of events that would change the very nature of the world—and it was foreshadowed, back in Inquisition, by Cole.
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The Titans—the Earth—fought back.
"They made bodies from the earth, and the earth was afraid. It fought back, but they made it forget." — Cole dialogue.
In this post, I theorized that it was Solas' creation itself that caused the first Titan to "go red." That is to say, to change its nature and fight back. I used codices from Trespasser and Solasan to get there, as well as one paragraph from World of Thedas and this codex on Fen'Harel that describe the Forgotten Ones as "beings of terror, malice, spite, and pestilence."
Thinking about those words, and specifically terror, I read the codex in the secret Deep Roads room in Trespasser with fresh perspective.
For a moment, the scent of blood fills the air, and there is a vivid image of green vines growing and enveloping a sphere of fire. The vision grows dark. An aeon seems to pass. Then the runes crackle, as if filled with an angry energy. A new vision appears: elves collapsing caverns, sealing the Deep Roads with stone and magic. Terror, heart-pounding, ice-cold, as the last of the spells is cast.
Terror. The first of the turned Titans. The fire/plant/ice imagery also caught my eye, and when I went back to Solasan to check, there were many hints that this was, indeed, where Terror came into being. (For more, go look at the most recently linked post in this section!)
Huge implications for Solas aside, what this codex taught me is that Titans' natures could change. This was confirmed in Veilguard many times over, yes—but my point here is that Inquisition taught this to me, just a few days before I gained the context of Veilguard. This was never a retcon! However, this lore plays exactly to BioWare's rules: we did not have the full context, and so almost no one read that Deep Roads codex as it was meant to be interpreted—including me, the first few times I read it!
It was only when I'd seen the achievement icons before Veilguard's release that it all clicked for me. All of the lore of Inquisition and everything before it made sense. That was never a bug, never a retcon, but a genius twist on BioWare's behalf: one that almost no one guessed at for an entire decade.
One that changes everything.
Titans, we know for certain now, behave as spirits. Obscure hints in World of Thedas, Inquisition, and the previous games have been confirmed in Veilguard. This new understanding changes not just the Titans, not just the dwarves, but reframes everything we know about the entire history of Thedas and how its magic system works.
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Thank you for reading! It means a lot when people engage with these. And don't worry: I'm not nearly through with them. It's taken me a while to compile everything, but with more of Veilguard added to the wiki every day, it's a lot easier to compile things for these posts!
(Immense thanks to the wiki staff, of course. <3)
Up Next: Titans and Spirits are far more similar than we think, and it means everything.
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thevulturesquadron · 5 months ago
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I've seen a couple of takes on what Varric is in Veilguard, what Solas's role is in 'keeping Varric alive' and I love to read people's interpretation of it, so I thought I'd throw my own two cents on the table.
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I never saw Varric as a spirit or something Solas created/ manipulated through the blood connection. Varric was something Rook constructed. The only thing Solas did was to make Rook completely forget he was dead. Turn their confusion into denial, both through the use of blood magic (literally reshape their memory) and through lies. The rest was Rook. This is very important to me because it's a key element of the story: a story about guilt, about the strength you need to overcome it lest it cripples you. Varric's presence for Rook is about traumatic events that you just push out of your conscious mind because guilt and grief, and emotions in general, can be strong enough to take you out of commission. It's a recurring theme in the game - as an example, Lucanis in his quest is literally paralyzed because he doesn't want to face the outcomes of the choices he needs to make. It feels well woven into the story how Varric's presence is something Rook made up.
He's the voice in their head that they talk to when they panic and don't know what to do. As an aside, the absolute contrast between the fact that the dialogue options when dealing with the companions' problems are always reassuring vs. the doubt and exhaustion in Rook's voice when they're talking to Varric is striking! Varric is the conviction that keeps them going. It's what Rook thinks Varric would have said. So in a way EVERYTHING that Varric says to Rook is what Rook says to themselves. It's why the last thing you tell Varric, at the end of the proper goodbye, is 'I know where to find you when I need you': because it shows acceptance, and it shows that Varric will always be the voice in Rook's head that will provide reassurance. It's what people go through: grief, doubt, and finding answers within themselves. It's not uncommon for throughs in your head (both negative and positive) to take on the voices of people in your life. For me, in this bittersweet instance, it's all Rook. Moving on to Solas and how he plays into all of this. I don't think there was any good intent behind Solas's manipulation. There was no benevolence, there was just selfishness, but in the most painful way. The only heartfelt thing Solas did was when he said to Rook 'Tell Varric I am sorry'. That line was so twisted and beautiful because it had two edges: on one side it was manipulative, to check that Rook still believed the lie and to continue building on it, and on the other, it was pity and selfishness. He didn't say that for Rook or Varric. Not really. He said it for himself. Because the only Varric that was still alive was in Rook's head. So if Rook's version of Varric accepts his apology, it gives him a bit of comfort, forgiveness, and absolves him of murdering his friend. That line is SO, SO selfish and intricate. It's beautiful! Such fantastic writing.
The only reason Solas played with Rook's mind in this manner is because he thought it could chain Rook to his prison through their own grief and guilt. That was his plan because his own shortcomings meant that he could only perceive Rook as a mirror of himself. Pridefully, he couldn't see Rook through any other lens. As a result, he is fully convinced that once Rook realizes Varric is dead, after so much time spent in denial, it will break them and keep them trapped in there forever. He allowed Rook to forget his death so he could drown them in so much guilt that his prison would mold itself to them. Solas thought Rook is just like him. That his pain, grief and loneliness are justified punishments, that they are absolutes. He was convinced there was no way of interacting with these emotions other than his. And Rook proved him wrong. I can go as far as saying it's the proof that Solas has been looking for for the past 10 years. That he is wrong and that there IS another way. Rook outgrowing their guilt and self-pity for the benefit of others: that is the first real crack in Solas's own prison.
I could talk endlessly about how the game deals so fantastically with the motifs of guilt, grief, and choice, with the ideas of using others as mirrors of ourselves, but I think this at least sums up how I feel about the whole Rook - Varric - Solas dynamic.
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thefadecodex · 5 months ago
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So what spirits do you think the Evanuris were? Like Elgar'nan would be Command, Mythal -> benevolence, Solas is wisdom -> pride, but what do you think the rest were?
I like to think June is Inspiration (made the eluvians), Sylaise would be Harmony, Dirthamen/Falon'din are the shattered remnants of Wisdom (<- i get this from this quote on Dumat: "in silence is the beating heart of wisdom). Dirthamen would be Knowledge -> secrecy/deceit(?) and Falon'din would be Learning corrupted into Hunger?
Sorry for the rambling- but I love this blog and Evanuris being former spirits just fascinates me!
Well met, wanderer of the Fade!
I have thought about this a lot, honestly, and I’m still coming to my final conclusions on the nature of the Evanuris. However, here are my current thoughts until I reach that section to dive deeper:
June – Innovation (The creation of the eluvians speaks to a mind driven by invention and transformative creativity.) When corrupted, it becomes Obsession.
Sylaise – Harmony (Her association with peace, fire, and the nurturing aspects of elven society suggest a spirit tied to balance and cohesion.) When corrupted it becomes Stagnation.
Ghilan'nain – Creation (Her association with shaping creatures, monsters and guiding them ties closely to the act of bringing something new into being.) When corrupted it becomes Hubris*.
In this context, I wouldn't use hubris and pride to be the same. Think of pride as believing you're the best in the room, while hubris is believing you're above the rules of the universe.
Andruil – Competition (Her obsession with the Hunt and her repeated challenges to other gods suggest a drive defined by rivalry and dominance.) When corrupted, it becomes Madness.
As for Falon'Din and Dirthamen, I’m still untangling their threads, but I’m leaning toward them being shattered fragments of Discovery.
Dirthamen might represent Knowledge, with a drive that, when twisted, becomes Secrecy—hoarding knowledge for himself rather than sharing it.
Falon'Din could align with Learning, corrupted into Hunger—an insatiable need to consume, understand, and claim everything in his reach, even the souls of the dead. Which also aligns with comments made by Solas in DAI about Falon'Din's desire for worship.
I love your interpretation of them as remnants of Wisdom, particularly with the connection to Dumat’s quote: "In silence is the beating heart of wisdom." It aligns beautifully with their themes.
It’s such a fascinating idea to explore the Evanuris as once being spirits themselves—shaped, changed, and eventually corrupted by their own desires and the weight of their power.
Thank you for sharing your thoughts! Discussions like these are what make exploring this lore so rewarding.
May your path through the Fade remain well-lit!
—The Fade Codex
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