#map; orlais
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thewardenisonthecase · 5 months ago
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hum. Only I feel like DAI did Orlais of all places kinda dirty? Especially Val Royeaux. Like idk, this is a place we've heard about for 2 games and then you get there you only have acess to a market. And its not even like a big bustling market, its just like...a random market in the dock area.
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vigilskeep · 2 years ago
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i guess i forget how small nevarra is but referring to it as once having been “yet another dot on a free marcher map” is Wild and making me rethink everything
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eastgaysian · 2 years ago
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dragon age inquisition succession au still lives within my mind. kendall roy finally gains the power to close the portal. but at what cost
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derivaderci · 6 months ago
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i picked inquisition instead of veilguard when opening frosty and decided not to force close it bc im curious if my mods from way back will get picked up but its been frozen loading the same bit of data for abt 3 minutes now
orlais will always find a way to inflict suffering
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hawkepockets · 1 year ago
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this is something i’ve been cooking on for a long time and i’m gonna try to articulate it now—please bear with me 🙏
a lot a lot of the criticism of DA:I i’ve seen from series fans has been made on the micro scale of the dialogue wheel, what dialogue choices are/aren’t available to the inquisitor in specific interactions. there are often chances to be callous, snide, arrogant, and authoritarian; rarely is there an opportunity to espouse what liberal & leftist players consider the “right” views on mages, elves, class, the chantry, etc. and when those opportunities seem to appear on the wheel, the inquisitor’s actual speech tends to hedge more than expected. the game doesn’t “let” you play an outspoken leftie.
i think critiques on this level are missing that structurally, on the macro scale, DA:I isn’t a game that’s capable of being leftist or having an outspoken leftie protagonist. it’s a story about someone whose previous identity is subsumed into the role of inquisitor for an order-restoring religious paramilitary that was created to fix the “problem” of the mage rebellion built up to in DA:O and DA2.
and fundamentally, just as DA:O asks you to play a warden who would end the blight and DA2 asks you to play a hawke who would become champion of kirkwall, DA:I asks you to play someone who would play the part of order-restoring inquisitor and false herald of andraste, even if it pains them, even if they protest strenuously at first, even if it takes the annihilation of who they used to be.
the premise, the inquisitor’s characterization, the gradually exposed legacy of the original inquisition (Jaws of Hakkon), the narrative thread of will/won’t the Inquisition lay down their swords (Trespasser), Morrigan’s outburst about the diminishing of magic in Thedas (What Pride Had Wrought), the power mechanic, the simple fact that maps become emptier, quieter, and less magical as you progress in the game, the clearing of the war table, the impossibility of leaving orlais without an emperor or the chantry without a divine—all of this, all of this! positions peace, order, mundanity, chantry hegemony, and the rule of law and law enforcement as the desirable, inevitable, only possible outcome of playing.
whether you choose the most or least progressive Divine, the most or least destabilizing and compassionate story choices, that remains the fundamental logic of DA:I. it’s the logic of the game’s most liberal companions/advisors (sera, dorian, & leliana). it’s a constraint on what changes can be made to the worldstate. and painting over that with more contrary and political dialogue options wouldn’t do anything. and this is not me saying “throw the whole game out because it was made by canadian libs”—i think DA:I is fun, vexing, moving, and really really interesting! but you kind of have to meet it where it’s at. and it’s a tragedy for the inquisitor. and it was made by canadian libs.
does that make sense??
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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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grymm-gardens · 3 months ago
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Cassandra and the Nevarran Accent
and how it is a perfect recreation of the dead Gothic language
Accidentally discovered that Cassandra Pentaghast's accent matches up flawlessly with the extinct language of the Ostrogoths, and the Visigoths of pre-medieval Europe a few years ago and many of you wanted to see my notes so ive polished them up as much as I feel like and I am blessing you all with them now
I'll start by just going over the gothic language basics and then giving some good examples of Cassandra speaking, I am not a linguistics or etymology expert by any means, I am just a dumb ass who really likes ancient languages so bear with me, and ask questions if i make no sense
Gothic Language Basics
Phonetics-
Gothic does have very similar pronunciation to other Germanic languages with a few differences from it Frankish, and roman neighbors.
I am focusing on the basic and grammar and pronunciation as well as the phonetic alphabet, Gothic had a runic alphabet so there are a few letter without direct cognates and those will be spelled as they are pronounced for convenience
Rules - E, and O are always long, I is always short, A and U have both short an long variations EI digraph pronounced as long eye IU falling diphthong as in ew AI and AU digraphs each with numerous pronunciations
Short vowels - a, aí, i, aú, u Long               - ā, ē, ai, ei, ō, au, ū Diphthongs - ái, áu, iu Consonants  - b, g, d, kwa, z, h, th, k, l, m, n, ya/ja, p, r, s, t, w, f, x/ks, hw Significant Phonetics and Grammar
A lack of a short o sound, shift to an au sound instead
typical pronunciation of th, as well as V and W
light emphasis on the "hwh" sound of WH
Guttural sounds on vowels a, au, o ,u, and on consonants k, g, h
partly pitch, partly stress accent (think swedish as a very melodic example, german for a more stress based example)
no switching of the v and w pronunciation as seen in some west germanic languages
no rhotic r
no evidence of the Germanic umlaut
The way that i was going to have audio of her speaking here but tumblr is being a fucking menace so you will just have listen for yourselves, but pay close attention to how you will hear inconsistent pronunciation of the short o sound as in cot, no pronounced rhotic r's, proper th pronunciation, as well as her unique stresses on many other vowels
this isnt even to mention her hallmark guttural ugh sounds which are so unbelievably consistent with gothic it makes my heart sing
Some bonus Geographical Evidence if we look at the neighboring countries and languages at the time gothic was in use we see The roman empire - heavy use of greek and latin, the Franks - origins of the french language, the saxons -an ancestors of modern germans, the britons -ancestor of modern day britain and the empire of hispania - modern day spain these match up extremely well with nevarras neighboring countries being Orlais, The Anderfels, Tevinter, The Free Marches, even the way the Antiva is seperated from Nevarra by Tevinter matches the way The roman empire is positioned bewteen the goths and hispania The direct equivilents match up as Nevarra -The Goths Tevinter -The roman empire Antiva - Hispania Orlais - The Franks Ferelden/The Free Marches - Briton/Germanic States The Anderfels - Saxony Considering how much this geography influenced the gothic language its reasonable to assume Orlais, Tevinter, The Anderfels and The Free marches should have had similar effects on nevarran language.
maps for reference
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Primary source was this Gothic Grammar Guide by Joseph Wright from 1910 that was based on the king james bible translation done by 4th century gothic priest Ulfilas
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crypticcanidae · 2 months ago
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what's happening in the south of thedas?
throughout veilguard the inquisitor occasionally sends us messages from the front. they paint a pretty bleak picture as to what's going on down there and honestly, by the time vg ends, i think it's safe to say southern thedas is absolutely fucked. like irreparably so.
but! several times now i've seen the argument that it's not as bad as it sounds, that everyone down south will recover and be fine, and that anyone even slightly upset abt southern thedas being destroyed in a series of easily-missable notes is just overreacting. (that's probably a little bit of an exaggeration. but not by much.)
so. maybe i read those letters wrong and missed some obvious improvement to the situation! therefore, i've gone through all the missives and done my best to put the events in them onto a map. cause i'm very bad at visualising things. and it turns out uh. yeah no i'm pretty sure it's as bad as it seems down there. maybe even worse! i've also ended up with. yknow. even more questions tbh. i hope these fucking maps are readable. !! beware long post ahead !!
the fight for the south (obtained after meeting the inquisitor for the first time)
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ostwick's shipping - what do they export? to where? whatever it is, the disruption's obviously enough for the inquisitor to notice and mention. (also, isn't a trevelyan inquisitor from ostwick? i suppose they don't say anything more about this?)
the antaam corsairs - are they harassing any other ships? have they cut the waking sea off from the amaranthine ocean entirely?
venatori-aligned nobles - which nobles, and where? are they spread across the country? do they have noticeable regional strongholds? more importantly, why have they allied with the venatori? what are they getting out of working with a fringe tevinter cult that was mostly dismantled ten years ago?
'far southern wilds' - is that just the korcari wilds in ferelden? or are the arbor wilds in orlais also seeing blight appear? (the blight consuming orlais later has to come from somewhere, after all)
the fall of weisshaupt (obtained after. well.)
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'wherever darkspawn once had a presence' - every place that's had darkspawn? all of them? cause thats. most of thedas? including several regions we visit in vg, but i don't remember hearing anything abt darkspawn appearing in the silent plains, which you'd think might come up in the graveyard of nevarra's capital city. at the very least, this might explain why the south's hit so hard despite lusacan and razikale being on the other side of the continent, i guess? anyway i marked what i think are the the three largest, worst blighted spots, and i left my blight notes on the map too for lack of a better place to put them. you can see how many places might now be getting swarmed.
^^ - if i'm right and darkspawn are appearing everywhere they've been before. well. this could have been a fun way to incorporate worldstate choices? if the inquisition allied with the wardens orlais has warning of a horde emerging in the western approach, if the wardens were banished orlais suffers heavier casualties from having to fight unexpected darkspawn on top of the venatori. something like that.
'reports of darkspawn advancing to its very gates' - advancing to weisshaupt's gates? the fortress we just lost to the darkspawn? this sounds like the inquisitor's getting reports that weisshaupt's just under siege, not overrun entirely and abandoned?
'erasing all the gains that the wardens and dwarves had made' - the darkspawn getting to weisshaupt is erasing dwarf-warden gains on the surface, in the anderfels? or do they mean progress reclaiming the deep roads has been lost? because weisshaupt's gates are on the surface, and haven't had to be retaken before now (weisshaupt has been sieged by darkspawn before during blights, but it's never fallen entirely). unless they're meaning that darkspawn numbers in the roads during the siege were so high they've overrun dwarf-warden positions? or the loss of wardens assisting the dwarves and recalled to weisshaupt was that damaging?
'called them all back to weisshaupt' - once again. worldstates. past events. what happened to that warden civil war that was brewing in inquisition? what happened to the orlesian wardens possibly breaking off from weisshaupt entirely? what about the wardens in amaranthine, possibly allied with the architect, possibly working with avernus to research the blight? all of them got orders to up and head to weisshaupt, and they all obeyed, despite the internal conflicts we've been hearing whispers of for the past few games?
the tide turns (obtained after fighting the dragons in hossberg)
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the felicisima armada - nice to see the armada mentioned, obviously, but it might have been even better if we got to actually learn anything new about it. instead of the half-baked beach and arena we could have had a hub in llomerryn/estwatch, experienced some of what makes rivain so distinct from the rest of thedas. we could have seen isabela acting as an admiral of the armada, maybe had some quests that lead to the armada harassing the antaam. yknow, gotten to be involved in the interesting things happening in the world, instead of hearing about them after they've already happened. (mostly i just. really don't understand where the lords of fortune came from in the first place? a rivain-based pirate faction already exists? it seems like isabela's a leader in both groups? what's going on here?)
the venatori - did the inquisition just do a really bad job ten years ago? i was under the impression the venatori as a group were finished, that they'd failed their plans, lost their god, and splintered apart. hadn't tevinter even publically denounced them? i know that doesn't mean much really, but yknow. after inquisition it sure seemed like whatever group succeeded the venatori would be starting pretty much from scratch, or having to use a new name, at least. but they're not only openly back in power in tevinter, they've got the resources to stoke conflicts across the continent? yet again. worldstates. thedosian politics. what happened in the past decade??
val royeaux to kirkwall - so the venatori are marching forces across nevarran territory into the free marches, these forces presumably including some amount of orlesian soldiers? i know kirkwall/the free marches are apparantly busy right now (getting blighted?) but as far as i can tell. nevarra doesn't really have anything going on? but they're just letting hostile orlesian forces cross their borders to attack the marches? i would have thought that would provoke some sort of response, given that nevarra (and parts of the marches) have been invaded by and fought wars against the orlesian empire several times?
the coming storm (obtained after speaking to the inquisitor again)
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'little trace remains of the antaam dreadnoughts' - i'm assuming the antivan resistance has picked up enough momentum for the antaam to struggle to maintain control by now, and that combined with the efforts of the armada has lead them to pull their fleet back somewhat to keep from overstretching their forces. but i do like the idea that the antaam, competent trained soldiers, were beaten and driven off by a pack of pirates.
the drums of war (obtained after discussing how to attack tearstone island)
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'the free marches have unified' - i know extraordinary circumstances can force things like this to happen but also. we know the free marches are divided enough that city-states will make alliances just to spite their neighbours. we know blights don't really bring people together without effort. i would love to know what sort of political manoeuvring has been going on for the entirety of the marches to unite to assist ferelden - or just the inquisitor? if the inquisition disbanded, why does the inquisitor still seem to have so much influence? also. the marches are doing this when they're in the middle of conflicts? hasn't kirkwall been entirely evacuated to starkhaven now?
blight in ferelden - putting those words onto a map makes them look way worse, doesn't it? the darkspawn now have redcliffe, much of southern ferelden, and most of denerim (if not all, by now), they'll spread the blight everywhere they go, and the blight itself has reached lake calenhad. as a reminder, this letter in da2 tells us the land around lothering is poisoned so badly by the blight it'll take decades to recover, if ever, after only a year. other places still haven't recovered after centuries. vg's blight might be changed in some way, but it doesn't seem to be any weaker, and only the blight in minrathous is destroyed at the end. assuming vg only takes a couple of months, it ends with ferelden blighted even worse than after the fifth blight.
the beginning of the end (obtained after escaping the regret prison)
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blight in ferelden - (continued from above) by now, ferelden's certainly lost the korcari wilds, brecilian forest, hinterlands, and a decent chunk of the bannorn to the blight, as well as possibly all of lake calenhad and its shores, depending on how blight spreads in water. that's the majority of the country's settlements, farmland, and natural resources uninhabitable, unusable, or obliterated - again, the blight poisons the land, it takes decades to centuries for anything to grow there again. on the bright side, the tiny amount of unblighted land left in the bannorn will probably be enough to support the surviving population, since the refugees were few enough to fit into skyhold. from veilguard on, ferelden is likely reduced to amaranthine, highever, west hill, the northern edge of the bannorn, whatever region runs above lake calenhad, the island of brandel's reach, and the islands home to jainen and alamar. the new ferelden capital would probably be highever or amaranthine, possibly amaranthine given the arling's run by the wardens, and they'll likely become far more influential now that ferelden's blighted nearly as badly as the anderfels. at least they got to keep the circle in jainen!
blight in orlais and the free marches - it would make sense to me if the blight here has spread out from the wastelands of the western approach and the silent plains. honestly i might have overestimated how much land's been consumed? but equally we're told the blight's moving fast so. maybe i'm underestimating. who knows. regardless, orlais has probably lost it's southern regions, as well as a large part of the heart of the country. like ferelden, it looks like a lot of what's probably farmland has been blighted, as well as several major cities. that combined with the venatori-supported civil war they've been fighting this whole time means orlais is. possibly in a worse state than even ferelden! i don't know how they'll recover honestly. maybe orlais will fracture into a dozen smaller states, maybe they'll somehow have enough military strength left to attempt to expand and claim nevarra's unblighted land. either way, they're probably not a major power anymore. also, the dales are probably blighted too, though maybe not entirely? which is unfortunate for the dalish, assuming they haven't been completely absorbed by the veil jumpers and given up on the dales for arlathan. for the free marches, again assuming the blight's spread from the silent plains, kirkwall, wildervale, starkhaven, and tantervale are most likely to have been hit, if not lost entirely. the eastern city-states are likely alright. also. a lot of nevarra's probably been blighted? most of it, even. including the capital. and grand necropolis. cumberland might be fine though.
blight in tevinter? - we aren't told anything about what the blight and darkspawn are doing in tevinter, i think? aside from minrathous being miraculously cured so it can become the center of civilisation in the future, obviously. we're bringing back the pre-andrastian empire! anyway. the silent plains would be the main threat here, and if the blight spread up to the nocen sea it could split the imperium in two, which could be fun i think. and the blight from the anderfels could affect the western border somewhat too.
orzammar - yet again, worldstates could have had an impact here, affected whether orzammar has alliances that could help it hold out or not, things like that. but honestly, considering everything else that's been going on, it seems safe to assume orzammar's been entirely wiped out. kal-sharok might be the last surviving population of underground dwarves, aside from the ambassadoria in tevinter. who might now have lost their home entirely.
blighted leviathans - *blackwall voice* i would have liked to have seen it. but yeah once more the cool things are all happening in the background. seems like we could have run into these in a felicisima armada questline, or possibly with the wardens if the ten year old griffons were adults instead of hatchlings still. i don't even know what to say here honestly. this makes recovery even harder now, i suppose. orlais and nevarra have lost sea access, ferelden and the southern marcher city-states might struggle depending on how far the leviathans spread towards the amaranthine ocean. fishing might be a little difficult now too.
conclusion
rivain and antiva seem to have come out largely unscathed by the blight, and we know from rivain that andrastianism, the qun, mages, and spirits aren't entirely incompatible, so there's a real chance for things to improve there. the eastern free marches are probably fairly stable, all things considered. tevinter and the qun might be forced into peace, however temporary, given that the antaam's been decimated and the imperium's apparently going to be doing some restructuring. ferelden and orlais have effectively suffered an apocalypse. nevarra and the western free marches are likely only doing slightly better. the anderfels are. probably largely unchanged, tbh. very cheerful! what's happening in the south? nothing good!
as i've seen some others say, i don't inherently dislike the idea of the south, the places we're most attached to, suffering some catastrophe in service of underlining how high the stakes are. my problem is the way it's executed. all these events were thrown together into a handful of codex entries that were very easy to miss entirely. there was no attempt to work with the very different worldstates people could have, despite marketing reassuring us that our past choices would be respected. it felt like an afterthought added into the game to try and cheaply increase the emotional impact of a somewhat lacklustre story. many of the things people felt were missing from veilguard - the politics and intrigue, the relations between nations and peoples, etc - aren't missing at all, it turns out. they've simply been relegated to the background. we can see where they might be happening, guess at how our protagonist could have been involved, but we aren't allowed to actually participate anymore. and i think that's unfortunate for a series that used to be so determined to think about those things, even if it didn't always handle them very well.
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felassan · 10 months ago
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Rook's Coffer.
The rest of this post is under a cut due to length.
[link]
There is a lot of interesting stuff in here. 👁️
A coffer is a strongbox or small chest for holding valuables. The contents of the box is described as being Rook's "personal effects", the "tools of [their] resistance" (against the Evil Gods).
The Light-Up Lyrium Dagger
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This is the dagger replica that BioWare had on display at their SDCC booth in a case. at the time we wondered if it glows (yes!) and whether it would be a merch item in the Gear Store or part of a collector's edition or something, and here we are. :D the name of the item confirms the idea that it's blue because blue lyrium (I wondered this here). the description on the Gear Store of the item reads:
"Its blade has torn the very fabric of the Veil."
and ~8 months ago I wrote,
"since we saw this image from the 2022 in-game cinematic and speculated that 1. this image shows Solas doing something to the Veil, and 2. the item he’s holding is the red lyrium idol in its ritual-blade form, what it’s reminded me of is the Subtle Knife from HDM (Pullman). Æsahættr cuts windows in the fabric between worlds; I wonder if the idol’s power as a magical ritual-blade is the ability to ‘cut’ through the 'fabric’ of the Veil (of reality), thereby tearing open the barrier that has been separating the two realms."
Cloth Map and Quiver
"Look to this illustrated map to learn about the world you defend."
First let's do the quiver. :>
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A quiver to keep a map in is such a cute idea. going by the triangles, it's a replica of the quiver rogue Rooks store their arrows in in the game. ^^
Now the map.
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Starting at the bottom right, where it all began~. Ferelden is depicted as a mabari (a symbol of Fereldan royalty), complete with kaddis. You can see the Brecilian Forest and the Imperial Highway snaking round Lake Calenhad. In the Frostback Mountains is the Inquisition’s hairy eyeball symbol, fittingly as that’s where Skyhold is located. North of the Arbor Wilds are the Dales, containing Dalish aravels. Orlais is portrayed as a reclining lion (the symbol of House Valmont is a lion). West and south of the lion are the Nahashin Marshes, the Abyssal Reach and the Tirashan. Across the sea from Ferelden is the landmark of Kirkwall, the Twins of Kirkwall (statues).
The north of the map is the most 👁️ tho, as DA:TV seems to be predominantly set in locales across northern Thedas. That part of the map has a lot of elements from the misted-out northern Thedas map from the Thedas Calls teaser trailer, only.. unmisted. :D we can see the Antivan city of Treviso with its spires and the Antivan Crows flying around Antiva. We can see the giant squid curling over Rivain, this time on a bed of treasure like gold and silver. West of the White Spire mountain is Arlathan Forest, with another aravel, ruins of the city of Arlathan, and floating rocks and floating ruins. in the sea south of Par Vollen is a Qunari dreadnought.
Tevinter is separated from Antiva by the Hundred Pillars. the way they look in this map, they remind me of Drumheller Alberta, where Mark Darrah once mentioned that DA:TV devs went to capture reference material for the game. in this post I wrote of the Tevinter coast that "much of the center is entangled in tentacle-like or snake-like tendrils". in this new map we can clearly see that they are snakes. makes sense, Tevinter is a nest of vipers metaphorically and snakes are part of Tevinter iconography. We can see the city of Minrathous and my all-time favorite guy, Floating Building. Weisshaupt is represented by a griffon and for the Anderfels we have  Our Lady of the Anderfels (the statue of Andraste). to the north, Tallo's Eye and the Donarks.
This part of the map is potentially super exciting:
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This is a dwarven statue underground in the Deep. the location suggests this is representing Kal-Sharok south of the Anderfels (this is not anywhere near Orzammar, and Orzammar isn't represented on the map by a drawing either). omggg. I really hope we visit Kal-Sharok in this game oh shttt
In the center of the map is Nevarra and the Silent Plains. this map depicts the Silent Plains and surrounds as being full of the ancient bones of giant creatures and giant skeletons. that's 👀 since we saw giant skeletons in Nevarra in the new trailer. we can also see the Grand Necropolis with its eerie green glow as its reaches go down into the ground. it's attended by two [giant?] necromanced skeletons. the gold doodads on their heads remind me of the skeletons we've seen Emmrich necromancing.
There don't appear to be any depictions or landmarks shown in Seheron or Par Vollen. :< and in this last bit of the map it's a bit hard to tell due to poorer image quality that this section of the map is shown in, but east of Rivain is the map compass and south of Rivain, south of Llomerynn, in the whirlpool.. is that an island with an eluvian on it? maybe this represents the Lighthouse and the pocket dimension it exists in? watery Fade imagery and all that.
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(Thedas Calls trailer map images below for reference. you can see that 'landmarks' from in that trailer are on this new map)
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(^ ignore the yellow lines in the Rivain squid cap ^^;)
Rook's Card Deck
"A set of cards depicting people and places from Rook's adventures."
Like the map, there's a lot in these too. first of all the art looks so beautiful and I'm psyched that cards/card-style art is returning in DA:TV, the tarot card art in DA:I was so cool and gave so much inspiration to the DA art community! some of the art is familiar to us, some is totally new.
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in this last image we can see that among the cards is the art for the Solas print that came with the BioWare Gear Store exclusive variant of the artbook. the design for the back of the cards is similar to the box for Rook's coffer. for the others I think I'm going to identify them with letters so it makes talking about them easier. ^^ (image without key is above). 26 x 2 = looks like there are 52 cards total, if this image contains the whole set. (if I've mixed up any of my numbers or letters in the below, pls lmk so I can correct it!)
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please keep in mind that these are just guesses for fun. [thanku to mime who helped me guess what each card could be :D]
A - Venatori? red like red lyrium and they're always messing with it, diamond shape like their new symbol (two), cult-like vibe, mage robe-vibe. the pointy hoods remind me of the figure in the background of Neve's card. (given the shape in the background, is Elgar'nan messing with them or are they working for him? they could be without knowing he's an elf) B - dragons, dragon fights? (looks like a giant toothy dragon maw bearing down on a party) C - F qunari Rook? (like how there was a card for M and F of each lineage Inquisitor in DA:I. F qunari Inky for comparison) D - Harding companion card art from the Dragon Age website E - Veil Jumpers? gold, triangles, antler/halla-horn type pattern, looks like the person has a glowing gadget F - Grey Wardens? silver plate armor, Joining Chalice, shield with griffon wings on it G - Rogue Rook/rogue class (like there was a class card for each class for Inky in DA:I. Rogue inky) H - one gender of elf Rook? (like how there was a card for M and F of each lineage Inquisitor in DA:I. elf Inky cards for comparison) I - Arlathan Forest? it looks like it has ruins and floating rocks J - 'Fen'Harel' Solas from the in-game cinematic that we saw in this trailer K - Neve companion card art from the Dragon Age website L - Weisshaupt in the Anderfels (see this concept) M - Warrior Rook/warrior class (like there was a class card for each class for Inky in DA:I. Warrior inky) N - M qunari Rook? (like how there was a card for M and F of each lineage Inquisitor in DA:I. M qunari Inky for comparison) O - undead, giant green glow skeletons? P - ? Q - Minrathous R - Lords of Fortune? they have Taash vibes. blue sea in the background, gold trinkets at their waist, swashbuckling vibe S - ? T - Emmrich companion card art from the Dragon Age website U - another gender of elf Rook? (like how there was a card for M and F of each lineage Inquisitor in DA:I. elf Inky cards for comparison) V - red lyrium darkspawn W - M dwarf Rook? (like how there was a card for M and F of each lineage Inquisitor in DA:I. M dwarf Inky for comparison) X - Bellara companion card art from the Dragon Age website Y - Elgar'nan from back in the day before being Blighted? bald like ancient elves sometimes are shown, maybe the orb is his foci. Z - ? not sure, but something bad and maybe red lyrium-related. also blood and maybe an eluvian in the background
[block character limit text break!]
1 - Ghilan'nain from back in the day before being Blighted? creepy tentacle-vibe hair. 2 - Mortalitasi / Mournwatch 3 - ? not sure, but something bad and maybe red lyrium-related 4 - 'Humble apostate Solas' from the in-game cinematic that we saw in this trailer 5 - Blue lyrium dagger 6 - Red lyrium dagger 7 - Davrin companion card art from the Dragon Age website 8 - Taash companion card art from the Dragon Age website 9 - Grand Necropolis. undead city vibes, the eerie green glow 10 - part of this concept art posted on Halloween in 2021. (I think this may be somewhere in the Anderfels/Weisshaupt surrounds after something bad has happened. those creatures are red lyrium-afflicted darkspawn. the location has the same dark/night-time corrupted/Blighted vibe as here, complete with Blightsacs and red lyrium darkspawn. the bad dark Blighted ruined vibe is also like here from the Thedas Calls teaser, where if you zoom in there's some red in the image. when this image was shown in Thedas Calls, it was the segment about Weisshaupt and the Wardens. in the release date reveal teaser, we see a shot of the Anderfels in the day-time without Blight/before anything bad has happened. it looks nice and is a beautiful view. you can tell that is the same place as here because of the presence of the posts with the basketball hoops on top of them. lastly, in the companions reveal trailer, Davrin is shown fighting red lyrium darkspawn in the dark/night-time corrupted looking area, and in the background is a statue of a griffon. 11 - ? not sure, but something bad and maybe red lyrium-related 12 - this Solas art from the Gear Store artbook exclusive variant pack 13 - Treviso in Antiva (see images here) 14 - Elgar'nan? curving horn shape, eclipse 15 - demons? or Elgar'nan and Ghil in their prison together? 16 - Qunari, as in from the group that have been invading/occupying? 17 - mage Rook/mage class (like there was a class card for each class for Inky in DA:I. mage inky) 18 - The Dread Wolf? or the Dread.. wolves. there are 2 wolves in this. Two Wolf Moon 19 - Lucanis companion card art from the Dragon Age website 20 - F dwarf Rook? (like how there was a card for M and F of each lineage Inquisitor in DA:I. F dwarf Inky for comparison) 21 - the Deep Roads (concept art for comparison) 22 - ? but they are this figure from the full cover art of the regular edition of the artbook 23 - Ghilan'nain? horrible centipede creature, suggestion of Ghil's head-shape, suggestion of hands and faces 24 - feather. griffon feather? to represent Assan? 25 - Rivain. boats, sea 26 - Antivan Crows
I feel like I've made mistakes or missed something though because if there's a card for each faction, where is the Shadow Dragons? and if there's an M and an F card for each lineage Rook, where are the human Rooks? I'll revisit the cards and my list again sometime with fresh eyes. :D
One thing I wanted to highlight at the end of the section on the cards is the blue lyrium and red lyrium dagger[s].
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Above we talked about how the item name Lyrium Dagger confirms the idea that the dagger is blue because blue lyrium (I wondered that here). in the same post I wondered about the other dagger that we first saw on the deluxe artbook cover:
"This artbook cover one is more gnarled in appearance and the 'ring’ of the handle isn’t complete. It has extra spiky bits protruding off it too and it looks like something is growing on it. Maybe this is what happens if/when the blue [lyrium?] dagger becomes red (Blighted)? because this gnarled kinda vibe reminds me a bit of Meredith’s sword Certainty in DA2, and of that body horror way in which red lyrium growth looks on people. It also reminds me of the tendrils of Blight corruption on walls and the ground and stuff in DA:TV screenshots, and the gnarled red lyrium darkspawn we’ve seen (look at this darkspawn’s back for example). Or maybe there’s simply more than one dagger?"
and here we are. 👀 the blue lyrium dagger Blighted to red lyrium, or else there's a red lyrium dagger out there too somewhere.
Enchanted Die
"This beautiful die will help guide you through the perils of conversation."
The Gear Store description for this item makes perfect sense as the symbols on the dice are the dialogue wheel icons. :D here we can see Romance, Anxious, Sad, Warrior, Investigate, Mad, Stoic and others. also I love the iconic purple-theme color of the dice. :)
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Glass Potion Flask
"A decorative vessel that would be essential for storing healing potions."
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I have no comments on this really other than it's pretty and that I think it resembles the design of healing potion bottles in the game. :)
Dragon Age™: The Veilguard Companion Lithograph
"This art depicts the faces of your closest allies, the ones who'll stand beside you against impossible odds."
This features the companion art pieces from here.
Thank-You Letter
"A note of gratitude from the creatives at the helm of Dragon Age™: The Veilguard. (From game director Corinne Busche and creative director John Epler)"
and this is a lovely and thoughtful idea 🥺 .. maybe it's the inscription inside the box with the Veilguard symbol?
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Lastly there's the box!
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It's pretty and is in the same style as the UI on e.g. the skill trees. it looks like there's a square with each companion round the outside, plus a square for Manfred, Assan, and Varric. the gang's all here. :D for the 7 companions, their image is from their 'tarot style' art, but for Manfred, Assan and Varric it's art we haven't seen before. around the outside is also each of their weapons, like an arrow for archer Harding and Lucanis' fancy rapier-sword. I guess in the middle the helmet represents Rook. (it gives me Warden vibes. maybe it's a version of the helmet Rook wears here?).
As a last thought, with the items being Rook's "personal effects", the "tools of [their] resistance", I really love the idea that they have a deck of playing cards and a dice/enchanted dice. I know these are common fantasy world items but idk it's giving a lil, Remy LeBeau. I dunno, Rook somehow has a rogueish kinda vibe to me (as in the trait, not the class). Varric describes them as clever and adaptable, words you might apply to a trickster. "You don't know when to quit" implies a certain incorrigibility. rooks are corvids which have trickster lore irl, and characters that play games with cards and roll dice often have that smart, rogueish, trickster kind of edge in tropes and stuff. it works in my brain in different scenarios too, like if Rook is a foil to Solas, or someone advised by Solas (trickster-mini trickster mentee), or someone opposed to Solas (takes a trickster to outwit a trickster), and/or someone who is in some kind of a way a sorta successor[?] to Solas in terms of story role or repeating history or foils again etc (if you remember the line "They call me the Dread Wolf. What will they call you when this is over?"). you know, like think about what is said about Fen'Harel today and was said about him immediately after the fall (elven voices in Vir Dirthara in Trespasser). what will they say about Rook when this is over? hope that paragraph made sense :D
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notebooks-and-laptops · 1 year ago
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Sometimes I do wish that the Dragon Age games had continued to be localised. Like, I definitely want us to see the maps and meet the people from other continents/countries but I really like that Origins gives you such a comprehensive feel for Ferelden; it's people, it's politics, it's environments. Equally I love that da2 gives you an in depth look into a disaster city state. Sometimes I feel like it would have been better to have inquisition happen primarily in Orlais and give the nation itself more focus; to see the Grand Cathedral, to get a real feel for that society and that country. And I'm worried that DA:D is gonna spread itself thin like inquisition did so we end up not actually getting to immerse ourselve in a specific country and culture in Thedas. Do you feel?
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vigilskeep · 2 years ago
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back and even bulkier with another powerpoint! i opted for spreading the information out in a hopefully engaging way over limiting the number of slides. the circle is a BIG, big topic, with such focus over the course of the games, so if i didn't cover anything useful, you want to know anything more specific, or equally if i made a mistake and missed or misinterpreted something, please let me know ily!!
transcript below the cut! my eternal thanks to @bisexualcommandershepard for providing one for the previous powerpoint and in doing so reminding me to get my act together, you have my sword
zevsurana’s guide to the circle of magi
can’t tell your circles from your chantries from your colleges from your conclaves? boy, do i have the powerpoint for you!
hit me with the basics
under the law of the orlesian chantry, every mage is required to join the circle
a mage who does not join the circle, or escapes one, is labelled an apostate, a crime punishable by death or tranquillity
tranquillity is the process by which mages are branded on the forehead, robbing them of their emotions and magic
at the end of their apprenticeship, each mage is taken without warning to their harrowing. they must choose between being sent into the fade for a dangerous test against possession, or tranquillity.
it is illegal to make harrowed mages tranquil, but they are still required to live under the circle’s supervision
depending on which text you believe, there are 14 or 15 circles under orlais’ chantry.
[this slide is accompanied by an image of a map of thedas. there are small markers spread across the map on 12 locations, mostly in orlais and the free marches, but included everywhere except tevinter and seheron.]
these are the known locations!
i didn’t include starkhaven’s, which was destroyed in a fire at the start of da2, or jainen’s, which is mentioned in an online game but as another circle in ferelden makes the dao plot make no sense. i suppose that would have gotten us up to 14 but i’m not doing it. cope
hierarchy of the circle
there are six ranks:
the grand enchanter is the mages’ direct representative to the divine. in our time, this is grand enchanter fiona, who famously stated “fuck the divine”
the first enchanter leads each circle. theoretically, their permission is needed for a mage to leave the tower, for a harrowing, and for a mage to be made tranquil. in practice, their actual power depends hugely on their political skill and their corresponding knight-commander
the senior enchanters are the most experienced mages in a circle, and advise the first enchanter, who will select one of them as their successor
those who have gained the rank of enchanter (also known as junior enchanters) are now expected to mentor apprentices
the simple rank of mage designates those who have passed their harrowing. an inhabitant of the circle fully capable of magic might say “i’m not a mage, just an apprentice”
the apprentices are children and young adults who have not yet completed their harrowing
outside of this hierarchy are the tranquil. they instead belong to the ‘formari’, who perform enchantment and sell enchanted items to produce the circle’s wealth
(it’s really important to me that you know the different ranks usually have different coloured robes to mark them out. i can’t explain that all here because it varies from circle to circle and we don’t have all the data but i think that’s so fun that i have to point it out even though it makes this slide super crowded i hate it i’m sorry)
politics of the circle: what are those first enchanters even doing?
an ideal first enchanter should govern their circle as a quasi-parental figure who can protect their mages while maintaining an uneasy balance and accord with the templars
they are also an administrator managing their circle’s finances
a weak or unskilled first enchanter can spell doom for their circle just as much as one at odds with their knight-commander
the college of magi is a council of all first enchanters
the college regularly meets in cumberland, nevarra, to discuss circle policy and elect the grand enchanter from among them
politics of the circle: what’s this about frat boys?
once a mage achieves the rank of enchanter, they may join a political fraternity
choose your fighter:
the largest fraternity, the aequitarians, are centrists
the loyalists are chantry bootlickers
the libertarians seek greater power and independence for the circle. the resolutionists are an even more radical group that emerged from them
the isolationists wish mages to withdraw from society completely
the lucrosians prioritise the accumulation of wealth and influence
the aequitarians maintained an alliance with the loyalists until the final vote to rebel, when wynne’s son rhys, asked to represent the aequitarians by first enchanter irving, voted with the libertarians
that was a lot of politics.
let’s take a breather because we haven’t even gotten to history yet oh boy
[this slide is accompanied by two pieces of dragon age concept art of white-haired mage women casting spells. one is an older human white woman who may be wynne, dressed in ornate robes and casting purple magic with a casually imperious gesture. the other is the concept art for warden surana, an angry-looking young elven white woman with a palm full of icy magic.]
hot circle mage concept art break. of course you have white hair and [caps lock begins] one thousand points lightning damage-- [caps lock ends]
but where do circles come from, i hear you cry
well, when two semi-circles love each other very much,
the year is 1:20 divine, and our questionable hero is kordillus drakon…
the circles had existed long before this, of course, in a very different form: elite tevinter academic societies
but right now, the south is in chaos. the first inquisition’s reign is coming to a close. the second blight is fifteen years underway with no sign of stopping any time soon, and will rage until 1:95 divine
kordillus drakon, the very first emperor of orlais, has a budding empire and a budding chantry that look like they might die in the cradle… unless he can continue enlisting mages against the darkspawn
we may wish to take a moment to register that kordillus drakon apparently looked like this. Sure.
[this slide is accompanied by concept art of kordillus drakon. he is blond white man in vaguely iron age dress, with an interesting hair cut including bangs, a high half ponytail and a very large moustache. he wears a swamp-green cloak and a black fur pelt over a green and white striped tunic, with a hand-axe slung through his belt, and crossed garters over whatever combination boots and pants he's wearing, which seems to be one singular garment.]
the solution to drakon's problem?
the nevarran accord
“what do video game enjoyers love? fantasy historical treaties? yeah, probably” – bioware, constantly
and they’re right unless you’re a joyless hater
the nevarran accord was agreed between the newly formed chantry and the original inquisition in 1:20 divine
the people of the south feared magic, but they also wanted to be able to use its power against great threats like the darkspawn
in one move, the circle of magi, the seekers of truth, and the templar order were created
some mages considered the circle a refuge in a world full of terror. to others, it was a prison
but this is dragon age, so maker forbid we would only be told one version of events
there is also a codex entry called ‘history of the circle’
it describes the mages of the divine age as chafing under being allowed to do little more than light candles and lamps for the chantry… as if there wasn’t a fucking blight going on
in protest, mages snuffed out the eternal flame in the grand cathedral at val royeaux, and barricaded themselves in the choir loft. divine ambrosia ii attempted to call an exalted march on her own cathedral, but even her templars discouraged her
shouted negotiations were conducted for 21 days before the mages “went cheerily into exile” in a remote fortress, separated from society into the circle for “the first time”
nerd's note:
personally, i would understand this as the circle as an organisation being created with the accord in 1:20 divine, and the mages being relegated to this lesser role after the greatest battles against the darkspawn, with the establishment of circle of magi towers after the protest. there’s no date of events on this codex, but since it mentions templars, it has to have been post-accord.
i would also take this account with a grain of salt in-world, as it was written by sister petrine, a controversial writer to the chantry, but nonetheless a chantry scholar.
this has been a lot of chatter about mages. but there’s an elephant in the room, and it’s looking at us suspiciously…
the circle and the templar order
the circle does supposedly have nominal independence from the chantry…
Knight-Commander Greagoir: I promised you aid, but with the Circle restored, my duty is to watch the mages. They are free to help you, however. Warden: I thought the templars were in charge of the Circle. Knight-Commander Greagoir: The templars guard and advise, but the first enchanter has the last word in what happens in the Circle.
...
Warden: Won’t the Circle of Magi do what the Chantry says? Alistair: Technically the Circle of Magi is independent. We don’t know that the Chantry won’t support us, of course. Morrigan: You truly believe that? Alistair: If we speak to the First Enchanter, he should see that his responsibility to the Grey Wardens supersedes anything the Chantry or even Teyrn Loghain might have to say about it.
… but since when has power ever gone where it’s supposed to?
as world of thedas volume 1 explains, “Although the Circle is supposed to be autonomous, a heavy Templar presence in all Circle towers has effectively made the organisation an arm of the Chantry for ages.”
a first enchanter can quickly lose all the power they allegedly hold
even in the best of times with a skilful, well-intentioned first enchanter, templars reserve the right to send mages to the dungeons, to take away their children, to kill any who leave the circle, etc. as a matter of course
grand clerics reserve the right to grant the right of annulment
generally, the system is maintained by a mutual interest in avoiding open conflict
the templars are the ones in power with the chantry’s full support. if they drive the mages to open conflict, their comfortable routine is uprooted
templars are equipped to hunt down individual mages, even blood mages and abominations
templars are not equipped to be outnumbered or face even numbers. mages are simply far more powerful in a fair fight than they are. lyrium can only do so much
...
mages, meanwhile, operate under the not entirely unfounded belief that the outside world is entirely hostile to them
at least if they remain, they can keep an uneasy balance in which most mages survive, their existence tolerated by the chantry. they can continue studying among their own kind in the only home they know
if they openly rebel, they may throw aside what limited protections and goodwill they have. mages like wynne outright state certainty that if they rebel, “genocide” will follow
furthermore, those mages with more status have more access to privilege. they’re also the ones who have best passed the chantry’s tests. thus, those in a position to lead are least inclined to rebel
you only rebel against the circle because you think less of your children are going to die starting a war than they are in here.
and, uh, on that cheery note… any questions from the class?
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lizzybeeee · 5 months ago
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I didn't like every map in Inquisition, but the elven ruins were some of the best parts of it. Sometimes I think about how Suledin Keep was laid out where you're running through this kind of mazelike environment and then you can glance up at one point and there's this GIANT dread wolf statue watching you from the mountains. that was neat. Arlathan has giant statues too but imo they aren't framed in a very fantastic way where you can get startled like that. and where are the elven prayer puzzles. why can we not show our obeisance to the Evanuris with logic and whimsy :<
I loved Suledin Keep as well!
Especially since, by that point, you've fought your way through red templar camps and the giant behemoths to get to the *heart* of the operation at Suldein. There are red templars, rifts, the people/quarry operation, and then you get to the Keep and, like you said, there's that cool moment where you look up and the Dread Wolf is just LOOMING over you (like Solas in the story!).
Something that really appealed to me with this world was the tangible sense of the past, the consequences of decisions made ages ago, looming over you - the Blights, the Ancient Elves, the Dwarven Empire, Tevinter...the world never let you forget it.
And that's the whole game of DAI - wherever you go there's always traces of the people that came before you, unable to swept away by time or conquerors...and sometimes those people claw their way back to the present like Corypheous or Solas. In Ferelden you find traces of the Avaar and Chasind, In Orlais you find the remnants of the Elves, the Western Approach is dotted with Old Tevinter outposts and the Wardens, and the Hissing Wastes/Storm Coast with the dwarven ruins on the surface! I loved discovering every inch of those maps (large as they were lmao) and it added so much to the world. It made the world feel large! It added to the idea that this world had so much mystery to it - so much lost history.
And Arlathan?
It's a maze, not in a good way, but because parts are cut off only to be opened 'when allowed', and not like in Inquisition where there was a rock-slide or you needed a bridge etc... You're boxed in with glowing doors that tell you 'not now come back later' or water that instantly drowns you, and it's hard to not be taken out of the experience when the game is so very upfront with you that you are not supposed to explore until we say you can.
This game doesn't reward exploration, it has fast travel spots all over the place that seem to discourage it once you find an area. Camps in Inquisition were spread out over large maps but sparingly used in comparison - it still made certain that you explored the world to find new things on your journey from a to b. The quests train you to fast travel, to get to where you need to go - kill, talk, repeat. The game teaches you to look out for crap to break and so my eyes are rooted firmly on the ground because of it. The game can look gorgeous at times, but it doesn't feel like it wants me to look at it too hard, like it will break the illusion of this game lmao.
It's a personal opinion, of course, but my experience with this game was that it made the world smaller, less interesting, and devoid of that mystery and reverence that made this series so compelling. Like you said, there are some cool visuals like those giant statues in Arlathan, but everything else in the map is so condensed and twisting on each other that it's hard to notice them naturally while playing the game.
'Why can we not show our obeisance to the Evanuris with logic and whimsy'
That would be so cool! I can get Andruil's alter having a hunting test - like with the Vir Tanadhal (the way of three trees), which is a hunting philosophy the Dalish have relating to Andruil who is the Goddess of the Hunt. That makes sense - you show deference to her by hunting according to her way.
...but for all of them?
It's a game design choice, I get that -> make it simple, keep it the same...it goes with the repetitive combat and exploration loop of this game. But they really lost out on showing us how the Evanuris differ to each other - how each of them had their own little 'aspect' they had dominion over in accordance to their lore. Why not have a little puzzle for June, God of the Craft? A riddle for Dirthamen, God of Secrets? Have some sort of brazier lighting puzzle for Sylaise, the Hearthkeeper, who gave the elven people fire?
From what we learn in DAI with the veilfire and temple of Mythal we know that they were massively egotistical assholes for the most part, some way more than most. They had their own temples, their own valaslin, their own mythology/legends...giving them all the same prayer puzzle is pretty dull when you consider how different they all are and the efforts they went to to distinguish them. Not that you'd really know in this game - for a game about the 'Elven Gods' there's very little discussion about the rest of them.
But, yeah, to sum it all up: Elven ruins in Inquisition were gorgeous, encouraged you to explore and interact with the lore with veilfire runes, and gave you some gorgeous set pieces like with the giant Dread Wolf statue in Suledin. Inquisition may not have been everyones cup of tea, totally get that, but for me it really captured the wonder of Thedas - the depth of its history...datv unfortunately did not.
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ofcrowsanddragons · 2 months ago
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WIP Wednesday
I was tagged by @biowaredisasterbisexual in WIP Wednesday. Gently inviting anyone who has anything to share to join in!
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A Working Relationship continues!
I was in the waking now, and outside of the god’s domain I could feel the ley lines of the estate that had been liberally splattered with blood. There was an echo there, across the frayed veil, of the lord and his entourage—everyone from business partners to farmers who attended the festival—walking the path of the natural formations where the waking world touched the dreaming. The lord dripping blood from a bowl, year after year, the veil weakening and the demon that pressed its twisted form into the dreams of the people that stayed there gaining more and more influence over the waking world. The taste of it was like a harsh but valuable aperatif, like the Aperol liqueur our father had once provided to us on our birthday as a child, a sign that things were going well on one of the few occasions he had acknowledged our existence. We’d been determined to live up to the gift. The aftertaste only spread across the palate in hindsight, knowing what was coming, like bitter almonds mixed into a Torta de Santiago. The poison was only detectable if you knew what you were looking for. Potential. Picking up the crate, I followed the memory trail back to its bloody beginning was a simple thing. The taste of that potential came with the hard determination to become, and it called to me more than I’d like to admit. The layers of sacrifice led to a grove further back from the guesthouse, with a gnarled tree at the centre of an overgrown thicket of shrubs at one side, and a sheer cliff overlooking the vineyards at the other. My feet plodded over the grass until I reached the edge of the circle. Everything surrounding the central tree was dead. Bare, rocky earth surrounded it. Layers of sacrifice, of the sweetness in that blood soaking into the earth. The sweetness that called to me because it wanted so badly to be worth living another day. The sweetness of a castle cut into the side of a mountain, dancing with wisps and with a treasure at the centre of it. Cut down so that someone else more connected, more loved, more worthy could thrive. “Shirking on your duties?” asked a voice behind me, its pitch carrying sympathy and kindness.
Gently inviting @hyperions-light, @dymme, @biowaredisasterbisexual, @basedonconjecture, @mageofquandrix, @bygonesigh, @serensama, @agaybloodmage, @mercars-musings, @pixiedurango @grimrevolution @rookinthecrownest @skullypettibone @thedissonantverses @mythals-whore to share what you're working on if you haven't yet!
Bonus translator's notes:
Ley lines: Refers to fanciful conspiracy theories upheld by certain alleged scholars across Thedas, which unfortunately continues to pop up across Ferelden, Orlais, and Tevinter. These conspiracy theories often claim that secret fraternities of mages are hiding the existence of literal lines of magical power that stretch across our maps of the world—and might even show how certain landmarks were shaped by the Fade, or by massive entities within the Fade or even on this side of the Veil. Nonsense.
Background image: CC Steve Slater
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dalishious · 4 months ago
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Last Flight: A Summary
This novel switches between 9:41-9:42 Dragon and 5:12-5:24 Exalted. I will note the time switches.
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9:41 DRAGON
With the Mage-Templar Conflict in full swing, the Grey Wardens of Weisshaupt make an offer to the Hossberg Circle: Any mage who volunteers to join the Order will be protected from the Templars using the Right of Conscription. Valya, a young elven mage, and four others take up the offer.
They are greeted by an elf warden named Caronel, who explains that they will not be undergoing the Joining right away; instead, they will be put to work in Weisshaupt's libraries. Caronel makes mention that the Chamberlain of the Grey requires their assistance researching blood magic – specifically, cases of wardens acting strangely, and Awakened darkspawn. Caronel takes the mages to the archives and tells them to start with records from the Fourth Blight.
In the library, Valya pours herself over old battle maps, and notices a hint of lyrium on the parchment. Valya uses her magic to reveal new words: “Lathbora viran”, translated as “the path to a place of lost love”. She remembers it from a poem she learned growing up, and uses this as a clue to find a hidden journal – Isseya’s journal. Valya begins to read it in secret.
5:12 EXALTED
Isseya and her brother Garahel, having joined the Grey Wardens a mere year before and still fresh in training, are thrust into battle prematurely when the Blight hits Antiva. So, they are among those sent to Antiva City to meet with the royals. King Elaudio and Queen Giuvana refuse to take the Grey Wardens advice to evacuate the city though, instead saying they will “think on it”.
While waiting for the King’s response, Isseya and Garahel are taken to be paired with a griffon. It’s explained that griffons choose their riders, and that bond is formed for as long as both are alive. Isseya bonds with a griffon named Revas (elven for “Freedom”). Garahel bestows a new name on his griffon: Crookytail.
When the darkspawn hit the city, the Antivan people decide to revolt against the King for his refusal to evacuate. The king and queen are killed, but the Wardens rescue and escape with Amadis Vael who was visiting from Starkhaven, and Calien d’Evaliste, a mysterious mage. In their escape, Isseya witnesses Calien use blood magic that proves very effective against the archdemon, even if they didn’t succeed in killing it.
9:41 DRAGON
It’s been two months since Valya and the others came to Weisshaupt. Valya is scared that without undergoing the Joining, the Wardens will kick them out. Caronel explains that they won’t be undergoing the Joining until there is an immediate need for it, since they may die in the process. Caronel also explains that he became a Grey Warden during the Fifth Blight; after humans attacked his alienage in Ferelden, he took to the Wardens for safety. So, he understands Valya’s situation and promises to defend her against any Templar threat.
Despite this assurance, when five Templars come to Weisshaupt seeking to join, Valya is terrified of ulterior motives.
5:12 EXALTED
In Wycome, the Warden-Commander orders the party of Isseya, Garahel, Amadis and Calien to accompany her back to Starkhaven, and then later they are to go to the Anderfels to rally support. Isseya questions why not Orlais or Tevinter, and the Warden-Commander reminds her that in Orlais and Tevinter, she and her brother won’t make much headway because they’re elves. But in the Anderfels, they will be more respected because of being Wardens.
Isseya joins her brother, Amadis, and Calien at a tavern. There, it’s revealed that Amadis is a princess of Starkhaven, as well as the captain of the influential mercenary company, the Ruby Drakes. Calien shares that he is an Antivan Crow. While they talk, Isseya comes up with a way to evacuate Wycome using magic makeshift aravels.
While Isseya takes the lead with the aravels, Garahel is sent flying letters across Thedas and told to charm his way into convincing various lords and ladies to helping the cause. Isseya laments that she hates the political game required of Wardens, but is glad that Garahel proves mostly successful.
The plan with the aravels mostly works, and Wycome’s citizens are largely evacuated to Starkhaven.
9:41 DRAGON
Valya asks the Chamberlain of the Grey what happened to the griffons. The Chamberlain simply says they died, without explaining how.
Valya is then invited by one of the templars, Reimas, to talk. Reimas says she is not there to harm Valya or the others, and is only interested in peace. Reimas also claims that she only ever wanted to protect mages, though Valya remains disapproving.
5:19 EXALTED
Hossberg in the Anderfels has been fighting the Blight off for the last seven years now, with mostly success. Isseya participates in air-drops of supplies using griffons, and an idea occurs to her: Calien, using blood magic, could get inside the head of a darkspawn scout and they could follow it back to where they are emerging from underground. That way, they could seal off the entrances and slow down the horde significantly. Calien agrees, and following the success of this plan, Isseya asks Calien to teach her.
Calien shares the story of how he learned blood magic himself: he took on a Crow contract to kill a woman, who was in fact an abomination. The demon bargained that in exchange for healing from the wounds inflicted on the attack, it would give Calien blood magic knowledge. Calien agreed, healed the demon only slightly, and then completed the contract. Isseya is not bothered by any of this, seeing blood magic as a practical tool against the Blight. So, Calien agrees to teach her everything he knows.
The next morning, Isseya leads the Grey Wardens to the entrance she and Calien found, and they are ultimately successful in sealing it. However, one of the griffons, Shrike, is mortally infected with the Blight in the assault. Isseya offers a way to make the Joining potentially work on the griffon, using blood magic. (The Joining does not work on the griffons otherwise; it drives them mad to the point that they tear themselves apart.) Shrike’s rider agrees to attempt this, and it saves the griffon’s life.
Queen Mariwen of the Anderfels approaches Isseya and not-so-subtly says that if the Wardens want the crown’s continued cooperation, then they will make Garahel have sex with her.
It’s discovered that the griffon, Shrike, now has incredible vigour and acute senses in battle, because of the Joining. Isseya is disturbed by this unexpected change, and vows not to use the spell she performed to make the Joining work on Shrike ever again. (Oh, my dear girl…)
9:41 DRAGON
Valya asks Reimas if she’s ever encountered a blood mage before, and if it’s really as evil as the Chantry teaches. This conversation prompts Valya to share with Reimas that she found Isseya’s diary. And Reimas admits that maybe it is possible to do good using blood magic.
5:20 EXALTED
Since things have calmed down in the Anderfels since closing the darkspawn entrances, Garahel suggests they shift their focus to the Free Marches. He also tells the group that he plans on refusing to sleep with Queen Mariwen, but Amadis convinces him she’s okay with it because it’s for the greater good. Amadis makes a request though: her own griffon, even though she is not a Warden.
Queen Mariwen throws a party, and Garahel spends the night with her, so she grants the Grey Wardens use of her soldiers. This enables Isseya and many other Wardens to go to Fortress Haine in the Vimmark Mountains, to be used as a safeguard against the Blight in the Free Marches. But the situation becomes dire very quickly, and Garahel delivers Isseya an unfortunate command from the First Warden: Put the griffons of Fortress Haine through the Joining.
Isseya cries the whole time through her modified ritual, but she puts all the griffons except Revas through the Joining. Then in the following battle, Isseya is forced to use further blood magic to possess the griffons in order to make them go along with the plan, because they can no longer be reasoned with. It causes a great strain, and Calien offers to help next time, but Isseya is still emotionally shattered.
9:42 DRAGON
Valya approaches Caronel for help getting to Red Bride’s Grave in the Wandering Hills. Caronel says the last time he was there, it was full of demon-possessed corpses, but Valya convinces him to take her and a group of recruits.
5:24 EXALTED
In the four years that have passed, Isseya has grown increasingly blighted and depressed, but Garahel has become a beacon of shining hope, and a prominent figure in the war against the darkspawn. Even things that Isseya herself accomplished she let go credited to her brother to help build this glory and inspire people. Isseya holds onto her griffon, Revas, who she still refused to taint despite almost all the others undergoing it at this point. Isseya has grown increasingly depressed and blighted, with the constant rituals taking a toll on her: “She looked like she’d been serving as a Warden for twenty years longer than her brother.” The other wardens are wary of her, seeing her as a monster, but a necessary one.
Garahel shares his plan to launch an assault into Antiva, where the Archdemon is. He fully admits that he does not expect many to survive the attempt, but draws an army of supporters for his plan anyways.
The next day, the Wardens and supporters fly into Antiva, where they take to aerial combat with the Archdemon. The tainted griffons fight with such ferocity that they are able to deeply wound it. With Isseya and Garahel being the last two wardens capable of reaching it, Isseya prepares to commit to the sacrifice of its defeat—but Garahel stops her. His last words are “Isseya, be kind to yourself,” before Isseya watches him and Crookytail swoop in on the dragon. Crookytail is killed, but Garahel lands on the Archdemon and is able to strike the final blow.
Garahel is given a hero’s funeral – the grandest to ever be given to an elf.
A month later, Isseya is called back to Weisshaupt. There, she is horrified to discover that the griffons are dying out from the taint; even those that were not put through the Joining have been corrupted through breeding and proximity.
Three months after this, the First Warden orders all griffons who show any signs of “irredeemable viciousness” to be put down, and Isseya predicts this will be their extinction. She is wracked with horrible grief, blaming herself. She tirelessly searches for answers to understand the disease she created, but comes up empty-handed. So, Isseya turns to Starkhaven and finds Amadis. There, she discovers that Amadis’s griffon is sick as well, and explains to Amadis that while she can’t save her griffon, she might be able to save the newly-laid eggs. Isseya then tells Amadis that she does not plan to be alive to see if it will even work, but asks that Amadis keep the eggs a secret – she does not believe the wardens or anyone else of her time deserve the griffons after what they did to them.
Isseya kills Amadis’s griffon and takes the eggs to a secret place in the Anderfels. There, she draws the taint from the eggs into herself, purifying them before freezing them in a magical stasis. She hides her diaries in Weisshaupt under a series of enchantments that none but an elf would be likely to unlock. Isseya wants the Grey Wardens of the future to be the ones to uncover the eggs, but wants it to be someone who would understand the value of freedom.
Isseya then takes Revas for one last flight, off to her Calling, as she no longer wants to live.
9:42 DRAGON
On the way to Red Bride’s Grave, Valya shares with the group her theory that they will find griffon eggs there. They fight their way through corpses, and eventually find the eggs, perfectly preserved. Upon uncovering them, the eggs begin to hatch, and Valya watches as one emerges who looks exactly like Crookytail was described. (Baby Assan!)
The group agrees to take the griffons home to Weisshaupt.
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sorceresssundries · 9 months ago
Text
The Death of Thom Rainier
Pairing: Blackwall/Lavellan (My quizzy, Sparrow)
Warnings: ANGST, talks of death, grief, heartbreak.
Word Count: 4670 words
Summary: The honour and integrity of the Inquisition is at risk of being brought down by the decision surrounding the fate of the Inquisitor's lover. Action must be taken, and quickly, to save the group from talk of corruption.
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It was late, and the moonlight dappled through the crumbling cracks and forgotten fissures of Skyhold, spilling pale silver across the war table. Shadows danced over the once-pristine map, now scarred with countless daggers marking places where they had struck — and where they had yet to reach. The Inquisition had grown into a force of reckoning, but with that power came bonds of responsibility, heavier than crowns and chains. They had to be more than a scattered band of idealists. They had to be an order, a symbol, both a hammer of justice and a shield for the helpless. Their future was as fragile and perilous as a frost-kissed web clinging to the rafters above.
Three figures met in secret, while the rest of the fortress slept.
“The Inquisitor has ordered his release from Val Royeaux,” Cullen’s voice cut through the room. His hands gripped the pommel of his sword, his eyes unflinching, burning with the loyalty that had driven him through so many battles. “He is to be brought here for judgement.”
Leliana’s eyes gleamed in the candlelight, the flicker casting her in shifting shadow. “A reasonable request,” she replied, her voice soft but edged. “Blackwall is a part of her Inquisition. Should she not be the one to pass judgement on him?”
Josephine, seated at the far end of the table, sighed, her hand rising to rub at her temple. The stress etched itself deep into the lines around her eyes, tired from the endless machinations and political games. “Blackwall was a part of the Inquisition, yes,” she said, her voice quieter than the others, yet no less burdened. “But this isn’t about Blackwall. This is about Thom Rainier, and Orlais wants his head. They won’t settle for anything less.”
“His crimes are…” Cullen began, his brow furrowed as if the mere memory of Rainier’s past offences disgusted him. “Unforgivable. I’m inclined to agree with the Orlesians on this.”
The commander was all duty now, his judgement unyielding. His years as a Templar had hardened him to betrayal, especially from someone so close to the Inquisitor.
Josephine straightened, the flicker of the fire catching the lines of tension on her face. “You know as well as I do that this isn’t just about Rainier’s past. His relationship with the Inquisitor was no secret, even at the Winter Palace. Our Orlesian allies watched them, talked about them. Whispers travelled faster than arrows. What will it look like if she brings him back here? If she protects him?”
“It will look,” Cullen said, voice dark and firm, “like corruption. As if we value personal attachments over justice. An institution capable of one corruption is capable of many. It could undo everything we’ve built.”
“And if we let him die in Val Royeaux, she will never forgive us,” Leliana interjected quietly, her gaze flickering with a rare moment of sympathy. “We will lose her trust.”
A heavy silence fell over the room, a storm waiting to break. There was truth in every word, and each of them felt the rolling thunder of the dilemma closing in.
“She will not forget the betrayal. Not from us.” Josephine’s voice trembled ever so slightly as she spoke, as though already anticipating the bitterness that would follow.
Leliana’s gaze sharpened then, a glint of something colder and more dangerous flashing in her eyes. “There is a path forward.” Her voice, once as soft as a lullaby, now carried the quiet menace of a hunter who had found her prey.
The spymaster stepped closer to the table, her fingers brushing lightly over the map, resting just above Val Royeaux. “We could arrange for his release — quietly. He would never make it here. A fatal accident on the road. An Orlesian ambush. It would solve the issue without leaving our hands stained. He dies, Orlais is happy, and the Inquisitor’s hands remain clean.”
Cullen stiffened. “You’re suggesting we…?”
“Kill him?” Leliana’s lips curled, just slightly. “I am suggesting we control the narrative. We let slip our route back here. We spare her the guilt, and we show Orlais that the Inquisition stands by its principles. We did as she asked us, Rainier is killed in an unpredicted attack, and the Inquisitor is spared the burden of deciding his fate.”
The room was cloaked in silence once more, heavy with the choice before them, a choice that would either save the Inquisition — or damn it.
Josephine’s fingers tightened around her quill, her gaze falling to the map. “If we choose this path,” she whispered, “We save our Inquisition. But we might lose her.”
 ⎯⎯⎯⎯⎯⎯⎯⎯ ♜  ⎯⎯⎯⎯⎯⎯⎯⎯
Sparrow sat on the throne she never wanted, in a fortress that still felt too vast, too cold, too foreign to ever be hers. The high-backed seat loomed around her, it's cold stone carved for someone much larger, much grander. Her small, elven feet dangled just shy of the floor, and the throne's broad arms were too wide for her to rest against. She felt weightless, suspended in the centre of it, untethered.
She straightened her spine, drawing on the memory of her mother’s lessons, as if the  invisible cord pulling her back might make her taller, more imposing. Make yourself tall, Ma’da’ean, her mother used to say. And everything else will shrink.
But the world refused to shrink. The great hall remained cavernous, the whispers of the court still echoed off the walls like a rising storm, and the knot of dread within her only grew tighter.
Give her demons. Give her tyrants. Give her politics she knew nothing of and Gods she did not worship. She would take them all. 
This, she could not do.
The dread had sunk deep, threading through her chest, winding around her heart. The thought of seeing him again, of locking eyes with the man whose name she did not even know, made her stomach twist. 
She closed her eyes, just for a moment, clinging to the silence inside her mind. Please, she thought, though she had no idea who she was pleading to. She wasn’t one for prayer, nor for gods. But now, she found herself grasping for anything to shield her from the moment that was about to come.
Please, don’t make me do this.
But whoever might have been listening did not answer. A cold silence fell over the great hall as the heavy doors groaned open. The sound echoed, announcing the arrival of the man she could not face.
She couldn't look at him. Her entire body rebelled at the thought of raising her gaze, of seeing him as he was now—a stranger wearing a name she didn’t recognise. Her heart still clung to the memory of the man he had been only days ago. His eyes had been soft, honest. His words had promised her safety, his touch had offered comfort. Nothing matters but us, he had whispered. He had kissed her as if she were something precious, first with gentleness, then with a passion that had made her believe him.
Now, all of that felt like a cruel trick, a trap she had willingly fallen into.
Her eyes burned, but she would not let the tears fall. She couldn’t drag her gaze from the floor. She needed to breathe, to gather the last shreds of her strength before she dared look at him again.
The man I knew doesn’t exist, she reminded herself. He never did.
It was anger that lifted her eyes, as the heavy sound of boots came to a halt in front of her - She could not let herself be Sparrow, or Blackwall’s lover. She was the Inquisitor. The mark in her palm itched as she raised her gaze to finally meet the man standing before her. 
Cullen? And an Orlesian man in intricate armour and a matching brass mask. 
Her breath caught in relief, or was it just surprise? She felt too nauseous to be sure of her own feelings. She was calm until she noticed the blood. It was splattered across Cullen’s armour, streaked across his breastplate, flecked through his golden hair. There was a jagged cut to his high cheekbone, the skin raw, smeared with red. The sight of it sent her heart into a tailspin, her anger replaced by a cold, creeping fear.
Sparrow stood, unthinkingly. There was a river of murmurs, words tangling like hissing cicadas in the hot, oppressive air of a summer storm. Every gaze in the hall fixed on her, on them, but she could hardly hear them over the rushing in her own ears.
"What's happened?" she demanded, her voice hoarse as it cracked through the crowd, pulling the room’s attention fully toward them. Her hands clenched into fists at her sides, though she willed herself to stay composed.
Cullen glanced briefly at the court before locking eyes with her again. “We were intercepted.”
Sparrow’s stomach dropped. Her heartbeat thundered in her chest as she searched his face for answers. “Where is Blackwall?” Her voice was barely above a whisper now, but the name hit the air like a blow.
Cullen swallowed hard, his jaw tightening as though the words themselves were difficult to push out. “Thom Rainier is dead.”
The world tilted beneath her. The buzzing of the court, the murmured voices and watchful eyes, all faded into a distant hum. For a moment, Sparrow couldn't feel the stone beneath her feet, couldn’t even feel herself breathing.
The man beside Cullen was speaking - something about being an envoy, about it all happening so fast. She didn’t care. His words slipped past her, meaningless, drowned by the sound of her pulse roaring in her ears.
He can’t be dead.
Her chest tightened. She couldn’t breathe. The room felt too small, the air too thin. Her fingers flexed at her sides, desperate to hold onto something, anything that wasn’t slipping away.
He can’t be dead.
She could still hear his low, rough laugh in her head, the way it rumbled through his chest when he let his guard down. She could still feel the calloused swirls of his fingertips against her skin.
She hadn’t even bathed properly since they’d been together. His scent still clung to her, faint but lingering—leather, sweat, and the earth. She closed her eyes as if she could summon him back with the memory of it, as if he could step out from some hidden corner and make this a cruel misunderstanding.
Her eyes flickered to the windows, to the light of an indifferent sun spilling through the stained glass. The world outside was bright, alive. Vibrant patterns of colour danced across the stone floor, reflections from the sunlight mingling with the songs of winter birds that chirped in pairs just beyond the glass. It was all so alive, so full of life and warmth.
How could he not be?
Sparrow blinked, struggling to focus, to anchor herself to the present. Her voice—when it finally came—was like shards of glass, shattered and too small to hold onto.
“He can’t be…” she breathed, her words trembling on the edge of disbelief. “There has been a mistake.”
The Orlesian stepped forward, his presence all formality and cold distance. “My lady,” he began, “we were ambushed on the road by bandits. They spread pitch across the stones, threw oil, and fired arrows lit with flame. The carriage he was locked in was alight within seconds. The guards tried—”
“That is enough.” Cullen’s voice cut through, sharp and final. His tone left no room for further details, no space for the grisly reality the man was about to spill. He stood tense, his eyes not meeting Sparrow’s. His harshness wasn’t just for the noble, it was for her—an attempt to shield her from the images that would follow if she heard any more.
But it was too late.
The words “the carriage he was locked in” echoed in her mind, painting a picture of the fire, of Blackwall—Thom—trapped and helpless, dying in agony. She could almost see the smoke rising, the flames licking at his skin, hear the crackle of burning wood and the screams no one would ever admit to. The images flooded her without mercy, despite Cullen’s effort to stop them.
Her legs wavered, and she reached out, her hand barely catching the edge of the throne for balance. The air was too thick now, the voices in the hall too loud, too suffocating. The world, once bright and filled with the laughter of birds, was silent and cold. 
She fell apart. All pretence of dignity slipped from her white-knuckled fists like sand. The invisible crown of the Inquisitor tumbled from her head, her practised posture buckled. She collapsed to the cold stone floor, not a leader, not a herald, but a woman with a heart shattered beyond repair.
“Get them out!” Her voice cracked as she cried out, barely able to force the words through the choking sobs that rose from her chest. “All of them. Now.”
Cullen’s stiff nod was the only reply she received. His voice cut through the hall, issuing orders with the force of a commander who would not be questioned. The nobles, the advisors, the residents - every prying eye - scattered as if swept away by the storm of her devastation. 
She was an exposed nerve, raw and bleeding, her tears an unending stream. Her cries, desperate and guttural, filled the empty hall, echoing louder with each person who left.
She didn’t know how long she knelt there, her face buried in her arms, shaking uncontrollably. Time had lost all meaning. But then, without warning, a large, gentle hand unfurled her. It was Iron Bull - his presence massive and unyielding, but his touch impossibly gentle. She tried to fight, her body kicking and flailing as his arms lifted her from the floor, but it was futile. His strength was too steady, too absolute.
He carried her effortlessly up the winding stairs to her chamber, holding her as though she weighed nothing. His voice rumbled low, soothing but blunt. “Keep hitting, boss. It’ll help.”
So she did. She hit at his broad chest, her fists weak and trembling, but she struck anyway, again and again. She imagined it was Blackwall she was striking, the man who had torn her heart apart.
If he had been honest, if he had told her everything from the start, if he had trusted her the way she trusted him, he wouldn’t have died like this—engulfed in flames, alone, on his way to be judged by her.
Each hit carried the sting of her anger. Selfish fool. Treacherous. Manipulative. She pounded against Bull’s chest, though her strength was rapidly waning, her fury dissolving into fresh waves of grief. She hated Blackwall for the lies, for the betrayal, for leaving her with nothing but the memory of his touch. 
She hated that she was stripped of the chance to be angry with him, to tell him of her humiliation. She wanted him to know how he had hurt her. That she had fallen in love with him because he was steadfast and kind. How humiliated she was that she had called out the name of another man while they made love. 
But if she were honest, deep down, beneath all the fury and anguish, what she truly wanted was for him to fight for her. She wanted him to beg for her forgiveness, to tell her the truth in its entirety, to explain why he had kept so much from her. She wanted to be angry with him, to rage and cry and then, eventually, not be angry anymore. She wanted to forgive him, even if that made her weak.
Now that chance was gone and it felt as though she would be angry forever—trapped in this endless cycle of fury that had no outlet. The sharp, jagged words she wanted to hurl at him would never be spoken, would never cut him the way they cut her. Instead, they dug into her own skin, slicing deeper with nowhere to go, and she would bleed and bleed and bleed for the rest of her days.
And still, Bull carried her - bearing the weight of her anguish. He made no attempt to stop her, to console her. 
He just let her break, knowing it was the only thing left she could do.
She couldn't pinpoint the moment she slipped into sleep - whether it was exhaustion or the way Bull had laid her down so gently on the bed. Her eyes fluttered shut, and the weight of sleep pulled her under, heavy and irresistible.
In her dreams, everything felt warped, as if reality itself was bending around her grief. She wandered through the halls of Skyhold, her footsteps echoing unnaturally. The walls stretched impossibly high, and the colours of the tapestries bled into one another, too bright, too vivid. The faces of the people she passed blurred into nothingness, their voices a distant murmur of sound that she couldn’t quite make out.
Blackwall was laughing at her, that laugh she loved so much - the one that reminded her of the bending of the forest trees in Summer and the crackle of a fireplace in winter - sharpened itself against the stone walls of Skyhold and ricocheted around her. 
Shadows from barely-lit candles began to stretch and twist, forming grotesque shapes that danced in the periphery of her vision. She turned, only to find the spectres of dead men swinging at the hangman’s noose, their lifeless eyes staring blankly into the void. The empty, hollow sound of coins jangling mingled with the cloying, hot smell of spilled blood. 
“My lady” His voice spat at her, deep and gruff, “My love”
She wanted it to end. Please... make it stop. No more. Her nails bit into the flesh of her palm, the sharp pain dragging her back to consciousness. She woke, sweat-slicked and trembling, tears streaming down her face.
She wasn’t alone.
A man stood on her balcony, leaning against the window frame, barely a silhouette in the dim light. When he noticed her stirring, he straightened sharply, stepping into a sliver of moonlight.
It was him.
Or rather, a ghostly, altered version of him. His hair, once long, was now cropped close, his face clean-shaven. The familiar features she had known were marred by dark bruising around one eye, his skin paler than she remembered. But it was still him.
It had to be another nightmare. Another cruel trick of the Fade. If she couldn't have him—if Blackwall had truly been taken from her—then all she wanted was peace. Blessed, quiet peace. She dug her nails into her palms, harder, until the skin broke and blood welled in her hands. She gasped at the sharp pain. Still, she did not wake.
“My lady,” he spoke softly, his gaze lingering on her bleeding hands as he took a step toward her.
“Don’t,” she spat, wiping her tear-streaked cheeks with the back of her hand, the metallic scent of blood sharp in her nose. This place was more lucid than her other nightmares, more grounded in reality, but that only made the apparition in front of her more dangerous. He was too much like the man she had loved, too much like the man she’d lost.
“Sparrow,” he whispered, his voice filled with the old affection that once soothed her but now felt like a dagger twisted in her heart.
“Stop!” She inhaled sharply, her body trembling with the weight of her grief. “Leave. Now.”
This was no different from the other demons that had preyed on her in the Fade. Desire, most likely. Tempting her with the one thing she longed for most, only to use her weakness against her. They always found her here, in these fragile moments, vulnerable and desperate. She wouldn't fall for it. 
“Don’t you dare use his voice,” she hissed, her hands curling into fists at her sides, the fresh pain from her palms sizzling. “You think I’m that easy to break?”
The man flinched, brow furrowing in the way she had seen a hundred times before, a familiar wrinkle in his forehead that made her heart ache. The memory of it tore at her insides, a splinter burrowing deeper into a heart already shattered beyond repair. Could there really be any more room to break? She thought she'd felt every kind of pain there was.
“It’s me, my lady,” he said softly. “I’m here.”
“Please,” she begged, her voice cracking. “No more.”
Her body betrayed her then, a heaving, hollow retch overtaking her as she leaned over the edge of her bed. Nothing came up. She hadn’t eaten in days. The only thing left in her stomach was grief, and it was impossible to expel. But the tears—they still flowed, unrelenting. She thought they would run dry by now, but if her tears were a measure of her love for Blackwall, then she supposed they would never stop.
He moved toward her in an instant and knelt beside her, his fingers brushing her back in the same gentle circles that had once been a balm for her. The same touch that had comforted her when she was Sparrow and he was Blackwall.
She let herself believe the lie. She leaned into the sensation of his touch, as if it would be the last time she could ever feel him again. His hands were warm, real, and they smelled of the same worn leather and pine as he always had.
“I’m here” he murmured, his breath ghosting over her ear. “I promise you.”
She whimpered, torn between wanting to shove him away and pulling him closer. If this was the demon’s game, so be it. She would risk everything for just one more moment with him. One more breath, one more touch. Let the Fade take her.
“There was a plan,” he continued, his voice laced with weariness. “To get me out of Orlais, just as you instructed. The Inquisition made a deal with the Val Royeaux nobles—those who had every right to want me dead. They agreed to formally release me to the Inquisition, on the understanding that Cullen ‘let slip’ the route we would take back to Skyhold, the number of soldiers escorting me, everything. An envoy was sent alongside him to ensure the plan proceeded smoothly, that I would not make it back here alive.”
Her breath caught, her eyes wide as she struggled to comprehend his words.
“But there was a second part,” he continued, his gaze dropping to the floor. “Another prisoner, sentenced to die, took my place. Dressed in my clothes, a sack over his head. They promised him they would provide his family a bag of gold if he stayed silent and died in my name. They gave him poison—quick, painless. He was dead before the ambush started.” His voice was bitter, angry. “I was taken away in secret, through passageways I'm sure no-one knows exists. With Leliana. Blackwall is dead. Thom Rainier is dead. I’m all that’s left.”
She ripped herself from his touch, rising to her feet as fury welled up in her chest. “More lies!” she shouted, her voice hoarse. “Why didn’t they tell me? Why did they let me believe—do they even understand how much—”
“They needed you to believe it,” he said quietly, his head still bowed. “They needed the Orlesians to believe it. To see the noble, bloodsoaked commander, the shaken envoy…” he finally looked to her “And the broken-hearted Inquisitor”
“Well, they got what they wanted,” she snarled, pressing her hand to her chest as if to hold herself together.
“I would never have agreed to it,” he whispered, “I was ready to die. I deserved to die.”
He began to move away from her, retreating toward the door. 
“There’s to be a private hearing tomorrow,” he said, his voice barely above a whisper. “You’ll still get to decide my fate.”
She stared at him, disbelief turning her blood cold.
“I’ll accept whatever you decide,” he said, his eyes burning for her. “I’ve been given more than I deserve. More than I could ever hope for. To have known you, to have been loved by you... that was more than I could ever have dreamed of, as Rainier or as Blackwall.”
Her certainty that she was talking with a demon wavered, and her heart fluttered. She had to know, she had to be sure. 
“Tell me something,” she said, her voice quiet but steady.
“Anything,” he replied, without hesitation. His voice was resolute, as if whatever she asked, he was ready to face it. For her, he would.
Her gaze sharpened, seeking the truth she needed to hear. “When we were in the Fade... when we fought our nightmares—what did you see there?”
It was a question that had haunted her, one that she had never dared to ask until now. He had never spoken of it. She didn’t know his answer, and neither would a demon. 
Blackwall tensed, his face tightening with a pain he had long buried. His shoulders sagged beneath the weight of something too heavy to carry alone. Finally, he bowed his head, the unspoken torment that had lived inside him spilling out, his voice raw with sorrow.
“You fought against spiders,” he began, his words slow and deliberate, as if reliving the nightmare again. “Sera fought against nothing. And I...” His voice faltered, and she could see the anguish etching itself into his features. “I kept seeing them.” He closed his eyes for a moment, as if trying to shield himself from the images that had never truly left him. His hands clenched at his sides, but he did not stop.
“The Callier children. And the men, my men, who died for their murder,” he continued, his voice lower now, filled with the heaviness he had never allowed her to see until this moment. “Again and again, they came at me. And again and again, I cut them down.”
His words hung in the air like a bitter curse. He drew a ragged breath, his hands trembling, as if the ghosts still clung to him.
“That nightmare turned me into what I feared most,” he whispered, his voice barely audible. “It almost broke me.”
Her heart ached as she finally saw him - not a trick, not a demon - but the man she loved. The man who had lived with the weight of his sins, trying, despite everything, to atone. A man who, no matter how fiercely he loved her, still believed he was unworthy of any in return.
It shattered her.
The flood of emotion broke through her control, and before she could stop herself, she threw her arms around him, sobs tearing from her throat as she buried her face against his chest. Her body trembled as grief, relief, and the overwhelming need to hold him crashed over her all at once.
He caught her, pulling her close, his arms wrapping around her as if he, too, was holding on for dear life. His hands shook as they gripped her, and she could feel the tremor in his chest as his breath hitched. Yet, still, he held her. Just as he always had. As if, in this one moment, all the guilt, all the nightmares, could fall away in the circle of her arms.
It was really him.
She stroked his cheek, her thumb brushing over the faint stubble growing back. Anger would come. Admonition, too. But what she felt now, swelling in her chest, was more important. Forgiveness. It was the first thread she would pull from the tangle of pain between them, the one that would begin to untie the knots. 
The weight of the past was still there, but now it felt lighter, shared between them. They had both suffered, both lost something, but here, in this moment, they found something else: a chance to rebuild. A chance to begin again.
And for that, for him, she was willing to fight.
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vigilskept · 6 months ago
Note
dadw prompt: falling asleep with their head laying in the lap of their lover (for Chaya Tabris/Loghain) ~ @lordgoretash
ty for the prompt! somehow i took this premise and only managed to get these characters into this configuration after like. 1000 words. whoops. oh well. 8 years post-blight (still 2 years of Yearning ahead of them!) tabris/loghain be upon ye
words: 1093 | @dadrunkwriting
The cold that swept in between the flaps of the tent could not have been less welcome with her cloak unclasped and pooling against her ankles.
If her glare was a little too sharp for the occasion, she should be humoured.
The wry smile Loghain wore was a clear enough indication that his amusement was all at her expense, even before he told her, "You've definitely been in Orlais too long, if that was enough to set you off. You'll be asking the Avvar where they keep their pastries next."
"Va t'faire foutre," she pronounced neatly, reaching down to her cloak.
"And this, the thanks I deserve for coming here to bring you a thoughtful gift?"
The feigned offense in his words was severely undermined by the how little the feeling coloured his tone.
As she righted herself again, she felt rather than saw him draw near, then fall still just behind her, grasping for something that had slipped down to the bottom of his pack if frustrated slide of gauntlet against felt was any indication.
It would have galled her, probably, if someone had suggested to her during the Blight that to be unarmoured and unarmed with Loghain Mac Tir at her back would invite no more trepidation than an pleasant sort of idle curiosity.
If he weren't still armoured himself, she might've even indulged the temptation to lean back just a little further, so she might steal some of the warmth from his body.
He ran hot as a rule, but twice had been enough to learn the lesson that cold leached out of armour much slower than it did out of anything else. She chose instead to wrap her cloak back over her shoulders and wait him out.
It wasn't a long wait, at least, before she heard a soft grunt as he caught his elusive quarry and — a warmth she hadn't felt since she'd last liberated another bottle of aged West Hill Brandy from the Warden-Lieutenant's cellars and shared the spoils over a night of traded stories as they'd passed the bottle back and forth, until they'd reached the bottom.
The source of the warmth this time seemed to be a carved amber pendant hung from a slim leather cord that now fell against her chest.
This was a thoughtful gift. Her last warming charm had snapped off somewhere between Jader and whatever the Avvar called this place Loghain marked on their map with an enviable assurance.
Turning to face it him at last, she made no attempt to conceal her delight. "Where did you find it?"
Toe to toe in the narrow strip of the tent that didn't force one to duck their head, they were close enough that his quiet huff of laughter brushed the stray hairs that had slipped out of her braids since she'd plaited them in the morning.
"We don't all have trinkets throwing themselves in our paths hoping we might trip over them, you know."
"Shame, that," she mused, tucking her lip between her teeth to smother her grin. "I do love to see you get tripped up."
She felt the shape of Loghain's own tired smile brush against her forehead as he tipped his head down, rested it atop her own.
"Such cruelty," he murmured.
"Yes," she agreed easily, sliding her fingertips into the gap beneath his shoulder plates. "I must have learned it from those damned Orlesians."
It was a testament to how often they'd been the ones to strip each other of their armour that his only reaction was to remind her, "I'll be on the next watch."
She continued, unperturbed, tugging free the leather straps securing his breastplate one after another. "I put us both on that watch, I'll wake you with time to spare."
She needn't have voiced the reassurance really, when his was only a token protest. If she let him lean his weight against her much longer, she'd find herself bearing all his weight and — if experience was anything to go by — fighting to keep them both from topping over and bringing the tent down with them.
It had been good for the newer recruits to be able to have a little laugh at the expense of some senior wardens, but she wasn't particularly inclined to relive that experience so soon.
Instead, she tugged off his gauntlets at set them beside the rest of his armour, letting her weight nudge him backwards, step by step, until she had room to kneel and get at his greaves.
With practiced motions, one quickly followed the other, and with her leverage, it was easy enough to tug on the hem of his gambeson until he joined her atop the bedroll, bleary-eyed still but with a lingering softness to his smile she couldn't quite help the urge to catalogue.
It had only been a year back in Ferelden in the end, then half of another in Montsimmard before she'd made her way back to Jader. It shouldn't feel like she'd very nearly lost something, to spend a little time away from a place that wasn't really home. And yet.
She shook off the thought, arranging herself so she could prop her back against the storage chest.
It probably spoke ill of how much of a habit they'd made of this, that Loghain needed no prompting to draw himself up against her side, a head pillowed on her thigh as he closed his eyes for what little time she might be able to scrape away for him.
It was all they could do these days, to reserve for the other some little moments of rest and respite, even as the command found ever more inventive problems to point in their direction.
She eyed her cloak at the side of the tent, now tucked between pieces of Loghain's armour. A lost cause probably.
He was a line of warmth against her side, but that didn't mean he didn't feel the icy cold of the Frostbacks.
The solution, when she thought of it, was simple.
Tugging off her the amulet, she let it hang from her wrist instead, reaching for Loghain's free hand and there — it wasn’t quite as warm as before, but it was just enough to share between them to see them both through.
The response was a tired rumble, muffled against clothes. A thank you, maybe. Or the tired nonsense he was prone to these days.
She squeezed his hand once, lightly, in acknowledgement.
Sleep well was a foolish thing to ask these days, but as long as it was darkspawn disturbing his rest rather than the Calling, that would be enough.
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