#avvar villagers
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felassan · 2 months ago
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DA:TV spoilers/long post under cut. This post is a continuation of [this post], [this post] and [this post].
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Another new Dalish clan name dropped, clan Nuvenis. :) Bellara says that she thinks Nuvenis are a clan that wander Ferelden. And another Sabrae clan reference! In the next dialogue line, Harding says of Sabrae,
"Oh, yeah! The Sabrae clan would show up occasionally to trade in my village." [in the Hinterlands]
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Dumat's Toad maybe? 👁️ (see prev posts)
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Cassandra Pentaghast, My Lady Paladin, My Everything, My Moon and Stars reference..🥺 I'm sorry to learn that her uncle Vestalus has died in the years since we last saw her. q.q
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Lucanis discusses Zevran Arainai.
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A carved rocking griffon undoubtedly made by Thom Rainier.
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I liked that the information on how the Blight has been affecting and dealt with in Ferelden contained info on the Avvar and the Chasind as well as the Lowland Fereldans.
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I wonder who leads the Marcher host. Acting Viscount Aveline? Prince Sebastian?
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read in the meta sense, the "precious few" are our handful of beloved protagonists :')
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The Formless One texts like Kai Leng
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help, Antoine and Evka are so cute
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These two missives are written by Vorgoth right? Vorgoth's subtitles has their words in capitals.
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I was like oh! Elio Andante? for a moment til I remembered Veil Jumper Elio hh.
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This is Bellara speaking when she's fixing the Lighthouse eluvian. unexpected Garrus Mass Effect.
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No comment here other than this codex was rly funny :)
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thefadecodex · 23 days ago
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Cultural Views and Interactions with Spirits Across Thedas
The cultures of Thedas have vastly different relationships with spirits, shaped by history, faith, and tradition. While some societies embrace spirits as allies, teachers, or even deities, others regard them with suspicion, fear, or outright hostility. These views often reflect each culture's relationship with magic, the Fade, and the Chantry's teachings.
Broadly speaking:
Northern Thedas tends to demonstrate more openness and integration with spirits.
Central Thedas is likely influenced by both Northern and Southern Thedas, resulting in an amalgamation of cultural beliefs.
Southern Thedas is heavily influenced by Chantry doctrine, enforces stricter separation and suspicion. 
The significant exceptions, such as the Avvar tribes and the Dalish elves, whose unique spiritual beliefs set them apart.
Then, we have the Circle of Magi.
Northern Thedas
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Tevinter Imperium
Cultural View: In Tevinter, spirits are seen as tools, allies, and occasionally even advisors. Magic and spirits are deeply integrated into society, and the Chantry's warnings are largely...interpreted differently than southern Thedas in favor of practical application. Tevinter mages will often bind spirits and compel them into service.
Key Spirit Interaction Example: In DAI, Dorian speaks openly about spirits with respect, showcasing Tevinter's pragmatic—if morally gray—approach to spirit magic.
(source: Tevinter, Spirit)
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Rivain
Cultural View: The Rivaini people, heavily influenced by their Seers, view spirits as part of the natural and spiritual order. Spirits are seen as protectors, teachers, and sacred presences.
Interactions:
- Seers: Rivaini hedge witches, known as Seers, communicate directly with spirits. Southern Thedas believes that Seers often allowing themselves to be possessed willingly for the benefit of their communities. However, in the codex entry ‘Riviani Seers and Spirits,’ Taash notes that the Seers aren't possessed at all. The Seers simply open themselves up and share their body. - Spirit Amulets: Seers craft "Amulets of the Unbound," magical talismans that protect spirits from blood magic and binding rituals. - Spiritual Integration: Spirits are welcomed into villages and trusted to guide important decisions or provide aid in crises.
Key Spirit Interaction Example:  During Taash's personal quest, a Rivaini Seer allows a spirit to speak through her rather than fully sharing her body. The spirit, having spent considerable time around the Ancient Qunari, respected the Qun's beliefs about possession but still wished to offer its assistance.
(source: Rivain, Spirit)
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Antiva
Cultural View: The Fade Codex is theorizing that it appears that in Antiva, spirits are neither overtly worshipped nor deeply feared but are instead accepted as a natural part of the world. The Antivan people generally remain untroubled by the occasional presence of spirits.
While Chantry teachings are widely followed in Antiva, they seem less rigid compared to the stricter interpretations in the South—likely a result of Antiva's origins as a nation founded by pirates and mercenaries, who valued pragmatism and adaptability over dogma.
Key Spirit Interaction Example: The Treviso marketplace, there are spirit cats lounging around, which reflects Antiva's relaxed approach to spirits, to some degree.
(source: Antiva, Spirit)
Central Thedas
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Nevarra 
Cultural View: Nevarrans have one of the most unique relationships with spirits in Thedas, deeply intertwined with their cultural views on death and the Fade. Spirits are seen as natural caretakers of the dead and necessary intermediaries between the mortal world and the afterlife.
The Mourn Watch (an elite group of Mortalitasi) avoids using the term "demon." Instead, they refer to what most of Thedas would call a "demon" as a "maligned spirit."
Interactions:
- Mortalitasi Mages: These spiritual leaders interact directly with spirits, often guiding them in rituals surrounding death and the Fade. - Guardians of Tombs: Spirits are sometimes bound to tombs or structures, protecting the dead and ensuring the Fade remains undisturbed. - Rituals of Passing: Spirits play an essential role in guiding souls to their rest.
Key Spirit Interaction Example: In DATV, we see a number of different interactions in the Grand Necropolis regarding spirit interactions. Such as benign spirits being placed in skeletons to help with the upkeep of the building, Curio and Keepsake helping with the return on Manfred, etc.
(source: Nevarra, Spirit)
Southern Thedas
Ferelden and Orlais
Cultural View: Both Ferelden and Orlais follow strict Chantry teachings, viewing spirits with fear and suspicion.
Interactions:
- Spirit interaction is largely confined to the Circle of Magi and heavily monitored by Templars. - Any uncontrolled interaction with spirits is viewed as dangerous, with possession considered an abomination.
Beyond the Chantry's Reach: The Avvar and Dalish Spirit Traditions
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Avvar
Cultural View: The Avvar revere spirits as "gods," integrating them into their culture, mythology, and daily lives. Spirits are not merely distant entities but active participants in Avvar society, deeply interwoven with their survival, rituals, and spiritual guidance. Unlike the Chantry's fear of spirits, the Avvar see them as powerful allies deserving respect and proper rituals to maintain harmony.
Neither the Chantry nor its Templars are welcome in the Frostbacks, as Avvar rituals often involve spirits speaking through their casters—practices the Chantry would deem heretical. However, the Avvar are deeply aware of the dangers of spirit interactions and have developed rituals to safeguard against corruption and possession.
Interactions:
Augurs – Spiritual Leaders: 
The Augur, chosen from the hold’s mages, serves as a mediator between spirits and the hold, interpreting omens, guiding rituals, and advising the Thane. They appease spirit gods through ceremonies to protect the hold and drive away malevolent spirits. Augurs allow apprentices to host spirits temporarily, teaching mages patience and control over their magic. If an apprentice fails to release the spirit through ritual or risks corruption, they are quietly executed to prevent harm.
Spirit Bonds:
Spirits actively participate in Avvar life, guiding warriors, aiding mages, and protecting the hold from harm. These bonds are built on respect and reciprocity, with spirits offering blessings, wisdom, and strength in return for proper reverence.
Combat and Spirits:
During ritual combat, spirits are drawn to Avvar warriors, enhancing their reflexes, strength, or endurance. This bond resembles the connection seen in Spirit Warriors, with warriors embracing spirits as sacred allies in their battles.
Ritual Safeguards:
The Avvar use structured rituals to ensure spirits do not linger in mortal hosts or become corrupted. These traditions, developed long before the Circle of Magi, reflect a deep understanding of spirit behavior and the Fade.
Spiritual Duties:
Augurs also prepare the dead for the Lady of the Sky, interpret omens from nature, and preserve the old songs and lore of their people.
Key Spirit Interaction Example: In DAI, Avvar shamans openly invite spirits to aid their people, fostering deep trust and cooperation. Warriors receive spiritual blessings during combat, and mages learn magic through spirit guidance, reflecting the Avvar's balanced and structured approach to spirit interaction.
(Source: Avvar, Spirit)
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Dalish Elves
Cultural View: The Dalish hold a deeply cautious view of spirits. While they do not inherently view demons as evil, they see all spirits as wild and dangerous, comparable to untamed animals.
Interactions:
- Dalish mages are expressly forbidden from using spirit magic, as spirits are considered unpredictable and inherently risky. - Felassan's Insight: The Dalish believe demons are not evil but are dangerous if treated carelessly. - Merrill's Perspective: In DA2 Merrill reveals that the Dalish believe "there's no such thing as a good spirit."
Key Spirit Interaction Example: Merrill's attempts to interact with spirits and her controversial use of blood magic highlight the tension between Dalish caution and the pursuit of knowledge.
(source: Dalish, Spirit)
The Circle of Magi: Doctrine, Control, and Spirit Interaction
Spirit Healers
Cultural View: Within the Circle of Magi, Spirit Healers represent a unique and often controversial branch of magical study. These mages form bonds with benevolent spirits—typically those embodying fortitude, compassion, hope, or faith—to channel restorative magic that far exceeds the capabilities of traditional healing spells.
While the Chantry acknowledges the value of Spirit Healers, particularly in times of war or crisis, the Templars remain deeply suspicious of their practices. Spirit Healers walk a precarious line in the eyes of the Circle, seen as both invaluable assets and potential risks, as their reliance on spirits is viewed as dangerously close to inviting possession.
Interactions with Spirits:
Benevolent Bonds: Spirit Healers summon and form connections with spirits of compassion, hope, or fortitude, persuading them to lend their power to heal wounds, restore vitality, and alleviate suffering.
Spirit as an Ally: The spirit does not typically cross the Veil fully but instead channels its power through the mage, acting as an ally rather than a master or servant.
Advanced Healing: While standard healing spells can mend physical injuries, Spirit Healers can cure grievous wounds, cleanse diseases, and even stabilize those on the brink of death with their spirit’s aid.
Role Within the Circle:
Desirable Yet Distrusted: Spirit Healers are highly valued for their unparalleled healing abilities, especially in times of war, plagues, or crises. However, their reliance on spirits causes them to be monitored closely by Templars for any signs of corruption or possession.
Rare Practice: Few mages pursue this path due to the intimate bond required with a spirit and the risks associated with such relationships.
Templar Suspicion: Templars remain wary, fearing that the line between collaboration and possession is dangerously thin for Spirit Healers
(source: Spirit)
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wardensantoineandevka · 2 months ago
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I keep thinking about like, this post-game idea I had of Evka and Antoine at Halamshiral before the Orlesian loyalist court because it's, like, actually not a totally nuts concept and super interesting to work with politically as an idea the more I think about the state of Thedas.
Orlais is in a weak position at the end of the game. Even with the Blight fading and less of a peril and not as much of an immediate death sentence, it still exists in the interim and will likely need some managing in the short-term.
Orlais is going through a bit of a second civil war and refused to cooperate with anyone, leaving them out of the newly arising relationships throughout the continent. Ferelden allied with the Chasind and Avvar (at least during this crisis). The Free Marches unified. Eastern ships are protected from the Antaam by the Felicisima Armada. Though it is unclear how long it'll last, there's a spirit of cooperation between influential groups in the north, including between the Shadow Dragons and the Archon, the Crow Talons, Isabela and the Lords of Fortune, and the Wardens.
The Wardens are a major part of the reclamation of Minrathous, and they're a crucial part of the overall morale of Thedas. The Inquisitor's missives notes the way that the fall of Weisshaupt and the Warden's victory over the Blighted dragons have massive impact on the morale and emotional state of Thedas overall. Even as they remain few, and even as the First Warden alienated a lot of countries over the past decades, they remain influential as symbols.
Further, Evka and Antoine are consistently concerned about what is happening throughout Thedas. They choose to help Lavendel, a politically inconsequential village, because it needs their help, and they muster there. They send Wardens to the Free Marches and to Ferelden. They keep correspondence with Wardens in the catacombs of Minrathous about research and participate in the recovery of the city. Whether it is Treviso or Minrathous that falls to the dragon, they send Wardens and write extensively to the Crows or the Shadow Dragons, freely offering their knowledge and help. Evka and Antoine have laid groundwork to opening the door to rebuilding good faith with the people of Thedas that the Order lost over time in its secrecy and isolation. Despite their losses, in some areas, the Wardens are on better footing coming out of the game than they were going into it. And, under Evka and Antoine's leadership, the Order is moving toward a more hopeful and renewed purpose, especially if Antoine was supported in his research.
Evka and Antoine are not political creatures, and they seem largely uninterested in politicking. They're dedicated to their work and to their duties and responsibilities to serve the people and landscapes of Thedas, without preference for any above others. It's easy to imagine that the extent of their political maneuvering is solely in trying to facilitate that work. And, certainly, in accordance with that duty, they'd offer help to Orlais as freely and compassionately and in good faith as they do any and all other places.
Orlais does not wish to cooperate with others during this crisis. Obviously, for the purposes of this idea, they'd need to be open to working with the Wardens after rejecting all other cooperation. Perhaps it is the Wardens' role in the recovery of Minrathous and wanting that for themselves. Perhaps it is the Wardens beginning to establish themselves as well-connected in the new emerging situation. Perhaps it is that the throne of the Anderfels is weak, and leadership in the region de facto falls to the Wardens, and that does not seem to have changed. From the court's perspective, it might seem attractive to try to overlook Adamant and rebuild a working relationship with the Wardens and maybe attempt for an alliance in the west. Such a relationship might even indirectly reposition Orlais a little more favorably within the rest of the continent, given the Wardens' improving footing overall. It poses for the court an attempt to save their crumbling Empire without having to directly rely on another national power.
Evka and Antoine are not really people who care about official approval (see: their fraught relationship with the First Warden), and they will likely carry out their work around the court, if necessary. The court has little to offer them politically within the larger landscape of Thedas. The best they can offer, and why the Order generally bothers with politics at all, is the promise to NOT impede the Wardens' work within Orlais and allow them free movement within the country (see: the Fifth Bilght). That's something that might be useful to even less politically interested leadership like Evka and Antoine, however, this is dependent on the loyalist court reliably controlling movement within Orlais—which they do not at present. The benefits between both parties here is asymmetrical. Where the Wardens, specifically Evka and Antoine, have growing connections, and the ears of a lot of interesting persons of interest, the Orlesian court can't really even promise the little that Evka and Antoine would be interested in.
Socially, there is a little interesting tangle here in that Antoine, acting as second-in-command, is elven. Orlesian too, on top of it. Even under various states where Briala's influence in rule pushes for more progressive social rights for elves, the situation in Orlais surrounding that remains deeply fraught—and potentially one of the reasons a rebel faction broke away to ally with the Venatori. Courting the Wardens for larger goals with regard to political alliances and doorways to them to reposition Orlais within Thedas will require playing nice with Antoine, which might prove difficult for some, even among the loyalists. (Orlais will have the Wardens' help about the Blight regardless, due to Warden duty and all.) Add to that the fraught sociopolitical dimensions of meeting at Halamshiral itself, given that is where the court is sheltering.
Anyway, with all of these considerations in the minds of all players on the field, with the Wardens' strengthening footing and Orlais' weakening one, I think it'd be interesting and fun for me if Evka let Antoine, as her advisement, cheerfully—and purposefully—play the Game with all the direct bluntness of her warhammer. For how much longer is the Game going to serve you, anyway? It's what got you into this mess, non?
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notebooks-and-laptops · 1 year ago
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I'm thinking about the Andraste cult "the disciples of Andraste" who believe that Andraste is now reborn as a dragon and I honestly have so many questions.
According to this codex they're all completely mad because of "inbreeding" by the time we reach them in DAO, but we actually know surprisingly little about them other than the fact that a) they at some point turned away from worshipping the ashes to worshipping the dragon which got them locked out of the inner sanctuary and the gauntlet, b) they looked after the dragons young and eggs and the dragon and her children never attacked them but instead let them drink dragons blood to become revers d) they distrust outsiders and c) their chantry officials are male much like Tevinter but unlike Orlais.
It's implied that the village possibly practices human sacrifice in DAO, although the exact reasons are unspecified (to feed the dragon? Are their mages blood mages? Why? I have questions!!!) And it's also possibly they were just sacrifing outsiders (the knights of Redcliffe) who managed to find their village? Other than that, there is little to learn by walking through the original haven.
Nothing much more is revealed by the series of quests you can do on the wartable about Haven in Inquisition either (much to my own disappointment). They point to the fact that the cave systems and the temple were built pre-andraste, but they kind of trail off in a very unsatisfactory manner regardless of which agent you pick to complete them.
We also have Tamar who was imprisoned by the inquisition and then began to fight for them to secure her freedom. She has some very interesting dialogue:
"Your Chantry goes belly up, the Inquisition steps in. Always something to keep the same people in power."
"The gilded Chantry says only one truth exists. And its servants lie, steal, kill to make it so."
This reads almost identical to what I would imagine the Dalish might say; and cast the cult in a very different light to "inbreeded mad men". From these quotes and other context we get the idea that she belonged to a group who secluded themselves and kept their own traditions away from regular society, and so her people were slaughtered to preserve the chantrys "truth" and deny her own. Even with the dragon gone (possibly dead) she still believes in her cults traditions and is faithful!!!! (Let me talk to her more PLEAEE.) But regardless, this is about as sympathetic as the games really get towards this cult.
So....what were they? I'm so facinated by these guys.
Because like. They clearly have different ideas about magic, ideas possibly handed down from Andraste herself? Or ideas that developed later? Regardless they have many mages in their group and there isn't any evidence those mages are restricted in any way. If anything their mages are sent to do important things like be the main religious leaders or to impersonate Wylen. Their ideas might honestly be closer to the Avvar which would make some sense geographically (did they have contact with the Avvar? Did they trade with them? Farming would have been hard in their snowy mountains as we know from needing supply routes to Skyhold/Haven in DAI so other than hunting, did they have contact with these groups or not?)
And I have MORE questions!!! Did they have similar religious holidays to regular Andrastism? How did they see Andrastes death most pre and post the arrival of her reborn dragon self? Did their belief in reincarnation spread beyond the dragon (to people as well) or was it something special that had only happened to Andraste? Did they have any religious texts that were important - maybe oral history was particularly favoured in this group like with the Dalish? If so, any oral history dating back to Andraste would have died out when the cult itself did.
I want to anthropologically study these people so bad and like learn everything there is to know but unfortunately they are fictional and in a game and bioware doesn't seem to have any plans to develop them so :/
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thatzombiecat · 8 months ago
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A very important question to the Rogue Trader fanbase who have played Dragon Age okay
If Rogue Trader companions were in DA universe, who would they be? I'm curious. Dragon Age summer is here at last, so let's exchange some thoughts!
Some of my suggestions:
Idira - definitely an Apostate, probably a healer somewhere in the secluded village
Argenta - a perfect Templar at the heart
Heinrix - a Seeker of Truth
Yrliet - A DREADWOLF HERSELF ?¿?¿ seeking for her people. Or Ancient Elvhen at least, the way she speaks and the voice ohhh
Jae - biiiig Isabella similarities, so Felicisima Armada captain? Antivan/Rivaini pirate or/and smuggler
Ulfar - Avvar chieftain / Chasind raider / Dragon cultist
Cassia - Circle mage, one of the upper echelones / nobility like Vivienne. But never been outside the circle for her entire life
Okay all these above would blend in perfectly, but then
Abelard - [?] Grey Warden? Orlesian chevalier or a navy captain in Free Marches/Kirkwall? Former pirate?
Pascal - [??] no clue honestly. A Mourn Watcher from Grand Necropolis in Nevarra perhaps? Fade entity like Cole?
Marazhai - [???] is difficult in terms of the universe. some villain-y type Antivan Crow / Tal Vashot mercenary/pirate?
Any ideas?
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barkingbarghest · 26 days ago
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Ok I meant to post this hours ago but today has been busy. I am now ready to ramble about how the Circle of Magi was, as an institution many ages running, able to function in Southern Thedas generally and Ferelden specifically.
This is a Dragon Age post please scroll by if you're not here for that and be reminded my DA tag is "aging dragons" if you want to block it.
So the oppression of mages is achieved by removing anyone who exhibits magical ability from their communities and cloistering them in Circle towers. This is justified by everyone's favorite line from the Chant of Light "magic must serve man and not rule over him", but the actual tangible thing is that either the mage's community actively casts them out by reporting them to Templars, or the mage themself voluntarily goes to the Circle. What kind of environment would encourage that behavior?
I buy that for all the devoted Andrastians out there happily doing whatever the local Reverend Mother says, plus there's a bit of "that's just the way things are" learned helplessness and "the Circle is for mages, it's best for them, they're better off there than here" misinformation. And it makes extra sense in Orlais, the seat of the White Chantry.
But I'm thinking about Ferelden, which is by Thedas standards a young nation whose Andrastianism is mixed up with the native Alamarri, Avvar, and Chasind more animistic beliefs. Belief in the Maker hasn't so much replaced existing religion as much as been assimilated by it. Ferelden is also depicted as a country with pretty low population density - even Denerim the capital city isn't as populated as Val Royeaux or Minratheous (and yes graphical limitations of DAO factor in but I think even so the point stands).
Quick tangent: some older DAO materials talk about Redcliffe like it's supposed to be a big city that's important for trade because it's "between Orzammar and Orlais" which is absolutely isn't. Both times we see Redcliffe it's been, y'know, Redcliffe Village not Redcliffe City. So I'm ignoring that.
Finally, Ferelden has a reputation for obstinance: the smelly doglords who were under foreign occupation no fewer than three times and managed to successfully win independence all three times despite being a backwater. And also the birthplace of famous rebel Andraste herself. My point is, Ferelden doesn't seem like the kind of people to whom you can say "if your neighbor or child does magic, let us take them away and you'll never see them again. Don't worry it's for their and your own good" and have that go well.
But it does! Sera, city elf from Denerim, is a perfect example of someone whose view on magic and mages is considered normal in Ferelden! And she's very afraid of magic, and mistrustful of mages.
Okay, so Fereldens are willing to send their friends and family to Kinloch Hold because they're afraid of magic.
One of my favorite things about Origins is how the gameplay backs up that belief that magic is scary: magic is busted in DAO, and even better magic is /always friendly fire/. You can drop a firestorm on the field sure! Don't worry about Alistair and Zevran I'm sure they'll be fine. Magic is both very impactful in a fight and aggressively unconcerned with who is its intended target. Imagine an entire group of soldiers, veterans and at the peak of health, choking in a Death Cloud cast by a single person tens of meters away. Now imagine that was an accident and happened in the middle of the market.
When I was told "your magic is a threat to everyone around you no matter what you do or what your intentions are" in DAO, I could immediately buy that because not only was the fiction of the world telling me that but the actual gameplay was corroborating it. I buy DAO's Ferelden as a place where people might be willing to send their loved ones away because they're afraid and the Chantry is selling them a solution.
And that's really cool! Because the Circle of Magi is awful!! I know it's awful, but I can see the logic behind why it exists! I can see why people might think that the Templars are necessary!
Of course there's also the other half of this which is, there's almost certainly Fereldens who look at all that and, in true doglord fashion, go "nah". And to the games' credit! There are! Malcom Hawke's family certainly didn't turn themselves in. Isolde Guerrin didn't hand Connor over to any Templars (lol rip). And then obviously the Avvars and Chasind who may not have even converted to Andrastianism probably don't have a very high rate of submitting their mages to the Circle.
All of this is just to say, I really like how DAO paints a picture of a place capable of producing a guy who runs around Kirkwall shouting "I'll show you why mages are feared!"
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fatewoven · 29 days ago
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// Dragon Age Verse:
Iara Rafiq. A Dalish elven mage with a cultural background that blends customs from Seheron. Though, she'd be hard pressed to call herself part of any clan, having adopted the surname of a human that aided in the recovery of her mind after she was cursed to be a Werewolf since a young age. Across many years of travel, she eventually met Felassan, aiding in his goals after a rather terrible first impression. While she has better control of her anger in order to resist a full bestial shift, she was given an amulet that prevented such accidents. Her ultimate purpose is to find the demon responsible for her curse, and if tearing down the Veil will make it possible, then so be it.
Boisterous, energetic, and terribly forward, she's a friendly individual to be around. Wolfish, too, but that's a given. A sharp sense of smell and increased sensitivity to magic makes her an excellent tracker.
Kenshin. Simply known as Ke, this hulking Avvar often accompanies Iara on her travels. He will tell you he is an exile, and some might've heard of his moniker, or legend-mark, throughout travels in the south: The Undying. Damned by the gods to never fall in battle; however, each time he dies, more of his memories are erased, and he's forgotten why he fights. Only that he must. He's also aided various Wardens in their fight against Darkspawn throughout the decades.
He's of few words, but does not spurn conversation. Those sensitive to the fade can sense that he's saturated by storm magic, and should any see him fall, there will be a moment they can glimpse at the multitudes within him. It's not a matter of possession, but something else that keeps his heart beating. A promise spoken in a language few remember from centuries ago.
He wishes to remember his past, and the murmur of his deities guide him to the Veil. He does not yet know whether he must tear it down or upkeep it, only that the answer lies within its method of creation.
Iara met him after killing him, lost to the werewolf rage after butchering an entire village that burned "witches" at the stake. Bond born out of immense guilt, she tries to make sure he doesn't get grievously injured.
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dragon-age-codex-entries · 7 months ago
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Codex entry: From a Mage's Journal
"I argued with the Avvar mage long into the night. If we'd had no truce with these barbarians to fight the darkspawn, it would have come to blows. Their conception of the Maker is as a child's! They assume He is a "spirit," and that we have displeased Him because He "answers none of your prayers." When I attempted to explain the doctrine of the Chant, the mage kept asking nonsense such as "Did Andraste have no gods of her own?" or "Why haven't you sung up another Maker?" I asked what in the good grace of Thedas she was on about, and the answers chilled me.
The Avvar confuse spirits for "gods," treating them as patrons to be lulled and wooed. The mage described, to my growing horror, how the Avvar deliberately invoke spirits for "strength in battle" or solicit them for advice. The mage claimed some of the spirits around her village had "lived" with her hold for a dozen generations, and sometimes took the form of an animal or departed relatives "when they pass on their wisdom."
Strangest of all, in the event a "god" is destroyed, the Avvar begin a year-long time of offerings and prayers and rituals I have no interest in knowing about further. At the end of this period, a new spirit takes on the name and role of the old one. I attempted to explain that this was not a "god," merely a spirit drawn in by their desires. The Avvar mage declared, with a ridiculous air of superiority, that that was the point.
If she hadn't saved my life a day ago from a rampaging hurlock, I'd take it all to the templars."
—From the private journal of Illna Allenish, a mage serving in the Fereldan army during the Fifth Blight
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mako-designated-driver · 5 months ago
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Codex entry #32: The Legend of Luthias Dwarfson
At an early age, Luthias was smaller than most children of the Alamarri. At the age of 12, Luthias saved Tutha, the son of the tribal chief, from his own dog. The dog had gone rabid, and when it attacked Tutha, Luthias slew it with his bare hands. Tutha's father, Mabene, was impressed with Luthias's strength and bravery, and so took him in as his own son.
When Luthias grew to manhood, he became known for his charisma and bravery. While shorter than his fellow warriors, Luthias was stronger and doughtier than any warrior in the tribe. When Luthias was still a young man, Mabene sent him to the dwarven city of Orzammar to negotiate an alliance. Mabene's tribe had come into conflict with other Alamarri, and he needed as much help as he could get.
Luthias was unable to convince the dwarven king to aid his tribe, but fell in love with the king's daughter, Scaea. Luthias and Scaea fled the dwarven realm and returned to his tribe. Scaea taught Luthias the art of fighting without pain, the berserker state known as the "battle wrath," and with it, Luthias became a renowned warrior.
Luthias led his tribe to many victories, until eventually he replaced his foster father as chief of his tribe. This peace would not last. During a feast between the tribal leaders of the Alamarri and the Avvar, the beautiful and powerful Avvar chieftain, Morrighan'nan, became enamored with Luthias and seduced him. Scaea learned of the tryst and fled the village to return to Orzammar. When Luthias rebuffed Morrighan'nan's offer of marriage, she left in great anger, and from that moment on, there was war between the two tribes.
For 15 years, the Alamarri and Avvar fought. During the Battle of Red Falls, a powerful young warrior from Morrighan'nan's tribe challenged Luthias to a battle. Luthias was injured grievously, but slew the boy. Morrighan'nan revealed that the boy was Luthias's son, conceived 15 years ago during their tryst. She cursed Luthias as the murderer of his own kin, and the Battle of Red Falls turned against Luthias.
Morrighan'nan defeated Luthias in battle after battle, until the Alamarri were driven to the foothills of the Frostback Mountains. There, Luthias made a last stand. In the night before Luthias's final battle, Scaea came to him and offered him a dwarven suit of chain in exchange for a night together. Luthias agreed and wore the armor the following morning in battle. The battle was fierce and bloody, and Luthias met Morrighan'nan in personal combat. In the end, Luthias slew the warrior woman, but not before receiving a mortal wound to his heart, the chain inexplicably unable to block her final blow. Luthias died, and after the battle was done a party of dwarven warriors came down from the mountain and took the body of Luthias back to Orzammar.
—From The Legend of Luthias Dwarfson, author unrecorded, circa -350 Ancient
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memoriesofthefade · 3 months ago
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Codex Entry: From a Mage's Journal
I argued with the Avvar mage long into the night. If we'd had no truce with these barbarians to fight the darkspawn, it would have come to blows. Their conception of the Maker is as a child's! They assume He is a "spirit," and that we have displeased Him because He "answers none of your prayers." When I attempted to explain the doctrine of the Chant, the mage kept asking nonsense such as "Did Andraste have no gods of her own?" or "Why haven't you sung up another Maker?" I asked what in the good grace of Thedas she was on about, and the answers chilled me.
The Avvar confuse spirits for "gods," treating them as patrons to be lulled and wooed. The mage described, to my growing horror, how the Avvar deliberately invoke spirits for "strength in battle" or solicit them for advice. The mage claimed some of the spirits around her village had "lived" with her hold for a dozen generations, and sometimes took the form of an animal or departed relatives "when they pass on their wisdom."
Strangest of all, in the event a "god" is destroyed, the Avvar begin a year-long time of offerings and prayers and rituals I have no interest in knowing about further. At the end of this period, a new spirit takes on the name and role of the old one. I attempted to explain that this was not a "god," merely a spirit drawn in by their desires. The Avvar mage declared, with a ridiculous air of superiority, that that was the point.
If she hadn't saved my life a day ago from a rampaging hurlock, I'd take it all to the templars.
—From the private journal of Illna Allenish, a mage serving in the Fereldan army during the Fifth Blight
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felassan · 5 months ago
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Thoughts on yesterday's companion blurbs:
Some of the descriptors were prior ones, some of the others were synonyms and variations of/expansions on existing themes ^^
Bellara has previously been described as "obsessed with uncovering ancient secrets" and "obsessed with uncovering the secrets of ancient Elvhenan"; no doubt this is an area of her hyper-focus :)
"Plucky" follows the theme of previous descriptions of her in articles and such as things like spunky and effervescent, and considering that the Veil Jumpers welcome those brave enough to face the reality-warping magic
In the original post of these blurbs, Bellara's family name was mis-spelled as "Lutara". After a few minutes a new version of the post went up with "Lutare"
Davrin: "Griffon dad" was so cute and wholesome, ough, my heart. The closeness between Davrin and Assan is evident from these mo-cap scenes, it's really nice to see :)
Emmrich's blurb reminded me of the time he was described as "friendly, scholarly, and sincerely proud of his companion, Manfred - a walking skeleton" [source]. The adjectives sincere and friendly make him sound so nice, like he'd be very considerate. I feel like he will be lovely to talk to in the game
Harding: I feel like the new bit here was that in addition to these things, she also loves fantasy stories. +5 cuteness points. Maybe her mom and dad read her fantasy books or told her stories when she was small? Avvar cultural tales aren't 'fantasy stories', but Harding's general interest in tales and stories comes up in Jaws of Hakkon if the Inquisitor asked her what she thinks about the Avvar. She says that when she was a little girl, a lady in their village used to tell her Avvar tales. "Being able to see their lives up close... it’s nothing like I thought"
If Lucanis is a workaholic, maybe he is treating his assassin role as more than a 9-5 job in terms of hours hh /lh? ^^ the descriptor (assassin-job-aholic) tracks; he maintains that death is his calling, and the training he received from Caterina when he was young was not kind, sometimes literally beaten into him. like she made him live a certain life
Socially awkward Lucanis
In Neve's line of work, in a place like Tevinter, when you're not of the ruling classes, you would 100% have to be clever and guarded. I imagine as well that a detective/investigator knows how to ask questions in order to gain information from other people, and that due to this, they be more considered/guarded in terms of what they say themselves (especially about themselves). I also love her character trait of having a guarded heart, but past her defenses, it's a heart of gold 🥺 In the release date reveal trailer, in the romance scene we see of her, she said "You and me, Rook. Maybe that's what scares me". like she'd started to let her guard down a little bit and was feeling a bit vulnerable 🥺
Taash: someone that lives for adventure, breathes fire, is a pirate-basically, and doesn't mind taking risks would totally be a thrill-seeker. and is there any greater thrill in Thedas than taking down a dragon? :D I like her combination of being headstrong and also very knowledgeable, it's nuanced :)
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breqvendaai · 25 days ago
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In celebration of finishing my second DATV playthrough, I filled out cmndrshepardofficial's Rook template (found here)!
More information about both my guys under the readmore:
Logan is from my first playthrough, and they're the one that goes by the nickname Rook. I imagine them to be about 38; they're originally from Rivain, before getting captured as a teenager in a Tevinter raid, and became a pirate after escaping several years later (and they've just begun to reluctantly accept that the Lords are privateers now, and not pirates). Their magic manifested much later in their life than for most people, and they favor mostly elemental magic. They've never been a ship's captain, and they've never had any interest in leading - they're too sarcastic and short-tempered to make a good leader (in their opinion). So, they're not thrilled when they suddenly end up in charge of saving the world.
Rierrden is from my second playthrough, and in my headcanon, exists in the same universe as Logan (I'm still working through what the "canon" events are, since you can see I made different choices for some things). He's 26, and Varric's nickname for him is Knight (to match with the chess theme). He's originally from a tiny Avvar village in the Frostbacks in Ferelden, and was recruited to the Wardens via Right of Conscription, which ruffled some important people's feathers; my Hero of Ferelden sent him to Weisshaupt until tensions in Ferelden cooled, and then, well. He caused problems at Weisshaupt, too. He also gave himself the surname "Thorne" because the First Warden would repeatedly call him "a thorn in my side," which Rierrden thought was very funny; the First Warden did not find it funny.
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vh-rp · 5 months ago
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Religions of Thedas
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RELIGIONS ONSITE Here you can find a list and a little information about some of the religions found in Thedas. Note that some of these religions are race-specific. If there is a religion you'd like to know more about or think should be added, please PM a member of staff.
ANDRASTIAN CHANTRY The most prominent religion in Thedas, Andrastian Chantry is based on the Chant of Light, a series of teachings written by the prophet Andraste, bride of the Maker. To the Chantry, followers of all other religions -- especially non-humans, who they believe have turned from the Maker's grace more than humanity has -- are thought to need saving. The Chantry's goal is to spread the Chant of Light to the four corners of the world, interpretted as such from the Chant of Light. Once all peoples have accepted the Chant and practice its teachings, supposedly the Maker will return to the world and return it to its previous Edenic state.
Followers of the Chantry are Andrastians, and "Chantric" is used to refer to something or someone having to do with Chantry religion. The Chantry calendar is used everywhere in Thedas, save for the Tevinter Imperium. Funeral rites in the Chantry involve cremation, so that demons cannot possess them, and because Andraste was burned at the stake. Chantries are present in nearly every village, town, and city, and in some large organisations such as Circles and Fort Drakon. Some -- including the Chantry in Kirkwall -- maintain a Chanter's Board, a job board for mercenaries and others willing to do good deeds or make money. When not capitalised, the word "chantry" refers to a place of worship, be it a Chantry or not.
Roles Within the Chantry:
Divine: This is the head of the Chantry, and may only be held by someone who is female (whether assigned at birth or they come to the conclusion they're female later). She resides in the Grand Cathedral in Val Royeaux, Orlais. She is addressed as "Most Holy", "Your Perfection". Grand Cleric: This is the role directly under the Divine. This role may also only be held by someone who identifies as female. Each Grand Cleric presides over her own region and represents many Chantries. The Grand Clerics convene at the College of Clerics, located in Val Royeaux, Orlais. Their title is: "Your Grace". Every Grand Cleric has one kingdom that hse presides over. Mother: Mother's are responsible for looking after the spiritual well-being of their flock, and they may be in charge of a Chantry—if this is the case, her title changes to Revered Mother or "Your Reverence". Brothers & Sisters: These people are your lowest ranking members, both male and female identified (non-binary folx too). They are usually fitted into three groups. Affirmed: These people are the regular folx that are serving the Chantry for their own reasons. Clerics: Clerics are your academics, devoted to the pursuit of knowledge. They're in charge of books, relics and lore. Older clerics receive the title "elder" and others are known as "brother" or "sister".
AVVAR GODS It is nearly impossible to speak of the Avvarian people without speaking of their beliefs. Faith is the vibrant cornerstone of their existence, filling their harsh lives with sacred implications, for the Avvars believe as the Alamarri once did: The gods live in all things. Wind from an unexpected direction, birds flying in unusual patterns, a sudden silence amidst the high peaks in the spring—these are nothing but chance to a lowlander, but are messages from the gods to an Avvar.
The Avvars believe without question that their gods have protected them and kept them strong, for do they not thrive despite their numerous enemies? Wise lowlanders avoid pointing out that the hillsmen have been pushed into some of the most inhospitable terrain in all of Thedas. In truth, the Avvars love the Frostbacks and would only take offense at the thought that they were “forced” into the mountains. The Avvars have a complex pantheon, which includes both nature spirits and legendary mortals who have ascended to the heavens. This is further complicated by the fact that the pantheon varies somewhat from hold to hold, as every clan has its own sacred tales and heroes; however, all Avvars agree on the three greatest gods. These are Korth the Mountain Father, Hakkon Wintersbreath, and the Lady of the Skies. Imhar the Clever and the Great Bear Sigfost are also revered in most communities.
The Avvar deem spirits as their gods, treating them as patrons to be lulled and wooed. The Avvar deliberately invoke spirits for strength in battle or solicit them for advice. Such spirits have lived with in their holds for many generations, and sometimes took the form of an animal or departed relatives when they pass on their wisdom. In the event a god is destroyed, the Avvar begin a year-long time of offerings and prayers and rituals. At the end of this period, a new spirit takes on the name and role of the old one.
Avvar believe in a hazily defined afterlife governed by the "Lady of the Skies" where the dead are reunited with their kin. Avvar also believe some of their people are destined to be reborn, i.e., the essence (the soul) returns clothed in new flesh. The core of the concept is thus: the souls of a few Avvar "favored" by fate "migrate" on death to inhabit new bodies destined for them, so they may return and perform great deeds for the good of their hold. These resurrected souls are not expected to remember their past selves consciously, but instead are assumed to be subtly "guided" by their previous experiences, especially through visions and portents.
DWARVEN BELIEFS The dwarves do not have an official religion. They do not believe in gods. Instead, their philosophy promotes excellence, and an almost intimate tie to the rock -- the Stone -- that houses them. They speak of it as if it is alive. They respect, fear, cherish, and give thanks to her for protecting them and providing them with her bounty. Dwarves believe that when they die, they return to the stone and become Ancestors. Criminals, disgraced, surfacers, and their descendants -- the "unworthy" -- are cast out, so that their failings may not weaken the Stone.
Worship and spiritual guidance are reserved for the Ancestors, and above the Ancestors and all others are the dwarves that have been raised to Paragon status for great achievements, whether in combat or something else entirely. Paragons are examples for the dwarves, to be followed and to be revered. In death, it is said the Paragons become one with the densest stone at the base of all mountains -- a foundation upon which all dwarven society rests. These Ancestors communicate their wishes to the living via brutal trials-by-combat called Provings. The Ancestors' collective wisdom is maintained by the Shaperate, which stores its records in lyrium.
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catdays · 6 months ago
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sum more hanta doodles so i can lore dump abt him under here
hanta is from a dalish clan in the frostback mountains bordering the dales. theyre primarily halla herders that follow an ancient halla trail from the time of the dales, but they also trade with local avvar holds and orlesian villages. due to their proximity to the dales the emerald knights are held in greater reverence than some other clans, and many traditions and training from their time are passed down. included in this is the training of arcane warriors
hanta begins training as an arcane warrior after his magic manifests as he already took well to hunter and warrior training. as he gets older he falls in love with another hunter, ilan, and the two of them get married in their early 20s. he becomes an esteemed hunter and warrior as a young adult, and is a greatly respected member of the clan.
in his late 30s hanta takes on an apprentice to train as an arcane warrior, a kid named sauri. a few years into sauri’s training hanta begins having dreams of a spirit telling him about a lost form of dirth’ena enasalin and an ancient ritual to achieve this lost magic. he keeps these dreams to himself because he wants to be the one to rediscover it for himself, and he believes it will make him a revered warrior (he is self-centered and egotistical 👎)
hanta listens to the spirit and sets up the ritual in secret not realizing that sauri is often following him on his trips alone. when hanta finally intends to do the ritual he attempts to use halla blood instead of a human sacrifice as he was instructed by the spirit. sauri stumbles into the ritual clearing as hanta summons the spirit and is killed in the process (spirit possesses hanta and kills sauri as the human sacrifice ? hanta not conscious for the death of sauri)
while the ritual is successful (what turns out to be a convoluted blood magic ritual that hanta was tricked into by a demon) the death of sauri sends hanta into a panic and he tries to revive him with his newly acquired blood magic. ilan finds them like this with hanta covered in blood and holding his dead apprentice, and he tells her that sauri died in a training accident and he was just trying to heal him. ilan helps him take sauri’s body back to the camp and doesn’t tell the rest of the clan that she suspects hanta killed him but she tells him later to leave her and never talk to her again. (divorce ‼️) hanta isn’t officially exiled but due to the secrecy surrounding sauri’s death he is socially shunned and pretty much loses all respect from the clan. he leaves on his own terms shortly after the incident
after leaving the clan he ends up joining the wardens (slightly manic and desperate to find a purpose again)(and also he wants to be a Hero again) but ends up regretting this after a few months. he stays with the wardens partially because he has to and partially because he has nowhere else to go but becomes muuuch more bitter and cynical over time
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lairofdragonagelore · 2 years ago
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DLC: Honnleath and Enchanter Wilhelm’s basement - DAO
[Remade post, originally from here] 
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In this attempt to play as an archaeologist, I went to recruit Shale and found several interesting statues that I did not remember they were there. 
[This is part of the series “Playing DA like an archaeologist”]
[Index page of Dragon Age Lore]
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The village and the first floor of the Enchanter’s house don’t have much to offer. We only found the typical dragon-like head symbol, which is a recurrent detail in many Tevinter ruins [Like the Ruins in Brecilian Forest] or in front of the Temple of Andraste. It’s hard to assume with certainty what represents exactly but we can speculate it’s a symbol related to old gods or/and dragons and, ironically, to Andraste sometimes. 
The most intriguing part in this house is its cellar, where the child is under the control of a desire demon possessing a cat. 
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Here, the mage Wilhelm developed a puzzle that, curiously, has the same Chantry-like symbol than the quincunx arrangement found in Brecilian Ruins. We know due to the desire demon trapped in the cat that this is a device to sustain a field that prevents the demon to abandon the place. One may imagine that something of the like was performed in Brecilian Ruins, and went wrong, causing the Veil to thin in that part of Thedas. 
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This device has six statues around the puzzle, which make no sense for them to be there. 
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By the disposition of them, one could assume that these are the entities [the representation of them] that power up the field around this place. But it’s a mere speculation.  It feels like they used all what they had to make this DLC without developing anything new, no matter if it made some sense.
Starting from the top left, we have:
The first one is the usual Avvar statue of a man with a shield and a dagger. This statue is used in the Temple of Andraste to represent Maferath. They also appear in The Fade with arms made out of tentacles.
The second one is the same dragon-like Old God statue we found in the Brecilian Ruins during the  Dalish Origin, before reaching the Eluvian. It’s the same statue that Tamlen identifies as Falon’Din. This statue is also found in the basement of the Mage Tower of Ferelden [here] where the Circle keeps relics that are mostly from Tevinter. 
The third statue is the monstrosity of three heads. It can be found in the basement of the Mage Tower of Ferelden too, and in the Temple of Andraste, as guardians of the entrance towards her ashes. They are exactly in a place where you can find ruined paintings, one of them representing the Old God statue. So far, I could not find any way to link this statue to any lore. It feels like a monster proper of The Horror of Hormak . Or maybe, it’s related to Tevinter, since they have a representation of a three-head serpent statue too. Curiously, you can also find this statue in the residence of the Arl in Denerim [as decoration? lol]
The fourth is a typical statue we find in DAO to represent the Alamarri people. This same statue can be found in the basement of the Mage Tower of Ferelden [here] where it has trapped the soul of  Eleni Zinovia who was a former consort and advisor to Archon Valerius, and the mother of Archon Hessarian [the Archon who killed Andraste when she was burning].
The fifth statue must be an Old God, most likely Urthemiel, thanks to the iconography we find in the game files. We saw it in The Fade , and in the basement of the Tower of the Circle of Magi as well. This is the representation of the archdemons that we know were conceived originally according to concept art present in the instruction book of DA:O, but their tentacles made it difficult to animate in the game. In some interviews to Gaider, he explains that this concept was changed into dragons just because animation was easier this way in addition to the requirement that a game called Dragon Age should show more dragons too. 
And finally, the sixth statue is a warrior-like holding a sword. I tend to relate this statue as the representation of Tevinter people. In the Temple of Andraste we found this statue related to Archon Hessarian.
It’s hard to understand why such a mess of statues are there, and why they are arranged in a way that may imply they are sustaining the barrier. So far, the purpose of just pointing this out and gathering information related to architecture and statues and symbols we found around has been completed with this post.
My conclusion is that, specially in DLCs, they reuse resources already present in the game and sometimes this works against any intention of reading information in the environment. DAO in particular has always been very weak in this sense, unlike DAI.
[Index page of Dragon Age Lore ]
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bumblewarden · 2 years ago
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AWAKENING REMARKS
Warden-Commander Tabris
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The Warden deserves voice lines too, so i scribbled down some quick Awakening remarks for Novhen plus a smattering of VO comments to go along with a handful of them :3
I'm still envisioning him as player character so no lines for taking him in or out of the party, but i tried to get most of the location barks
= 🌙 =
[Someone fails to pick a lock]
Need a hand?
[Entering Avvar Crypt]
You can almost smell the Deep Roads from here. VO Comment: Thinking aloud
[Entering City of Amaranthine]
I should meet the city's hahren once this Thaw Hunt's over with.
[Entering Amaranthine Market]
Let me know if you see anything you want. VO Comment: Said as an announcement to the party
[First encounter with the Children]
That was new. VO Comment: Flatly, stunned
[Second encounter with the Children]
(Sigh) S'pose I gotta write a report to Weisshaupt about those.
[On the bridge after the first tower in Drake's Fall]
Never let it be said these darkspawn didn't have a flair for the dramatic. VO Comment: Exasperated. He would much prefer if they did not
= 🌙 =
[On the bridge]
Oh, a gaping hole into the Deep Roads. That'll be fun to clean up. VO Comment: Sarcastic
[View of Kal'Hirol]
I didn't expect for one of the lost thaigs to be so near the surface. / Let's get on then. We've a tide to push back against.
[Upon finding secret passage in Kal'Hirol]
Ran through more than my fair share of secrets tunnels when I was a kid. Good times. VO Comment: Nostalgic
[Upon finding lyrium ghosts]
Lyrium ghosts. Probably won't share anything helpful to our current fight but still worth the listen.
[Inside Kal'Hirol - Main Hall]
I'm not personally a fan of meat floors, but to each their own. VO Comment: Pushing down his disgust
[Upon finding lyrium ghosts]
Lyrium ghosts. Probably won't share anything helpful to our current fight but still worth the listen.
[Nearing large lyrium container in Kal'Hirol - Trade Quarter]
Is that lyrium at a stage safe for elves to touch? VO Comment: Trying to figure out if he can take any back to the keep
[In long hallway in Kal'Hirol - Lower Reaches]
There's a fine line between building suspense and just tedious. VO Comment: Annoyed
[Near broodmother pit]
Well, it's not like I was gonna get a good night's sleep anyway.
= 🌙 =
[Entering the Wending Wood, upon seeing wrecked caravan]
Can't wait to meet whoever they pissed off. VO Comment: Sarcastic
[At camp]
This doesn't look right. Who just dumps a pile of weapons all in one corner like that? / This is a set up if I've ever seen one. Keep on your toes.
[At overlook near the camp]
The woods aren't nearly so bad once everything stops trying to kill you for ten seconds.
[At burial pit]
The work of darkspawn, looks like. We'll have to set up a pyre once we're done here.
[At the Silverite Mine, upon seeing the ballista]
Those darkspawn are posed perfectly for the ballista to take them out with that statue, and it's not even my naming day. VO Comment: Thoughtful. Last part said with a small laugh
= 🌙 =
[Entering the Blackmarsh]
Ach! The muck here is already trying to swallow my cane whole.
[Past the old sign]
(Shudders) Farkakte fucking Veil. VO Comment: Angrily, under his breath
[Nearing dragon bone head]
Beautiful skull, but where's the rest of it?
[Near a Veil tear]
I've seen thin spots in the Veil before, but this is something else.
[Near ruined house]
Do you s'pose there's anything worth looting still in there?
[First entering the Blackmarsh Undying]
Is it too much to hope that this "Mother" they've been namedropping isn't an awakened broodmother?
[On the path to the village in The Blackmarsh Undying]
Last time I was awake in the Fade I was able to shapeshift… Probably not a good idea to try that now. VO Comment: Thoughtful. Then he rethinks it and realizes it would be too dangerous to try under these circumstances
[Approaching the coffins in the first room of the Shadowy Crypt]
Why did we come here again? VO Comment: Annoyed. Knowingly walked into a trap and starting to regret it
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