#elemental thedas
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anneapocalypse · 2 years ago
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Okay so given the likely historical purpose of the monk's tonsure, what are the odds that Emile de Launcet was given this haircut deliberately by a templar? He's the son of an Orlesian Comte who lives in Kirkwall so (as discussed here) they aren't going to abuse him in the way they would feel free to abuse most other mages unless they have an airtight excuse to "punish" him. But noticing that he is lonely and obsessed with being attractive to women, and giving him an "unattractive" haircut as a way of humiliating him is probably something the templars could get away with.
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shivunin · 1 year ago
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Just wanted to say thank you for all the fics you wrote in the past two years! Most people are (understandably) jaded about DA, so it’s refreshing to come on your blog or read your fics and see someone who still loves the franchise 💖
Ohhh what a sweet thing to say. Thank you, anon!
Honestly, I spent a lot of my life carefully calculating the correct amount that I should be allowed to love something before it was a problem, so earnestly enjoying Dragon Age is my way of moving past that. It isn't a perfect game (what is?), but I am honestly enjoying just being here. There are some really lovely and incredible people out there loving the game, too, and I feel very fortunate to have carved out the little niche I find myself in now.
There are people who'll send me writing prompts when I post them, and people who will ask about my silly little characters, and people who allow me to do the same for them. What more can anyone ask for, really? Idk, I'm sure there's plenty I don't see going on beneath the surface, but I am okay with that.
I'm glad you enjoy my fic, anon. It's been genuinely wonderful to write it 💗
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mages-collective · 18 days ago
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I was never going to be able to play veilguard at all on time cause game price tag aside no way I can afford a good pc or console and so I was dreading watching other people play it from the moment it was announced. But while that frustration of watching people play it has made me want in on games before (like bg3), every post I see about veilguard (even and especially the neutral/positive ones!) destroys the lingering scraps of brand loyalty that made me care at all god bless :')
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tevinter · 4 days ago
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Veilguard fails to realise that for those who believe, faith is stronger than anything, even facts.
Right in the beginning of Veilguard all the Dalish/veil jumpers are so nonchalant and against their gods returning, as if they were convinced offscreen that their whole faith was based on a lie (even though they all still wear vallaslin) and their gods were Evil™. This, again, fails to consider that the vast majority of the Dalish would either not believe or not care because it's their religion, their faith.
Morally ambiguous gods exist in real life religions too and it didn't stop people from believing in them. Divine morality transcends mortal understanding, so their actions are always rightful. This also leads to the concept of a 'god-fearing' person - even the term used (θεοσεβής) can mean both respect and fear. Mortals are humbled by the gods' power and greatness, and willfully submit to their divine authority.
You needn't go further than the goddamn Bible itself to see countless examples of unethical things that God did/supported including legitimization of slavery and punishment (Exodus 21:20-21 “Anyone who beats their male or female slave with a rod must be punished if the slave dies as a direct result, but they are not to be punished if the slave recovers after a day or two, since the slave is their property." is one unhinged example), cannibalism, many kinds of violence, war, and of course, genocide, one of which was literally the deliberate destruction of nearly all humanity and living creatures on earth. The god of the most widely practiced religion in the world for millenia. Ask a devout Christian if they would stop believing in God just because 'um actually he is bad'.
Mystery is also a great aspect of religion, which also makes it an excellent worldbuilding element for writers. Mystery adds to the immersion because just like the characters, we don’t know everything except the beliefs and unanswered questions. And we're not supposed to, because this is how religion works in real life, where faith is about belief rather than what’s fully understood. It makes the story feel more real and engaging. Professional writers - of a AAA title no less - should know this.
Religion was one of the greatest themes in all previous games, especially Andrastianism and the Elven pantheon. Reducing it all to 'the Evanuris did it' is disappointing to say the least, and even if it was the truth that only the writers knew, they should have kept it that way, or at least some of the mystery. It adds immersion, drama, nuance, it encourages thought and discussion. For all Veilguard failed in the 'show, don't tell' rule, in this case this is too much exposure, and not even done in a good way. ''Religion is fake, so now everyone's atheist or unfazed. Oh, except for one (1) person who is mildly upset'' is not how faith works, especially in a setting so religious as Thedas.
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galedekarios · 7 months ago
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Dragon Age: Veilguard | The Ultimate Preview Summary
shinobi602 on twitter shared this amazing in-depth summary of all new information about the game that we have so far:
Coming to PS5, Xbox Series X and PC in Fall 2024
Consoles: Quality and Performance modes (60FPS)
Photo mode is confirmed
Fully offline single player, no EA account linking, no micro-transactions'
Play as a human, elf, dwarf, or Qunari
Choose your backstory, 6 factions to choose from when you create your character, all with "deep roots in Thedas": Antivan Crows, Grey Wardens, Shadow Dragons, Veil Jumpers, Lords of Fortune, The Mourne Watch
Each faction offers 3 distinct buffs each, like being able to hold an extra potion or do extra damage against certain enemies, and the odd reference in dialogue
You can customize your Inquisitor from Dragon Age: Inquisition in the character creator and "make a few key decisions that will impact how The Veilguard begins"
There are some "killer cameos" from past games that show up
Warrior Class: Use a sword and shield or two handed weapon to send enemies flying
Rogue Class: Utilizes quick movement and reflexes. You can wield a bow or dual swords with "powerful, precise strikes for lethal damage"
Mage Class: Use magic to incinerate, freeze, electrocute and crush. Some cast from afar, while others prefer close quarters combat
Each class also has 3 sub-specializations, such as duelist, saboteur, or veil ranger for the Rogue
Classes also have unique 'resource system's, for example, the Rogue has "momentum", which builds up as you land consecutive hits, and each will always have a ranged option
One Rogue momentum attack is a "hip fire" option we saw for the Rogue's bow, letting you pop off arrows from the waist
Another momentum attack for the Warrior lets you lob your shield at enemies
Quests are more handcrafted and mission based, curated with alternate paths, secrets to discover and optional content
There are also open ended explorable areas
Party size of 3 during combat, ala Mass Effect
Combat is focused on real-time action, dodge, parry, counter, "sophisticated animation canceling and branching", using risk-reward charge attacks designed to break enemy armor layers
Enemies have elemental weaknesses and resistances, and you can chain together elemental combos for extra damage
One example is a squadmate using a gravity well attack to suck enemies in, another slowing them down, and the player then unleashing a big AOE attack
You don't take direct control of companions like past Dragon Age games, but you can still pause and issues ability commands for you and your allies
There is a hub area for the player like Skyhold and the Normandy, called The Lighthouse
Companions can eventually start romancing other characters if you opt not to romance them
Each companion also has unique missions tied to them that play into the larger story
Nudity confirmed - romance scenes can get "a little spicy"
"Incredibly deep" character creator: 5 categories including: Lineage, Appearance, Class, Faction, Playstyle
Players can also choose different body sizes and shapes
Dozens of hairstyles to choose from, with "individual strands of hair rendered separately and reacting quite remarkably to in-game physics", pulled from EA Sports
Character creator lets you adjust the lighting so you can be sure your character looks good
The team wanted to balance the look of the game with both light and darkness. "When everything is dark, nothing really feels dark. For this one, we really wanted to build that contrast again."
Skill tree is "vast", you can also set up specific companions with certain kits, from tackling specific enemy types to being more of a supporting healer or flexible all-rounders
There are tarot cards you go through during the character creation process that will let you choose decisions from past games to implement into Veilguard
The team teases you may lose some characters during the story
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nipuni · 1 month ago
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Alright, time to share my opinions about Veilguard!! I have both criticism and praise so bear with me as I jump from one extreme to the other 😆 spoilers ahead of course!
The game has a very rough start with the dialogue being formulaic and rushed and the characters overexposing. It feels like a heavy handed attempt at summarizing all of previous games' lore for newcomers or in case you forgot but it's so overdone it feels coddling and trivializes a lot of previous events. Luckily this gets better once all of the introductions are out of the way, though the excessive hints and clarifications continue until the end sadly.
The locations are absolutely incredible and very diverse!! This is a highlight of the game for me. There is so much detail and care in every map and there are so many of them. My pc is struggling to reach medium settings and yet everything looks stunning. The verticality of the maps is so imposing and the graphics have a very dreamy quality that I love. I also enjoy the maze-like structure to the maps, it's more linear but makes everything look a bit more intentional. The color and light direction was amazing, all the visual development really!! it has to be one of the prettiest games I've ever played.
When I started I have to admit it did not feel like I was in Thedas and it all felt a bit theme-parky, if that makes sense. A lot of previously important and established world elements that made Thedas what it is were overlooked or made irrelevant. But the more I played the more it started to feel a bit more similar to Inquisition, for better or worse depending on what you feel about Inquisition. But!! this also feels like a selectively sanitized version of Thedas compared to previous games. In it's attempt to stay safe and uncontroversial in some aspects it loses a lot of substance and it changes the tone. The surface level politics, ignoring previously established major societal issues and a tell-don't-show approach makes the world seem more simple and shallow with no grey areas to explore. ( the humor also falls flat and out of place often too, and WHY is everyone always smirking, enough!! godlike beings are destroying the planet please this is not the time for Marvel banter aaaa )
The pacing at the start is a bit of a mess. It is so fast it felt like jumping from one world shattering discovery to the next with no time to process. The characters also seem to underreact to important information and major developments. It felt like the game was rushing me through all this to get to the part of the story it wanted to tell me while I was still wrapped in my shock blanket trying to catch my breath lmao. I really like all the key story points they touched upon, I just wish they dwelled more on them to give them more narrative weight. ( though blaming every bad thing to ever happen on the Elves was certainly..a choice )
I think the writing could have used more subtlety in the first half and more boldness in the second 😆 but I loved the thematic parallels between Rook and Solas and how every quest informs the main storyline. I do wish Rook was given more impossible choices and put in more difficult situations that forced them to lie or betray their own to better drive the point home though ( listen I just love a Trolley problem!! we need more of those, I'm the Trolley problem's number one fan!! ) I feel like they missed the chance to put Rook in Solas' role and be as vilified and hated for it as Solas was despite their best intentions which would make Rook's regrets stronger and in turn make their escape from the fade all the more impressive and give them a better understanding of Solas to either use against him or earn his respect. The line 'they called me the Dread Wolf, what will they call you when this is over' from the trailers was so good I was waiting for this!! But everyone just loves Rook no matter what!!
But I feel like I stated too many negative aspects in a row so moving on to some things I enjoyed!
The characters were very lovable to me. The romances weren't as long or impactful as I would have liked but I enjoyed all the companion quests. Emmrich is a delight and his quest is so wild and fun. I loved learning about Nevarra and I was awestruck by the Grand Necropolis. The mourn watch was so interesting, it showed a whole new side of Thedas' lore I knew nothing about! and I loved Manfred! Davrin is so charming, he became a favorite. I loved his quest too and learning more bits and pieces about the Dalish was great, I wish we got more. Seeing the Wardens through his quest also made me enjoy them a lot. Assan was very cute too and I'm glad he was treated as an animal and not turned into a goofy Disney sidekick too much lmao 😭 Lucanis is hilarious. The fantasy Spain/Italy was a bit silly and off at times but he is very sweet! and I love the Spite possession, that was so fun I'm glad they kept him that way! Bellara is adorable, her first backstory quest made me cry and I just love a nerd! I wish the second part of her story was written better however, and she sort of devolves into 'it's hard, I wish it was easy but it's hard' dialogues too often sadly. Anaris and the Forgotten Ones' portrayal was underwhelming and anticlimactic which was disappointing. Harding is also very cute and her Titan plotline was the most interesting to me, I bawled my eyes out in her quest!! I love the dwarven lore of this universe I'm so happy we got more of it!! ( she also fucking died in my playthrough?! I was devastated what the hell 😭 'whatever it takes' WEUEUGHHHG I'M SO SORRY) Neve was a slow burn for me because of my choices in game slowing that relationship down ( saving Treviso I mean, perdón amor 🙏 ) but I love detective novels and she is such a badass I ended up loving her. Taash was unexpected, I didn't think they would be so young. The coming of age story was sweet, though I found myself cringing a lot too at the handling of it I have to admit ( and the Lords of Fortune in general, and the Antaam...and que Qun..listen- kajshfgf ) but I also enjoyed learning more about the first expedition and the Qunari in general despite the messy writing and choices. I also loved Antoine and Evka! and Strife! And I haven't even read any of the novels they are in 😆 also Mila!!!! and her dad oh my god and Felassan haunting the narrative!! speaking of haunting, I would have loved for Cole to be in the lighthouse too I think it would have worked well 🤔 especially with the whole 'reading Solas' secret diary' thing the game had going on lmao
Everyone seems to get along except for a bit of friction that is quickly resolved at the start, which is hmm missed potential? I would have preferred more tension personally. I enjoy the drama! gives me more to work with and gives you a better grasp on everyone's personality by contrasting values. I think they wanted to speed run a found family trope for the new hero to establish some emotional stakes early on but it ended up making everyone seem like a group therapy session instead. The group meetings also have everyone either state the obvious or repeat the same opinion or conclusion to each other, I would have loved these meetings to have more bickering, have people get mad and storm out and also get to listen to different takes on a situation. Make Rook struggle more to take the reins and keep the team functional, learning how to be a leader.
Speaking of Rook! ( who in my case has a northern British accent that I loved so much 🥺) They seem to have a very established personality. I was expecting more of a blank slate but I'm lucky that the personality they went for kind of matches what I would normally choose in a first playthrough. Though the lack of range in the choices is irritating and takes away some replayability and role playing potential. Rook is very supportive and selfless, I wasn't expecting this tbh! But it all made my Rook turn into the team's weird supportive necromancer mom so it worked out in the end I guess lmao. I can't wait to draw her!!
I was so overwhelmed by the amount of information we got about Solas and his past!! I was expecting answers but not these many and not for them to be such an integral part of the plot!! The game feels like it's about him more than anything else. His arc is the best written out of all. He is mentioned in every conversation, he's the main advisor and the narrative foil, you get to talk to him often, you work for him and with him and go into his memories it all feels so surreal to me lmao I love him so I'm delighted ngl! but also making the other Evanuris so cartoonishly evil makes Solas into such an obvious choice of an ally, god of trickery or not, that it sort of takes the decision out of your hands and makes some dialogue options and companions' opinions seem almost nonsensical. I have no idea how this game would feel to someone who absolutely hates Solas' guts honestly. I suppose I will find out soon enough 😆
About Solas' story, I loved it! I somehow also feel that I knew it already, all the speculation and theories that Solavellan fans were crafting for years were so accurate that it was all very validating. Even the wildest ones! Solas as the Maker, the elves spirit origin, Mythal giving him a body, the war with the Titans, the origin of the Blight, Solas being on your side as advisor, I can go on, we knew!! Also I have to mention this I'm sorry but they made him look so hot!! unbelievable. And the bloodied teary eyed pathetic look in the end ouurghhh I'm cheering and clapping!!
The romance conclusion was so lovely 😭 the Loki and Sigyn ending we deserved to such a mythological epic!! and open ended enough for all of us to cook!! and we got to see him fight and transform into the Dread Wolf!! and whimper and cry!! and bleed and love!! that's all I ever wanted, incredible we were really spoiled what the hell I still can't believe it 😭 GDL acting was brilliant as usual! the visuals were also incredible and exactly what I had in mind when I imagined where the story may go, the eclipse, the giant wolf, the glowing eyes, the Elvhenan ruins, the statues, even the hair lmao it all aligned exactly to what I've been painting all these years but better I was thrilled 😭
Solas backstory with Mythal also offers players that didn't romance him a chance to see him act out of love and show a side they wouldn't be able to reach otherwise and I think it was smart! also very tragic and sheds more light into all of his choices and words and his relationship with Lavellan too and the parallels and reversals and uughh thoroughly enjoying the emotional distress 👌
Pleasing both the Solas lovers and haters at the same time was always going to be hard with him being such a polarizing character by design and the world states being so different but I think they did a good job! at least from my side of things.
I think my favorite part besides the Solas related stuff was the Blight. I loved how horrific and gross and threatening it was! I've always loved the concept of the Blights and I'm glad it was such a huge part of the story in this game. I also loved Treviso!! has to be the most beautiful city in Thedas ahhh and the Necropolis!! the gardens!! Vorgoth!!! Kal-Sharok!!! I can't believe we got to see it!! and a Titan!!! the giant floating face of Ghilan'nain in the clouds??? and the huge archdemons and dragons!! oh and that warden dragon trap in the shape of a griffon?? and the giant blight tendrils!! the siege at Weisshaupt was outstanding!! and the floating panopticon castle situation in Minrathous uughh there is so much I loved.
OH I also enjoyed the Varric arc even though I saw it coming since the trailer it was still played well and it was touching 🥺
The ending felt a bit jarring to me in tone though, a bit too cheerful considering...the horrors. Over half the continent destroyed and most of the problems Thedas had before the game are still there. Veil in place and all 😆
But I had fun!! I'm nitpicking really, the conclusion to Solas' story feels very satisfying to me which was my main worry so I'm happy. It is a good game!! with a sort of soft reboot feel to it and aimed at a younger audience which is probably what they were going for? You can sort of feel the struggle the team went through during production in the way the target audience seems unclear sadly. I also can't help feeling like this is an ending, so much was revealed and resolved!! but maybe I feel that way because that is what I felt after Shadowbringers / Endwalker in FFXIV once my favorite part of the story was wrapped? They can always pivot to a new continent and expand on the world and cultures we know almost nothing about, but that is always harder to sell so I have no clue where they will go from here 😵‍💫
Anyway I'm still processing a lot of stuff that I will probably talk (and draw) about later, this is already long enough!! for now I'll look up how to get the artbook because the art direction of this game is fantastic!! I would love to hear your thoughts too really, I'm curious about the experiences of players who made different choices and with different tastes to mine!!
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felassan · 22 days ago
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Dragon Age Day 2024 – Developer Reddit AMA (Q&A session) – compilation post
Introduction: “Happy Dragon Age Day! John Epler and Corinne Busche are here to answer your questions for the next ~2 hours. Looking forward to chatting with everyone. We won't be able to get to all questions, but hoping to get to a good mix!”
I gathered the questions and answers from the AMA together in this post, as the AMA has now concluded. The rest of this post is under a cut due to spoilers and length.
Q: "If you could’ve developed DLC, what — and/or where — would you have wanted to explore? Would it have been a new locale with a complementary, self-contained story or something that adds to the main plot and teases the future?"
Corinne Busche: "On the gameplay side, I had a thought about adding a new class option, which is directly related to the environments and story. I've always wanted to revisit the Bard, and I've long felt in the context of Veilguard the best way to handle player-controlled blood magic would have been to build a unique 'Blood Mage' class for it."
Q: "Can we look forward to more lore-supplementary material, for example World of Thedas vol.3?"
John Epler: "With all of the lore reveals in DATV, another World of Thedas is something we'd absolutely love to do. That said, they're complex beasts and require a lot of work from a lot of people, so I can't really promise anything, but it's something we're interested in, at least."
Q: "1. How exactly did Solas's blood magic manipulation of Rook work? Did he only alter Rook's perception to make them think that Varric was still around, or did the blood magic actively prevent Rook from reacting to Varric in a way that would have given up the ruse to the other characters? 2. What is the state of Southern Thedas after the events of DAV?"
John: "Solas' magic caused Rook to see Varric when he wasn't there. Originally, of course, Solas wanted Varric to keep Rook more off-balance - but the thing about the Fade is that things don't always work the way you expect or want them to. As for the state of Southern Thedas - it's been pretty radically altered. The balance of power has shifted, but even those who rode out the storm of the Gods' blight better than others are still reluctant to start anything as the whole place is in rough shape."
Q: "When looking back on DAV, is there any part you wish that you could have spent more time on?"
John: "For me, it's about the Antaam and their split from the rest of the Qunari. There are elements of that story in both the Crows content and in Taash's personal quest, but in a dream world, having the Ben Hassrath as an additional faction (albeit, one you don't know if you can trust) would've been nice."
Corinne: "And for myself, I certainly share some of the desires the community has. Going deeper on romances, and more choices to import. I love our choices and consequences in the game already and maybe we could've added a few more on the scale of the Minrathous/Treviso choice, that significantly alter the remainder of the game. I think we learned how to make that work within our gameflow and content structure, so I look forward to being able to lean in on these beats more heavily. That said, no artist or creator is ever going to be completely content with their work, and even so when I take a step back and look at the game as a whole, I'm extremely proud of what were able to accomplish."
Q: "Can we get confirmation on what happened to the other Evanuris? Will we get any more lore? Shame we didn't hear a whole lot about them besides essentially being behind the previous Blights."
John: "We haven't been SUPER specific about this, but at best the other Evanuris are a shadow of their former selves, and at worst they're dead. The death of their Archdemons, particularly when they were still trapped in the Fade, caused enough magical feedback that it broke their minds and bodies. A couple may have survived as shells, but they aren't in the same state as Ghilan'nain and Elgar'nan."
Q: "Will we get at least anything post launch that via free updates that further expands some story elements? Will rook continue to be the main protagonist going further??"
Corinne: "We've been continuing to improve upon the game post-launch through various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content. Whether Rook will return in the future, well it's just too early to say :)"
Q: "The marketing for the game claimed that choices not imported from prior games wouldn't be overridden. However, certain dialogue from characters like Harding seemed to establish certain canon events from previous games that were not locked in. Is the intention that a hard canon is being established from DATV forward?"
John: "Ultimately, there's still no intention for there to be a hard canon going forward. These games have been going on for 15 years, though, and with all of the previous games to remember, as well as developing this one, there are absolutely places where we unintentionally suggested there was a hard canon (the one I've seen specifically is that Isabela is always assumed to have joined Hawke's party). I'd say those are oversights and not part of a deliberate strategy. While there are definitely some smaller decisions we will likely never revisit, I want to keep those other choices alive and relevant in the future, and with the state of Thedas the way it is at the end of DATV, I don't really think there's a way forward that DOESN'T involve bringing some of those bigger choices back to the forefront."
Q: "Was there anything at risk of being cut from the game that you fought tooth and nail to keep in?"
Corinne: "Oh, absolutely. There are always those things in game dev that are at risk due to scope and deadlines. There were 3 big ones that immeadiately come to mind: The Transmog feature, the Lords of Fortune Hall of Valor, and Haunts questline. I'll throw in Photo Mode as well, but that was one that we always knew we'd like to do, and had to dig deep to find the time and resources for it."
Q: "Is it set in stone that we will not be getting DLC?"
Corinne: "Correct, our focus was to tell a complete story with the release of Veilguard. Beyond the quality of life improvements and a couple new armor sets we're doing to support the game, we won't have any new story or gameplay content coming to the game."
Q: "Are there any plans to try and increase character saves on console to more than 3?"
Corinne: "This is something we've investigated, but because this touches our save file architecture there are no plans at this time to increase the limit."
Q: "Are you planning to make another Dragon Age after this one ?"
Corinne: "There are so many more stories yet to be told, and threats to defend against, within Thedas, but that's all we can say for now as we don't have anything new to announce."
Q: "With the polarizing nature of this iteration of Dragon Age, how did the media attention affect the team as a whole and the morale leading into and post launch?"
Corinne: "This is a tough one to answer, because it's so personal and specific to each member of the team. So let me say this, we've seen that with each Dragon Age release there has been a passionate, and sometimes polarized, response. When you consider how invested the players are, the nature of reinvention in the franchise, and the commitment to inclusivity, it makes a lot of sense to see the broad array of reactions. What I can say is that the team is really proud of what they have built, and the positive critical reception it's received. Within the team, we've been sharing all of the wonderful letters, fan art, and anecdotes from the players, and listening closely to the constructive criticism. That's really where we focus our attention."
Q: "Could you comment on current logic of Lucanis romance? Him leaving PC because of a certain choice does not make sense, because right after that he picks up the romance arc with Neve, who did exactly same choice. Was it intentional, or are we dealing with a broken plot flag or oversight?"
Corinne: "Lucanis is a deeply passionate individual, and rightly or wrongly, can't overlook that it was Rook's decision as the leader of the Veilguard to support Minrathous, when so many lives were bound to be lost in Treviso. It hasn't dimmed his passions, which is why he ultimately still pursues Neve, but it does come at the cost of the fledgling romance with Rook. As with all people, Lucanis is complex in the way he internalizes his experiences, and this is one he couldn't look past."
Q: "Are there any comics or books planned that are set after the events of DAV?"
John: "Ancilliary media is always tricky but personally I'd love to do more in that space. I think the ending of DATV leaves the world pretty well open to a number of different stories and exploring how the dynamics of Thedas have changed after the events of DATV is, IMO, a really fun path to go down."
Q: "Can we see Sandal in the future Game/DLC?"
Corinne: "That's an interesting possibility to explore. Especially given what we've learned in Harding's quest line and the awakening of her powers through her connection to the Titans. It's a really fascinating side of lore, but like we've mentioned already we don't have any new story content coming to the game or anything further to announce."
Q: "I want to give a shout out to John, Corinne, and Trick in particular. What a great group of people who clearly love this series! Would love to know about their canon Rooks/romances and their playthroughs" 
Corinne: "At this point I've done so many playthroughs it's difficult to keep them all straight! If there was one that I'd say is my "canon" however, I'd say it would be my Shadow Dragon Qunari Rogue, named 'Rin'. She was a Veil Ranger who was always a bit quick on the draw, chose to save Minrathous, selected Maevaris for Archon, and romanced her one true love: Taash! Ultimately Rin and Taash agreed that Taash should honor their life as a Rivani, before we defeated the gods, redeemed Solas, and sent him off into the fade to be with his own true love: The Inquisitor. <3"
John: "Qunari mage Rook who's romancing Harding. He's the handsomest Qunari in Thedas, and that's a burden he bears every day. I'd also just add that while I appreciate the kind words, a game like this couldn't come together without a tremendous number of people, far more than are active on social media. So shout out to the whole team for the hard work they've done."
Q: "Can we hope to see something related to Awakened Darkspawn in the future that the franchise has? (As in prequels or new instalments.)"
Corinne: "Difficult to say. I've always been a fan of the rare cases of Awakened Darkspawn, but if they were to turn up, it would need to be because they were right for the story."
Q: "My question is - what are your plans for upcoming patches? Do you expect that they'll mainly be bug fixes, or is there a possibility that there could be content patches? And if so, any chance for more interaction between Rook and the companions, since that's top of many of our wishlists for the game right now? (Lucanis in particular for me :) but every one of us has their own favorites!)"
Corinne: "I'm so glad you enjoyed it!! I believe we've responded to another question about the post launch plans, but let me include some of that information here as well. We're currently focused on various bug fixes, balance updates, and quality-of-life improvements. Notably new character creator options and armors for DA Day and N7 Day, and some cool features like Photo Mode filters. Beyond this focus however, we largely view this story as complete and are not planning for further story content."
Q: "Where does Andraste and the Maker fit into the world of Thedas given all that was revealed during Trespasser and Veilguard. We obviously know the whole story about the Evanuris and their role in shaping the world as it is, the Black City, the Blight, etc. Is The Maker just a human mythology that sprang up to explain this? Does The Maker still exist?"
John: "That's a weighty question. I do think there are some questions we should never (and likely will never) answer completely - I think the moment you reveal everything there is to know about a fantasy universe, you start to lose some of the mystery that brought people into it in the first place."
Q: "Are you going to add new armor or skins as you added the Mass Effect one?"
Corinne: "We actually just dropped the new Hawke-inspired armor, face paint, and body paint, as of today in celebration of Dragon Age Day!! Really hope you enjoy! I know for me personally, it's going to be my go-to transmog armor from now on."
Q: "What features/storylines were left on the cutting room floor? Followup if you're feeling generous: How was the development of Veilguard viewed internally, and was the majority of the studio satisfied with the time given to develop the game?"
Corinne: "Tightening up content and making cuts is a tough but typical part of game development. A few of the biggest cuts we had to make were trimming down the Faction story arcs, and letting go of a few explorable spaces. There were also a few areas, like blighted Weisshaupt that we could've returned to and explore. In both cases however, I believe we rightly opted to let go of these quests and areas in favor of increased focus on the quality of the existing Faction quests and exploration areas and shipping a high quality performing experience."
Q: "After reading the Dragon Age: The Veilguard book I noticed the jurassic tortoises didn't make the cut into the game, they were also teased in the initial teaser trailer from a few years ago. Any particular reason they were cut?"
John: "It's less about them getting cut and more that they just never moved far enough ahead to be a part of the game with full animation sets (combat, locomotion, etc)"
Q: "Is there any hope that you'll be announcing official mod tools, or a toolset like Dragon Age: Origins?"
Corinne: "No, we don't have any plans for official mod support."
Q: "My question is >! where does Solas/where do Solas and the Inquisitor go off to at the end if he’s redeemed? Back into the prison he made or just the fade in general?"
John: "We're leaving that ambiguous on purpose, but given that the Fade is shaped by dreams and thoughts, I think it's fair to say that the section of the Fade that Solas and the Inquisitor end up in is a lot nicer than the Fade that Solas gets trapped in with the other two endings."
Q: "How do you think Veilguard sets up the future of the franchise? Where would you like to take it from here?"
Corinne: "I'm sure it won't surprise you when I say we riff on this topic a lot! What really captures my imagination now that we've resolved some of the mysteries pertaining to the blight and the Elven gods, is exploring the aftermath of this crisis in a deeply destabilized Thedas. As you can imagine, given a blight of this magnitude, and the revelations of the Elven gods, it's going to have long lasting geo-political implications, and there will be those eager to take advantage of the situation. Not to mention, there is so much yet to explore in the nature of the the Dwarves and Qunari, and their relationship to the Titans and Dragons respectively."
John: "To riff on what Corinne is saying - I think, for myself, I'd love to look at taking it down from 'end of the world' to 'the world is changing, how do you adapt and react'. The balance of power has changed, and the Sword of Damocles that is the Evanuris and the Blight is no longer hanging over the world. What does that look like? Who's on top now? And with all the revelations brought up in DATV, what does that look like for the Dwarves, or the Qunari?"
Q: "1) I've seen people that they believe Andraste was a vessel for Mythal because of a comment Morrigan makes about a previous vessel falling in love with an Almarri Chieftain. Is this the case or was she talking about Flemeth? 2. About the Executors, is their manipulation more on the level of leaking information to select people to guide events, or is it more along the lines of "Loghain suspects that Cailan wants to ally with Orlais, let's stoke his hatred by having him see/hear events that remind him of what they did." 3. Lastly, are there any plans to let us visit Kal Sharok proper in any future games? It was great getting a small glimpse of the Dwarves from there and see an outpost but would love to see the actual city!"
John: "I think I'm going to have to keep the first question a mystery for everyone. :) For the second, it varies. The Executors are very mysterious and, more importantly, incredibly risk averse. They attempt to manipulate events in the most subtle way they can manage. Sometimes that means leaving a particularly inflammatory document on the right desk. Sometimes it means stoking existing fears and doubts. Not everything they try is successful, in part because of how unwilling they are to put themselves at risk. For Loghain, it would have been incredibly subtle. He's smart, strong willed and, in his own way, loyal to Ferelden to a fault. For others, it would've been different. I'd love to do more with Kal Sharok as there are some interesting stories still to tell that involve them, but we don't have anything to announce as it relates to future games."
Q: "If you could make one of the faction leaders a party member in the next game, who would you choose?"
Corinne: "For me, it would absolutely be Evka and Antoine (you have to bring them as a couple, right???). They've come to have place in my heart, and I would love to know what the future of the Wardens looks like. That said, a couple of runners up: Maevaris Tilani, and a reprised companion role for Isabela, would make me very excited!"
Q: "Did you expect so many players to be so thirsty over Emmrich? He is the best player in the game for me, thank you for his lovely presence."
Corinne: "I mean, we definitely had our suspicions. Within the dev team, we are also fans of the game, and what we found was that some of us were very drawn to, and quite vocal about, our resident necromancer. There's something so endearing about his gentle demeanor and that juxtaposition of necromancy as a force for good and reverence, that makes him really compelling."
Q: "I wanted to start out by saying I love this game, but one of my major questions is: What happened with the Lords of Fortune? They have significantly less content and reactivity than the other factions with Rook not even commenting on things that they would already know like Isabela explaining what "Pulling a Barv" is. Similarly, the Lords don't have a theme for the Lighthouse OR colorways or even a real faction quest line like the others have. Were they intended to be a different faction (a qunari/tal vashoth one maybe) and it got swapped late? Where they just added late when time/budget was already running low? Was it determined that fewer players would pick that faction so less resources were allocated? I feel like there's a reason as to why since the difference between playing as a Lord and playing as any other faction feels really extreme."
Corinne: "We always knew that some of the factions needed to have a larger presence in the overall story than others, so when we approached our content planning, we took that into account. They are inherently assymetrical. That said, I think there is a lot of interesting material to now work with in regards to the Lords of Fortune and the Rivain Coast if that's right for another story."
Q: "What was the motivation behind writing the Inquisitior's missives and the ultimate fate of southern Thedas? Is that an area you are likely to revisit in future games? T his question is the result of a lot of discussion that's been had in the fandom as of late and one to which there's no definite answer, but I'm curious: as developers and writers, what features and qualities do you believe make up Dragon Age's core identity?"
Corinne: "Around the time we approached Alpha, we realized that this blight, and the impact of the gods on all of Thedas was so much bigger than what the player would see in the north. We felt this was a natural opportunity to have the Inquisitor serve as that connection to the events happening in the South, to show that the entirety of Thedas was impacted, and the Inquisitor was not one to stand idly by. Sometimes I daydream about exploring the parallel adventures of the Inquisitor in the south while these events are unfolding in the north. That could be a really fascinating tale and perspective. Regarding Dragon Age's core identity. Well, that's a big question and one that will mean different things to different people. I can tell you that internally we've always stood-by the mantra that 'Dragon Age is an experience about people'. That is to say, the setting serves as an opportunity to really explore the depths and motivations of characters during times of crisis, joy, and companionship. Another that I reflect on frequently is how Dragon Age has become a franchise where each game has been different in its approach, and while it can make these titles challenging to develop, it also creates an opportunity to keep the franchise fresh."
Q: "What was the reasoning behind only making Dock Town an explorable area in Minrathous, rather than a combination of areas of the city, such as where the upper class lives?" [I think this comment was edited at some point after posting hence some of the answer below seeming unrelated]
John: "Given the state of Thedas at the end of DATV, Minrathous has become the diplomatic hub for the entire continent. While we could, to some degree, avoid references to the Divine and Ferelden's leader by virtue of this game taking place in Northern Thedas, I don't think that would be possible (or satisfying) going forward. There will, as always, be some choices that we won't reference, but others are, I think, going to be required to tell a coherent story in the future. Focus, more than anything. We originally had a few areas in Minrathous but rather than spread our resources thinly across multiple areas, we chose to focus on Dock Town and make sure it felt coherent and cohesive, as well as doing our best to stamp out any bugs we found. If we ever revisit Minrathous (which I'd love to do), I think we'd spend more time in the other districts. Both Harding and Davrin have specific, non-quantum reasons for being willing to sacrifice everything to stop the gods. For Davrin, he saw Weisshaupt fall - and he had his own opportunity to heroically sacrifice himself taken away. For Harding, she's been on this quest for nearly a decade, and she saw Varric, her friend and mentor, fall. Neve/Lucanis could have worked in either slot but that multiplies the complexity even further - and Neve already was earmarked for the wards."
Q: "During development, did you plan for a cameo of any companion from previous games that ultimately got scrapped? If so, may I ask who? And on this topic, has an appearance of the Hero of Ferelden on the table at any point? Is there a reason they haven't appeared since Origins?"
Corinne: "Thank you so much for the kind words! Glad you enjoyed! While not a companion, for a long while Charter had a role in the game. Ultimately we felt this wasn't the best fit and decided to move away from her appearance. In some cases, the opposite was true, where we added former Companions. Bringing back Isabela was a relatively late call, but we did feel we had the right role for her to fill within the Lords of Fortune. I often think about the role the Hero of Ferelden might play. It's a challenging one due to the choices the player may have made, not to mention how we handle giving them a voice that matches player expectation given they were a silent protaganist. But I do think there is something there, and I would like to explore it, if we can find the right story to tell."
Q: "If an elf were to, say, exist in the Fade for an extended period of time, would they regain the elven magic (if not already a mage) and immortality? 👀 And if, hypothetically, they one day returned to the physical realm, would those qualities persist? (Tried to be as unspoil-y as possible!)"
John: "I think, at this point, no one really knows what's going to happen to an elf who spends an extended time in the Fade. In part because the Elves of today and the Elves of Solas' past are not really the same at all. But also, the Fade has changed since Solas was a spirit. So while he may have theories, he can't say anything for certain."
Q: "Throughout the game there are many hints at a new storyline involving the past of the Qun, The Devouring Storm, and the involvement of The Executors. In what capacity can we expect this new narrative thread to be explored (novels, comics, next game)?"
John: "I think that if these story elements aren't at the core of any new material, they're at the very least going to exist on the periphery. The story of the Evanuris is done - the gods are dead (or imprisoned) and Thedas is in a state of flux and uncertainty. I imagine that whatever happens next is going to be a surprise to everyone, including the people of Thedas."
Q: "I was wondering what happened to the forgotten one and why was he scared of the eye does that mean something or is it just him say that he is scared of going back into the fade"
John: "When Anaris is defeated, he's sent back to the Void. What's there isn't something anyone really knows, but if you read the other Codex entries scattered around Arlathan, it's clear that Anaris has touched something far darker and more dangerous than he expected, and now it has his scent, so to speak."
Q: "Compared to previous installments, Dragon Age: The Veilguard makes an effort to de-centralize the moral complexities of Thedas (i.e. the softening of the Antivan Crows, the lack of slavery seen in Tevinter, etc), instead focusing on choices based on character arcs instead of politics and/or morals. Is this shift an intentional one? If so, should we expect these kinds of character choices to be the new standard for Dragon Age games?"
John: "What worked for DATV isn't necessarily what's going to work for the future. Particularly with Thedas left in the state it's in - the balance of power has shifted dramatically. The South is suffering and the North isn't doing much better. Even those who may have forgotten past prejudices and put aside their differences in the name of stopping the gods are now being faced with a very different world than when they began this fight."
Q: "What other player choices from Inquisition and/or Origins & DA2 would you have liked to have implemented if you had more time and resources? Also, what characters would you have wanted to bring back?"
John: "Well of Sorrows. I think that's the biggest one - and we had some ideas for what we wanted to do with it. Unfortunately, making games is rarely a straight line endeavour, and some of the challenges we ran into required us to scrap that choice. I'd have liked to do more with the Divine as well, though with how little we touched on Andrasteism in this game I think it would've been a bigger challenge than expected. I think Fenris is the easy answer, but it's also the real one. Given his history, his relationship with Dorian and Mae could've been fun to explore, particularly depending on how you left him in DA2. That said, the challenge always does come down to 'quantum' - if a character could be dead, you can't make them load bearing, so they end up relegated to a cameo."
Q: "Is there a canon reason (maybe in some supplemental stories) that explains what happened to Fen'Harel's agents? Are some of the Dalish clans still working for Solas? What are the Arishok and the rest of the Qunari doing while the Antaam are conquering parts of Thedas? Does their absence in veilguard imply that they secretly approve of their actions or are planning on using them to their benefit? The faction of crows we interact with is very heroic and often puts aside their role as assassins in order to protect Treviso's citizens. Does their altruism create fiction between them and the other factions, who might see them as weaker or idealistic? What are some of the other factions like?"
John: "Solas' experience leading the rebellion against the Evanuris turned him against the idea of being a leader. You see it in the memories - the entire experience of being in charge ate at him and, ultimately, convinced him he needed to do this on his own. And his own motivations were very different from the motivations of those who wanted to follow him - he had no real regard for their lives or their goals. So at some point between Trespasser and DATV, he severed that connection with his 'followers' and went back to being a lone wolf. There are Dalish clans who are sympathetic to his goals, but even there, there's an understanding that he's too dangerous to have a more formal connection with, and that he will, ultimately, sacrifice them to his own ends if necessary. The Antaam no longer recognize the authority of the Arishok. Part of why they've split into warring factions of warlords is that they felt his adherence to the Qun (which he still adheres to, even now) was holding them back, so they organized what I'd describe as less of a coup and more of a 'choosing to ignore his orders' and launched their own attack on the mainland. Absolutely. I don't recall if this exchange made it into the final game, so apologies if not, but it's very clear that the faction of Crows you interact with is the 'idealists' of the bunch. The rest of the Crows, on the other hand, are far more pragmatic and willing to work with whoever emerges on top of the pile. Illario's far more representative of the average Antivan Crow than either Teia or Viago, and it's only Caterina that kept him in check this long."
Q: "What led to the player Quanari appearance compared to the Antaam, who look like Quanari from the previous game. Was it an armor modeling issue or just a design choice?"
Corinne: "To be honest, it's both. First let me say that when you have a character creator with the breadth of sliders and options for both head and body, that does create some constraints that you need to work within. We felt this was ultimately a good trade-off for the player, to ensure they could get the full range of face and body sliders that the other lineages were afforded. Also, we viewed the player-created Qunari as a continuation of the style of player-created Qunari in Dragon Age: Inquisition, which in both games, differ from some of the other forms of Qunari we've seen."
Q: "Having reviewed some of the game files, I'm curious about what the "dreamer" mechanics would've looked like? Would there have been dreamers on every map? Would it have just been a dialogue or would we have been able to see/experience the memories/dreams the dreamers are stuck in?"
Corinne: "We explored the idea of Dreamers at several points in developement. I believe the instance you're referring to was a mechanic in which you could encouter a Dreamer in the world, and then also encounter their corresponding consiousness in the Crossroads. We would have used this as a way to encourage a "back-and-forth" set of optional quests and mysteries to encourage exploration and discovery. Ultimately we abandoned the concept because mechanically the Crossroads Gates and corresponding Champions were providing a similar experience in driving the player from the Crossroads, out into the world, and then back to the Crossroads again."
Q: "The hair physics in the game are incredible. When did the studio commit to improving the hair options/physics, and was there any conversation/debate over that? Bad hair has been a staple of the franchise, so this was a delightful change to see."
Corinne: "Thank you so much! We heard the fans loud and clear, when it comes to character customization, that we needed to step up our hair game. This tech was something our engineers, character artists, and technical animators were all deeply passionate about (as you can tell!). So all of that combined it was a relatively early decision to invest in."
Q: "Some of the companions’ questlines left me craving more lore! For example, how did Valta end up as the Oracle and how does her gift differ from Harding’s? How did Zara manage to get Lucanis possessed as a rogue? Are there any other Forgotten Ones like Anaris actively trying to make their way back to the world? In short, might these questions be answered in the next Dragon Age game or additional media, or are they purposefully left open?"
Corinne: "I'm so glad these stories have their hooks in you! We have to leave some threads to tug on for future stories. ;-)"
Q: "(Spoilery question) Do elves or dwarves exist beyond Thedas?"
John: "That's a great question - and it's actually one that Bellara herself asks. I think 'what lies beyond the sea' is one of the most interesting spaces to explore in Dragon Age and whether the same people exist there is something that... well, I have some ideas, but I don't want to get into spoilers."
Q: "What happened to red lyrium? It feels like it was all but forgotten after DAI, even though it is blighted lyrium, and it felt like it would have made perfect sense to dig into its lore and workings a bit more since Ghilan'nain is the mother of the blight, and now knowing what the ancient elves did to the titans for lyrium.Red lyrium caused a lot of grief over the games that feels is just up in the air now, I'm curious if it was written out for the sake of a different narrative. Sortof connected to my previous question, if red lyrium is now not so significant in the lore/missing from it, why did the two gods need a specifically red lyrium dagger after losing Solas' purified red lyrium idol one? How does one purify something/someone of the blight itself?"
John: "Red lyrium is still present in DATV - it's how Ghilan'nain and Elgar'nan are able to craft their dagger, after all, and it ties directly into Harding's personal quest - but at a certain point it felt like it wasn't serving much of a purpose 'out in the world', so to speak, that the Blight wasn't already serving. It made a lot more sense in DAI, where you had the Red Templars who were directly using it to gain power, but without them in the picture, we chose to lighten the emphasis on it for DATV. Particularly in a game where the connection and threat of the Blight is so much more immediate, with the gods out in the world."
Q: "How did you get the hair physics to do all that?"
John: "A lot of tremendous work from character art, programming, tech art and tech animation. I'm sure I'm missing some groups but, yeah, the hair really is incredible. I've been on DA since DAO and I recall the (fair) critiques we got of our hair post-DAI. It was incredible to see it come together."
Q: "Where does Emmrich sleep? He’s the only one without a bed in his room lol"
John: "He sleeps standing up, like a horse."
Q: "which of the three/four endings do you find the most thematically satisfying? in regard to solas and/or rook (because i’m not sure the answer is the same for both!) & why isn’t rook invited to the book club?? sorry this is my villain origin story, why is my beloved emmrich enabling this social ostracism. does rook canonically hate to read?"
Corinne: "As a Solavellan, I personally love the Redeem ending with the Inquisitor/Solas romance variant. I cried my eyes out at the end of Trespasser, and now that they can finally be together to know the joys of their love makes me so happy."
John: "I'm a big fan of Outsmart, largely because I think there's something deeply satisfying in outsmarting someone who is very confident about their cleverness and spends a lot of the game reminding you of it. That said, I will admit that the Solavellan ending is deeply moving, even for someone who, at one point, wanted to fight Solas like a Yakuza boss. As for why Rook's not invited - it's entirely an attempt to avoid forcing roleplay on a character that may not fit your idea of Rook. Some people's Rooks may not have the connection to the team that would let the book club make complete sense. That said, I totally get why people wish their Rook could be involved."
Q: "TLDR: ll some classes be buffed? Iirc in an interview corinne (i think? I dont remember where or who), said shield toss got nerfed cuz it was waaaay too strong. Having playing the game now with pretty much all classes, will there be some balancing changes? I definetely dont want shield toss to be nerfed again, i love it soooo much, but its definetely waaaaaay above everything else i managed to build so far."
Corinne: "We're definitely monitoring class balance, and have generally taken the stance of "buff not nerf". That said, we're finding pretty good viability for all of the specializations, with the right supporting skills, gear, and companion builds. So in terms of priority that's lead us to largely focus on addressing properties on skills and gear that were not functioning as intended. I don't want to dismiss your feedback here though - I'll take a moment to dig deeper into our Veil Ranger data and see how those builds are comparing specifically. Glad you're enjoying the shield toss builds. That playstyle was definitely one that we were very excited about supporting!"
Q: "Why did Assan have to die with Davrin in the Ghilan'nain choice?"
Corinne: "Turlum is a powerful bond. There was simply no way Assan would have given up on Davrin so easily. Hope is a powerful force when it comes to the people you love, and sometimes we risk everything for it."
Q: "Something that has me confused. When Bellara/Neve are blighted but help use the blight to stop Elgarnan and at the end when all the blight in the area died and they were cured of the blight. How did they get cured? Is the blight itself now curable? Also, how did Solas manage to cure the red lyrium idol of the blight so he could have it back to it being the normal lyroum dagger?"
John: "When Solas bound himself (or, depending on your ending, was forcibly bound) to the Veil, it severed the connection that the Blight had to the waking world. The reality is that the Veil has been leaking ever since the Magisters first entered the Black City, and the dreams of the Titans gave it its terrible and awesome power. Now that the Veil is fully repaired, the Blight lacks that motive force, and being so close to the epicenter of that change has stripped the Blight in Minrathous of its vitality. It's calcified now - dead - and Bellara/Neve no longer suffer its effects. If they'd been anywhere else, further from that epicenter, it would've likely been different and they still would be looking for a cure. But without that power behind it, it's less dangerous and deadly than it's ever been before. So while it isn't generally 'curable', it's less of a short-term death sentence than it has been previously. As for how Solas cleansed the idol - another ritual. This one was much smaller scale, but a lot more dangerous."
Q: "What lead you to the decision to step away from active conversations with the companions as in previous Bioware games, where you can initiate them at any moment and ask exhaustive questions?"
John: "For us, because of tech limitations, it became a choice between exhaustive investigate conversations, or letting the companions move more freely around the Lighthouse. With the kind of experience we were going for, one where seeing the team grow around you is paramount, we felt that seeing them interact in common spaces (and in each other's rooms) made more sense."
Q: "I have just one very important question: what are your thoughts on Solas and Rook as a pairing? Their chemistry and interactions were a highlight in the game for me personally and I need to be able to sass and then kiss that egghead."
Corinne: "Oh gosh, you and me both! I'm not sure any of us could have anticipated how notable that chemistry turned out. And what excites me is how this relationship is something that could be developed even further."
Q: "I was wondering if it would be possible to see Cassandra in Nevarra interacting with Emmerich or Zevran in Antiva interacting with Lucanis? I understand that there a danger of turning any game into a cameo fest that would only appeal to old school fans but I did miss them. Especially as we had Isabella and Dorian in Rivain and Tevinter. To make the question a little more general what are the chances of seeing pre veilguard companions in any future iteration of dragonage?"
John: "I think the joy of the kind of 'fresh start' that the end of The Veilguard gives us is that, if we do make another game, we're no longer spending so much of the early game not only onboarding players into a new story, but also onboarding some of them (namely, those who didn't play DAI or don't remember it) into the story that leads up to this story. And part of what that allows you is more opportunity for returning characters who are meaningful, because their past is less likely to be narratively load bearing to the story. People who recognize them will have a moment of recollection, and people who don't won't be any more confused by the experience."
Q: "How did Jowin achieve the rank of First Warden? Was he ever deserving of the kind of respect Davrin seemed to have for him?"
John: "By the time you meet Jowin in DATV, he's become a political creature more than anything else. Which makes sense - after what happened to the Order in Origins, I think there was an internal realization that they had to spend more time making nice with the leaders of the various countries so no one would ever do to them again what Loghain did back then. But he didn't get that position entirely due to his connections. He was a fearsome warrior and a brave Warden in his own right, saving people and winning against impossible odds time and time again. He's older, though, and is still fighting the last war in his mind. Internally, we always described him as the general who was a brilliant tactician back in his time, but war has changed so dramatically and he refuses to keep up. I think he was deserving of that respect, though - and if you choose to talk him down (which very few of you seem to have done) you'll get a glimpse of the man he used to be."
Q: "If Solas ritual succeeded, what would have happened to the elves? And to the human? The art book make it look like they just drop dead but solas dialogs don't seems to go in that direction"
John: "I think the reality is that even Solas couldn't properly answer that question. In his mind, there would be some pain and suffering, for sure, as everyone adjusted to the raw magic now pouring into the world and the demons everywhere, but eventually everyone would live surrounded by magic and possibility. Immortality would be possible as well, and you can't make a world saving omelette without breaking a few eggs. I also think Solas is a gifted liar to everyone, including himself. Deep down he knew that the ritual was going to result in large scale casualties, but he saw it as an acceptable price to pay to fix what he saw as his mistake."
Q: "Unlike the last game, there were 2 fewer Companions, a rouge, and a warrior less, if it was up to you what sort of characters would fill up those two spots? and also if you could have a character from earlier games temporarily join you for a single quest who would you choose? with the exception of Bioware games which RPG game is your favorite"
Corinne: "Oh gosh, well I'll answer some of questions 1 & 2 together... I would have loved to bring back Fenris, either as a cameo or to fill that Warrior slot. As for the Rogue role, I do think something akin to the Saboteur Specialization would have been an interesting style for a Companion. Favorite RPG outside of BioWare games, well I'll give you three in order: Baldur's Gate 3, then Xenogears, followed by FFXII."
Q: "What happens to the lighthouse and the crossroads after the end of the game? Do the Veiljumpers claim it?"
Corinne: "Good question! I actually daydream about this one a lot! Does Rook, assuming they survived, continue to reside there given what they'd been through with Solas? Is stewardship returned to the Elven people? One thing has always been true for me: The Lighthouse existing as it does is intrinsically linked to the Caretaker, and I doubt we've seen the last of them."
Q: "My questions are mainly centered around the game's lore. Dragon Age Veilguard seems to have established a very elf centric past for the world as well as the races populating the world. Current state of the Titans, the Blight, the Old Gods, and some other things I may be forgetting, they all have links and origins to the Evanuris and the rest of the elves. In future installments, can we hope for other races to get more attention with respect to this? Because right now, it feels that most of the biggest mysteries of the universe as well as circumstances leading to the present state of the world, are a result of the elves... T o me, the magic system in Veilguard felt very different from the other games in the series. When Bellara mentioned stuff like 'recalibrate the matrices', 'readjusting energy flow', etc., it felt more scifi than fantasy. None of the past Dragon Age games had this kind of talk and it felt too big a leap for going from Southern Thedas to the North, especially considering none of the Northern characters in past Dragon Age games spoke like this either. This was one of the few instances in the game that felt immersion breaking to me. Can you guys help reconcile Veilguard's magic system with the magic of the past games?"
John: "I do agree that the elves have had their place in the sun at this point. We're never going to stop telling stories about the elves, but I think there are plenty of interesting stories to tell in Thedas where the Evanuris are tertiary characters at most. I think that's a fair reaction, but I'll answer the question in two parts. First - Bellara assumes she knows everything about magic. She probably knows more about the way ELVEN magic works better than anyone else in the world who isn't an Evanuris - but that doesn't mean she actually knows how magic itself works. The thing about the Evanuris is that, ultimately, they were able to take a very specific type of magic and shape it into doing what they wanted. But even their understanding of magic was only skin deep. Bellara and Emmrich get into this a little bit in their banter, but so much of the rest of the world - the magic of death that the Mourn Watch wield, for example, or the magic of the deep Fade that Bellara feels when she does some of her experiments in the lighthouse - is not the same as Elven magic. Even the magic that Tevinter wields, the magic of the Southern mages, is different from what the Evanuris used. The magic of the Evanuris is powerful but it's sterile, and it's constrained. So while the Evanuris have made magic work in a way that's more predictable and understandable, it's not the only kind of magic out there, and even then, I'd say they understood it at a very surface level. People were confidently describing how the natural world worked back in the 16th century. Very few of them were right."
Q: "I need to know about companion approval! I understand how companion bond rank works as it is well explained and visible in-game, but I cannot seem to find a good explanation for approval. Are the two linked? What effect does approval/disapproval have in the game? Is there something I'm missing in-game where current approval level is visible and I just haven't found it yet? PS: Spellblade Supremacy"
Corinne: "Yes! They are linked! Approval does contribute a small-to-moderate amount of progress towards your Bond. Disapproval is a small negative, but it's important to note that your Bond cannot de-level. Overall however, the surest way to advance your Bond is by helping the Companions with their personal quests. Also, really glad you enjoyed Spellblade as much as we did! The gameplay team really outdid themselves with that Specialization."
Q: "I'm mostly wondering if/how the griffons can be saved as a species since there's only one surviving clutch. It seems like a lack of genetic diversity would doom them to re-extinction, but I'm hoping there's a lore-friendly way to overcome that."
John: "It's funny you say that because I keep thinking the exact same thing. I can't remember exactly how much genetic diversity you need to have to make a species viable but I am sure it's more than just the clutch of eggs you saved from the Gloom Howler. But in a setting with as much magic and mystery as Dragon Age, I think that's probably the least of the problems the Griffons are going to face going forward."
Q: "With the ending showing a cured Neve/Bellara is that implying that the Blight outside of the Fade has been cured? If so, do Wardens no longer hear the calling, and what does that mean for the Kal-Sharok dwarves? Especially curious about this since DA:I implied the HoF was searching for a cure to the calling. In the concept art book it seemed like there were plans to show us more of Minrathous/Tevinter than just Dock Town. Curious to know what changed and if we will ever have an opportunity to return to other areas of the city?"
John: "The Blight is forever changed. It's less perilous and less virulent than it was before, and whatever motive force was coming through the Veil to empower it at the end of the game has been severed. That said, it still exists in some form, and not everyone is going to be cured in the same way. Beyond that - the Wardens no longer hear the whisper of the Calling, but right at the edges of perception, they're hearing something. What is it? Great question. With how long this game's been in development, there are things that have come and gone over time as we shift the project's scope and direction from one type of game to another. Originally we did have more of Minrathous built out for the player, but we chose to focus on making Dock Town feel meaningfully full of content instead of creating more areas just to put nothing in them. I will say that, for me, I want to revisit Minrathous in the future. I don't think we gave it enough time and there are multiple other stories that can be told both in it and with it. Particularly with the way the game ends, its importance in the world has only gone up, as it's become the diplomatic hub of Thedas, and thus a place of even greater importance in the world."
Q: "Maybe someone else can answer this question but why does Mythal’s essence relieve Solas of his guilt in the romanced Inquisitor ending when in his memories, she’s objecting to what he’s doing? Since winged dragons are female, does that mean the Archdemons/Old Gods are female? I noticed they’re labeled as male on the wiki and was unsure if it’s not updated or Old God followers assumed or were told they were male. I understand if this might pose as a logistical nightmare but would the devs consider polyamorous and/or open relationships instead of monogamy if they haven’t already? Given how diverse sexuality is in Thedas, I’m surprised there aren’t more instances of poly/open relationships. I miss going to brothels too"
John: "People grow and change over time. Mythal's essence - and in particular, the fragment of her spirit that Morrigan carries, that she got from Flemeth - is not the same Mythal who he knew millennia ago. Centuries of living in this world and being around the kinds of people Flemeth found herself around - the Hero of Ferelden, Hawke, the Inquisitor - changed her views, and made her realize her own culpability in turning Solas into the kind of person he is now. Correct, all Archdemons are female. Elgar'nan, of course, doesn't really care what reality is, only what HIS reality is, and so he's quite happy to see Lusacan as simply being an extension of himself and, thus, male. Something about Elgar'nan that we only really show in the ending is that he is, in truth, just as scarred and blighted as Ghilan'nain, but he uses a portion of his magic to always look handsome and regal, because his ego really is that big. Polyamory is something we've talked about doing before, and it's something that I know the writing team was into, but rather than simply turning it into a 'you can have multiple romances' toggle we wanted to be sure we did it respectfully and properly."
Q: "Does Solas know about the Executors and will he ever appear again in future games (similar to Morrigan)? Was there ever a point that the Inquisitor was considered as the main or secondary protagonist for this game? It was interesting to have a person with no knowledge about Solas–a cunning, ancient elven god–try to track him down especially when that anonymity did not work in their favor anyway (Solas knew about Rook for a year prior to meeting). Was 'rook' initially an alias for the Inquisitor, which they'd utilize to stay under the radar in the north, away from Solas' agents eyes and able to track him down because they knew him well (ex-companion/friend/lover)? Like was this idea ever discussed at the table or suggested by writers but trunked for xyz reasons? Idon't know if Trick Weekes will see this but I just wanted to tell them thank you for writing Solas-- in a HEA ending, what do you think they're upto in the prison? (besides the obvious)"
John: "Solas knows more about the Executors than he's let on - in fact, he knows more about the Executors than any other living being, including the other Evanuris (though I suppose they're not technically living beings anymore). But even he isn't entirely sure what they're up to or who they actually are. Their paths have crossed before, though - beyond the Tevinter Nights story that they briefly show up in. As to whether he appears again - I think it's fair to say Solas' story is done, at least for now. Even back in early development, the protagonist for this game was always going to be someone other than the Inquisitor. I don't recall if, in those early days, we ever discussed the possibility of bringing them back - the struggle with having the same protagonist game after game is that you really do paint yourself into a corner. Either it becomes prohibitively expensive to account for branching, or you ultimately underserve the very people you're bringing them back for. Rook was always the protagonist, though in very early days Rook had a number of other potential monikers including Shrike and a number of other bird names that I do not remember."
Q: "Why aren’t the Tranquil ever mentioned or depicted in the game? Correct me if I’m wrong but I’m pretty sure the word tranquil isn’t used even once. Have they been retconned? During development was there ever a conversation about potentially including a Solas wins ending? Where he succeeds in tearing down the Veil either because you let him or because you fail to stop him? I know I’d be curious to see what Thedas would look like afterward."
John: "Tranquility still exists. While not unheard of in Tevinter, the reality is that it's a far more common punishment in Southern Thedas than it ever was in Tevinter. In Tevinter, in particular, it's used more of a tool of political vengeance - but generally, only against a mage who is utterly without allies or political power. All the Tevinter mages you encounter in DATV, including Maevaris, still have some clout and subjecting them to the rite would be a huge expenditure of political capital for very little gain. Better to leave them alive and stripped of their formal authority. We had a few conversations about some non-standard game over endings, actually - anywhere from 'player takes too long in the Prologue' to an out-and-out 'yeah you know what I think I'll help Solas' conversation choice early on. What we released in the game I'm happy with though, as there are already multiple different endings you can get depending on your choices in the game."
Q: "Any chance we're going to get any behind-the-scenes content? I CRAVE a high-quality video clip of Zach doing mocap for Assan."
Corinne: "You never know! We do enjoy sharing new content from the game on our social channels so follow along in case something pops up."
Q: "What was your favourite region/area to work on (whether that be writing quests, level design, or any aspect)?"
Corinne: "For me, it was definitely Arlathan Forest. The team had so much fun with the exploration, the environmental storytelling, and the strange magic manifesting in the area. In particular I remember the first time I saw people that had been twisted into trees showing up in the area, I was taken back by the inventiveness of the team in capturing that beauty in horror. I must say, I also found the sightlines in the area absolutely gorgeous. It was really fun to watch it develop."
Q: "What are these called? [link]"
John: "Tadpoles is the name we use internally."
Q: "are telemetry surprising you in any regard?"
Corinne: "The biggest surprise for me in the telemetry is that the Save Minrathous/Treviso choice is basically split 50/50. We were all anticipating that saving Treviso would be the clear winner, but I'm happy to see it's not so cut and dry."
Q: "Did you ever thought that players would be addicted to having Rook barrel through crates and chests? There should be an Achievement for non stop barrel rolls lol."
Corinne: "Oh 100% yes! In fact, originally wide-spread destructibles weren't really planned for as a part of the game. We found with our particular take on combat that it just felt reaaaally good to smash the few destructibles that we did have. I think I spent the better part of a year putting in constant requests to make more and more things smash and break apart - not to mention the ability to roll through them! I'm glad to see I'm not alone in my obsession. Let's go break things!!"
Q: "1) Was there any plan with Radonis during concept period? 2) What more about Neve's family can you share? 3) Is there a parallel in the way Solas sacrificed the world to restore the elven world and Celene burned Halamshiral to save Orlais from a civil war? (Trick Weekes p l e a s e)"
Corinne: "At one point we did toy with having Radonis make an actual appearance in the game. In fact, if Minrathous falls to the Venatori, we had discussed having his execution on display, but we ultimately chose not to pursue this."
John: "For Neve, I'll have to ask Neve's writer, as I don't recall off the top of my head. For the question about Solas - I think it's less a direct parallel and more that Dragon Age is a series where major players sometimes have to make incredibly difficult decisions that may NOT necessarily be the best decision, but it's the best for them at the time - true for both Solas and Celene."
Q: "I just want to know... do the other companions also think Davrin's a hunk? Do you think there are companions who were rooting for a Rook x Companion romance as it was happening?"
John: "I think the different companions have different relationships with Davrin. Bellara, for example, sees him as almost a big brother - someone who she has a unique connection that she doesn't share with the other companions. Neve sees him as a fellow professional, who hunts monsters in much the same way as she does, just that his monsters are a lot more literal. As for who's rooting for a romance - I think Bellara is just excited whenever people get together. She's a huge romantic and a believer in happy ever after, so she's going to fully support whoever of her friends get together."
Q: "Please humor my newfound Nevarran cuisine obsession - it seems, based on the menu at the Lords of Fortune bar, that Nevarra is majority vegetarian ("want it Nevarran-style? Ask to leave off the meat!" or something like that), and we know Emmrich is a vegetarian. But Emmrich also reveals his father was a poor butcher. So, my questions - Who is eating the meat produced by Nevarran butchers if Nevarra is vegetarian enough that other countries equate Nevarran = veggie? Do butchers largely cater to non-Nevarran immigrants or visitors? Are the Mortalitasi/Mourn Watch entirely vegetarian (would make sense, just because of being put off by being around corpses all day, and their reverence for said corpses)"
John: "While Nevarra is a primarily vegetarian country, that doesn't mean everyone who lives there is a vegetarian. Nevarra attracts plenty of students and scholars from around the world, given its unique connection to the Necropolis and the specific magic tutelage that the Mourn Watch offers. With that in mind, its cuisine is going to be pretty broad across a number of different cultures and regions - and for some of those cuisines, meat is absolutely a very big part of it."
Q: "My biggest question is this: if Solas had been released by Mythal before Inquisition started, would he have let go of his plan? Was service to her all that was motivating him? Or would he have decided to continue with his plan until the inquisition showed him that the modern world mattered?"
John: "The latter, I think. It took the confluence of everything that's happened to him in the time since he woke back up to get him to where he needed to be for the Redeem ending. Guilt and regret motivate Solas."
Q: "When I’m writing, I tend to listen to music that goes along with it. Did any of the Devs have songs they listened to that they felt tied into the game or the characters?"
John: "I can't speak to the other writers necessarily, but for Bellara I listened to a LOT of Aphex Twin. There's something about the ambient weirdness that really worked for me as I was writing her character (to the point that one of their songs is my most listened song in 2024)."
Q: "Are rivalry paths abandoned for Bioware games? What made you design approval/bond in a way that only goes up?"
Corinne: "Oh definitely not! Rivalry will continue to have a role when the story calls for it. In the case of Veilguard, we conceived of this threat being so large, that your companions would commit no matter the cost. This afforded us some unique opportunities, like being able to tie the progression of the Companions to your relationship with them."
Q: "What are you as a team most proud of and are there any plans for a NG+ Update ?"
Corinne: "Gosh, there are so many ways I could answer this. And I think the answer would differ depending on who on the team you were to ask. So let me just say this: The creation of any game of this scope, with a team this large, is kind of miraculous when you consider all the knowledge, coordination, discussion, and expertise required. So broadly speaking, what I'm most proud of is the way the team came together to pivot and be true to BioWare's roots of creating great single-player party-based RPGs, and delivered such quality and stablity. I'm also quite proud of how player-first the effort was; Everything from being Steam native, to no Denuvo, to no micro transactions. We mustn't take for granted what monumental task it was to make this happen. There are individual features and experiences that I know we are all proud of as well. The character creator, for example, was a really big one for us. We've long sought to put the control over player-characters in the hands of the fans, and this is the game where the team believes we've best done that. In fact, it was central to one of our creative pillars "Be who you want to be". As for NG+, that's something we discussed, but at this point we don't have any plans to support it."
Q: "Can you go into more detail of Spite’s role in Rook and Lucanis’s romance? Did you expect everyone to want to romance Vorgoth?"
John: "Spite gives Lucanis and Rook privacy whenever they're being intimate. This was, I'm sure you'll be surprised to hear, a consistent topic of discussion as we planned out some of our romance scenes - is Spite watching? But no, he wanders off and reads a book (or whatever demons do for fun). At this point I am not surprised about anyone y'all want to romance. Sentient fog bank? Sure"
Q: "Looking further, what parts of Thedas you personally want to explore more (regardless if that will or will not be implemented in the future games)? Maybe specific time periods?"
John: "I don't think it's any secret that I find the idea of 'what lies across the sea' to be fascinating. It shows up a lot in Bellara's content - what happened in the parts of the world that weren't Thedas? But Kal-Sharok is another place I'd love to spend more time in. It has a very unique relationship to dwarven culture, and particularly in a post-DATV world, it feels like it'd be super interesting to get more time with them."
Q: "What made you decide to remove greatswords as an option? It's one of The fantasy weapons. Why did you choose to have a "convergent" design, gameplay wise, of classes? What i mean is that all classes have a melee option, a "parry" of sorts, amd a ranged option, with warriors throwing a nonexistent shield when 2h. Usually, in an rpg, different classes have different capabilities and limits, to make them feel more diverse. What made you choose otherwise?"
Corinne: "Originally when we concieved the 2-handed weapon stance for Warrior we did want to include Greatswords. We moved away from it largely because the movement set when swinging a large blade diverges quite a bit from what you'd see with an axe or a hammer. Ultimately we felt, given the number of bespoke animations and transitions it would take, that the time is better invested in other areas of the experience. Regarding the classes, we opted for a unified control scheme and baseline set of actions each could take (e.g. every class having a ranged attack for example) for several reasons: 1. In knowing that each class has a similar core set of actions, it allowed to better design the encounters, levels, and missions with a greater level of variety. If Warrior, for example, had no ranged attack, a large number of the missions would have much more egregious constraints on what we expect the player to do. 2. It allowed us significantly more space to play with the types of builds and breath of the skill tree. We're all very proud of how this played out in practice, and in our view created a high degree of divergence. 3. Given the real-time nature of the gameplay, it's a benefit to lean into the muscle memory the players have already established on prior playthroughs"
Q: "Hi I'm non-binary and the ability to be non-binary in this game was really special and made me feel seen in a way no game has before. In addition---TAASH! "NUFF SAID. Love em! My question is: how did you get so much past censors in 2024? How did you deal with localization? Was EA supportive of the push for more representation? Do you think we can see more diverse companions like Taash and our own player character in the future in Bioware games? I am a little worried about the backlash to Taash and the player character, especially right now. It is scary to think about going backwards after you've just achieved this amazing thing for video games. Thank you so much for making me feel so loved playing a video game, this game gives me so much hope and joy for being a trans gamer and nerd and person. I know there's a lot of hate but for me it means the world."
Corinne: "I'm so glad Taash meant so much to you, and so many others! There are two mantras we often refer to within the team: 1. We believe stories are better when they reflect a large variety of relatable experiences. 2. Games can be a reflection of the teams that make them. Taash's journey and support we had in bringing it to life, was something everyone on the team wanted to do and was invested in. It was a story and experience we wanted to tell that made sense in this time and place. I wont lie, it wasn't easy. This is a delicate subject, deserving of respect, that is deeply personal to so many. We didn't want to mess it up, especially for those it would mean the most to. We were fortunate to have a lot of support through internal and external partners to ensure we were handling this story with care, and of course the talented writing and experience of Trick Weekes. It lead to a lot of edits, localization challenges, and some rewrites. But as the old adage goes, nothing worth having comes easy."
Q: "If Solas is bald because the ancient elves just go bald during their immortal lifespans, then why does Elgar’nan have hair?"
John: "I think maybe it's more accurate to say that Solas lost hair because of stress. Elgar'nan, on the other hand, doesn't feel stress - he makes other people feel stress. And, honestly, Elgar'nan is incredibly vain. Something that doesn't show up until the end game is that he's also very vain. The reason he doesn't look blighted and corrupted throughout the game is he uses a portion of his magic to remain looking the way he does."
Q: "In the DAI trespasser DLC elves saw the crossroads different from the other races. Why was that not the case in this game?"
John: "The Caretaker gets into it a little bit, but while the Crossroads in Trespasser were 'peaceful', the Crossroads in DATV are under assault by the gods."
Q: "If you could start DAI or DATV again, what would you change/add/remove? Could you share with us the most emotionally difficult moment to achieve in DATV? And the easiest? Favorite moment?"
Corinne: "One of the most difficult moments to land was actually the prologue. It sets up a lot of context for the player, and evokes a lot of big feelings. We did many revisions on it before we found the right balance of pacing, information, and tension. In my experience, prologues always are among your most reworked content"
John: "Absolutely the Varric twist. There's always a balance of trying to leave hints for the players while not having them guess the ultimate end game of it, and it's INCREDIBLY hard to make that judgment yourself, because you KNOW what's coming, and all you can see is 'how could anyone NOT get that this is coming?' But I'm happy with how it was received and how it landed. The actual conversation with Varric at the end, though - that one was a gut punch."
Q: "So… does Bianca know?"
John: "Yeah. Harding would have gotten word to her."
Q: "I'm curious to know two things, both Solas related: -What happened to his followers? Presumably they weren't /just/ following him and were on board with the revolution that he represented. -What was his plan past making a new prison and transferring the two Evanuris? It sounds like still an eventual tearing down of the Veil but how was he actually mitigating the risks across Thedas? (Presumably with that network of followers)"
John: "Essentially that. Keep the Evanuris imprisoned, tear down the Veil, and then Solas was CERTAIN everything would get better, even if some people had to, tragically, die. One of Solas' defining characteristics, of course, is that he overestimates how successful his plans are going to be (if you listen carefully to the argument between Solas and Varric in the prologue, Varric makes this exact point - everything Solas has tried ended in disaster, so why wouldn't this as well?) As to mitigating the risks - he had a few things going on, but as to how effective they would've been, I think it's safe to say that it wouldn't have worked as well as he'd hoped."
Conclusion: "We've answered everything we can for now, thank you all so much for your questions and the love for Dragon Age!"
[source]
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nadas-dirthalen · 1 month ago
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Dragon Age: the Veilguard Was Packed with Lore — But Many of Us Overlooked It
— PART ONE — [ 2 ]
Welcome back, friends and travellers. If you've been here a while, you'll know that I wrote 30,000 words of predictions in the week and a half before DA:tV released. But here's the most surprising thing—I was right, for the most part.
I spent my first Veilguard playthrough grinning (and then sobbing) at all the lore reveals. And here's the thing: I think most of us missed a lot of them, including even me.
So let's begin with...
Titans: Dark and Light, Compassion and Rage, the Eternal Hymn and its Endless Listeners (1/2)
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This is your warning: This post will contain spoilers for the entirety of Dragon Age: the Veilguard, and all Dragon Age content made before Veilguard.
Alright, pals. If you've been here a while, you know how this goes. I always start by listing what we're going to cover, like anyone who's never fully recovered from academia.
Today's Discussion:
What Veilguard (Re)Taught Us about the Titans
The Titans the first Shapers of the known world.
The Titans are beings of the Abyss.
The Titans are sleeping, dormant—but alive.
Dwarves are the Titans' children, created to tend them.
The Evanuris mined the Titans' bodies to create people.
The Titans—the Earth—fought back.
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What Veilguard (Re)Taught Us about the Titans
The best thing about Dragon Age, as someone who loves the series to death, is that its worldbuilding is consistent, but also bears the unique quality that we, as players, are not aware of it all. Our protagonists in each game don't know everything; the people they learn from also don't know everything. We learn what we can through codices that are all biased and need an extra layer of decoding. This is a feature, not a bug.
It also means that we did not know how to understand the Titans before. Even my 30,000 words of theorycrafting, especially my piece all about the Titans, had elements of speculation. I had to check that speculation against other sources like the Chant of Light, which is a source that we REALLY did not know how to decode when it was revealed piece by piece in DAO, DA2, World of Thedas, and Inquisition.
Here, I'm going to break it all down, piece by piece.
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The Titans were the first Shapers of the (known) world.
It is said in the Descent DLC that Titans are enormous beings whose singing shapes the world. Their existence predates much of Thedas, if not all of it. The Titans are called the first Shapers for this reason, and in Veilguard it is restated several times over that they did, indeed, shape the world—for instance, by Cole in Inquisition.
"Their ancient shapers were mountains drawn of all their wills, walking their memories into valleys of the world." —Cole dialogue.
Inquisition told us so much more about the Titans than just that, though. The Titans have a realm all their own, a counterpart to the Fade, mentioned over and again in the Chant of Light and referenced as a quest name in Inquisition.
Here lies the abyss: the well of all souls.
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The Titans are beings of the Abyss.
Now, it's important that I mention right here that the Chant of Light has existed long before Inquisition. In fact, its tale is what opens DA:O as the game begins. Recently Eurogamer stated that BioWare has had a massive lore document for the 20+ years of its existence, and I believe that there is no truer example of this than in the Chant of Light itself.
The Abyss, for a long time, was a mystery to us. Inquisition cleared it up a lot—not only with its game content, but with World of Thedas' publication shortly thereafter.
Not only is the Abyss referred to in many elven codices, but we go there. The key locations of the Descent DLC—the Forgotten Caverns, Bastion of the Pure, and the Wellspring—are in a region called the Uncharted Abyss.
Now, with Harding, we go deeper into the Deep Roads than the average dweller. The same is true in that instance: venture down far enough, and we reach a Titan's heart.
We find a Titan's heart there. But the Titan does not wake—none have before DA:tV, and even then, they have not fully woken. Because, for as long as we have known...
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The Titans are sleeping, dormant—but alive.
"It's singing. A they that's an it that's asleep, but still making music." — Cole dialogue.
There is so much Cole dialogue in Inquisition that speaks on the sleeping Titans, on their old songs that once sang the same, on how they will never wake up, that it would be folly to try and post every codex here. Suffice it to say: Cole knows of the Titans, knows of their songs, and knows they are asleep. He is one of the pathways to our knowledge of the Titans in Inquisition, and his words are peppered throughout the game.
The Chant of Light also makes reference to a mountainous Maker, who oft speaks about a forgotten mountain. When Andraste meets the Maker "in darkness unbroken," specifically, these words are used:
The Maker Appears to Andraste (7) Eyes sorrow-blinded, in darkness unbroken There 'pon the mountain, a voice answered my call. "Heart that is broken, beats still unceasing, An ocean of sorrow does nobody drown. — Andraste 1:7
Heart that is broken, beats still unceasing — a being who has been broken, but whose heart still beats. We can hear that, in the Descent DLC.
Veilguard confirms that both sources are true through Harding, her personal quest, and the codices for the Dwarven people.
Records that exist outside of Orzammar mention "great sleeping Titans" and "the First Ancestors." — Codex Entry: Harding's Notes: Orzammar and Titans
Harding's experiences in Veilguard, in this way, serve to prove Cole right. That is a deliberate narrative choice: BioWare's way of saying, Yes, this is true. Yes, you should take Cole's take on Titans as correct.
We also know, from Cole, that this state of being is permanent. Not only are the Titans asleep, but they don't know how to wake.
Songs screaming far away. It wants to wake up but can't remember how. No one should be here. — Cole dialogue.
This becomes crucial information in Veilguard, and central to the main plot. It serves as the backdrop for what actually matters most to the characters living in Thedas right now, which is...
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Dwarves are the Titans' children, created to tend them.
By now, a lot of people have seen this reveal in the art book: the dwarves were created to tend to their Titan hosts/makers. But we knew this before—we just didn't know it in context, and therefore we did not believe it to be objectively true of Thedas.
In truth, we've known about the elves and the dwarves' origin since the Chant of Light came out in full with World of Thedas volume 2.
At last did the Maker From the living world Make men. Immutable, as the substance of the earth, With souls made of dream and idea, hope and fear, Endless possibilities. — Threnodies 5:5
I talk about it in more depth in my Chant of Light dissection, but what this verse says in context is that the dwarves (the Maker's second children) are beings crafted by the maker: bodies made of lyrium, souls made of the same "dream and idea, hope and fear" as the original spirits.
This concept has already been massively hinted toward with both Valta (who has become The Oracle in DA:tV) and Dagna, who both connect to isatunoll during Descent and Inquisition's base game, respectively.
We've known about the Evanuris' horrible crimes since before Inquisition, as well, for the same reason and from the same verses in the Chant of Light.
Until, at last, some of the firstborn said: "Our Father has abandoned us for these lesser things. We have power over heaven. Let us rule over earth as well And become greater gods than our Father." (8) The demons appeared to the children of earth in dreams And named themselves gods, demanding fealty. — Threnodies 5
With the context given to us by Trespasser and Veilguard, we know without a doubt that the Evanuris are those "jealous spirits" that comprise the Maker's first children.
And just like the Chant describes, they sought to conquer the earth: the realm of the Titans.
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The Evanuris mined the Titans' bodies to create people.
Trespasser taught us so much of what we needed to know about the Evanuris' and Titans' conflicts. Its codices in the Deep Roads outline how it was Mythal, specifically, creating some of the first elves in the coffins found in that zone. The Temple of Solasan features coffins of the exact same kind.
Ir sa tel'nal Mythal las ma theneras Ir san'a emma Him solas evanuris Da'durgen'lin Banal malas elgara Bellanaris, bellanaris. — Codex: Torn Notebook in the Deep Roads, Section 3
My (updated) translation: Isatunoll Mythal gives you dreams Lyrium within Becomes Solas evanuris Little stone boy You give nothing to the Titan (anymore) Forever, forever.
Trespasser reveals that Mythal mined the bodies of slain titans and rendered their demesne unto the People: she conquered Titans and used their bodies for her own ends. The hints about these actions, however, are not exclusive to Trespasser, nor to Solasan. These seeds were planted all the way back at the Temple of Mythal.
Elgar'nan, Wrath and Thunder, Give us glory. Give us victory, over the Earth that shakes our cities. Strike the usurpers with your lightning. Burn the ground under your gaze. Bring Winged Death against those who throw down our work. Elgar'nan, help us tame the land.
This codex to Elgar'nan makes reference to Elgar'nan giving victory over the Earth (capital-E, the Titans). Trespasser would follow this up with much context—that it was Mythal who was first known to have slain Titans, "rendering their demesne unto the People."
I theorized that Mythal's mining of Titans for lyrium to make elvhen bodies was what angered the Titans, based on codices in Trespasser and the Temple of Solasan. (I go into much more depth there!) Veilguard confirms this theory in Solas' Memory #4: A Memory of Manifestation.
Solas: I have the Fade. Besides, this talk of taking on a solid form. When you took the glowing stone to build your body, did the earth not shake? Mythal: The lyrium gives us the strength we had when we were of the Fade. We are the best of physical and spirit.
Mythal's crime was what took the war with the Titans in a new, darker direction. It was what would set off the chain of events that would change the very nature of the world—and it was foreshadowed, back in Inquisition, by Cole.
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The Titans—the Earth—fought back.
"They made bodies from the earth, and the earth was afraid. It fought back, but they made it forget." — Cole dialogue.
In this post, I theorized that it was Solas' creation itself that caused the first Titan to "go red." That is to say, to change its nature and fight back. I used codices from Trespasser and Solasan to get there, as well as one paragraph from World of Thedas and this codex on Fen'Harel that describe the Forgotten Ones as "beings of terror, malice, spite, and pestilence."
Thinking about those words, and specifically terror, I read the codex in the secret Deep Roads room in Trespasser with fresh perspective.
For a moment, the scent of blood fills the air, and there is a vivid image of green vines growing and enveloping a sphere of fire. The vision grows dark. An aeon seems to pass. Then the runes crackle, as if filled with an angry energy. A new vision appears: elves collapsing caverns, sealing the Deep Roads with stone and magic. Terror, heart-pounding, ice-cold, as the last of the spells is cast.
Terror. The first of the turned Titans. The fire/plant/ice imagery also caught my eye, and when I went back to Solasan to check, there were many hints that this was, indeed, where Terror came into being. (For more, go look at the most recently linked post in this section!)
Huge implications for Solas aside, what this codex taught me is that Titans' natures could change. This was confirmed in Veilguard many times over, yes—but my point here is that Inquisition taught this to me, just a few days before I gained the context of Veilguard. This was never a retcon! However, this lore plays exactly to BioWare's rules: we did not have the full context, and so almost no one read that Deep Roads codex as it was meant to be interpreted—including me, the first few times I read it!
It was only when I'd seen the achievement icons before Veilguard's release that it all clicked for me. All of the lore of Inquisition and everything before it made sense. That was never a bug, never a retcon, but a genius twist on BioWare's behalf: one that almost no one guessed at for an entire decade.
One that changes everything.
Titans, we know for certain now, behave as spirits. Obscure hints in World of Thedas, Inquisition, and the previous games have been confirmed in Veilguard. This new understanding changes not just the Titans, not just the dwarves, but reframes everything we know about the entire history of Thedas and how its magic system works.
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Thank you for reading! It means a lot when people engage with these. And don't worry: I'm not nearly through with them. It's taken me a while to compile everything, but with more of Veilguard added to the wiki every day, it's a lot easier to compile things for these posts!
(Immense thanks to the wiki staff, of course. <3)
Up Next: Titans and Spirits are far more similar than we think, and it means everything.
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simpforsolas · 30 days ago
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So I've seen a some discussion of people both criticizing and defending the DATV companions for being nice to each other. And I think the arguments from both sides are being a little bit misconstrued, which is honestly understandable. I think that often when something bothers us in fiction, it's hard to put into words exactly what it is. So as we try our best to express ourselves, it may not end up getting to the point of what the issue actually is (this is also why it can be tough for writers to properly address criticism - the readers providing the criticism might not be accurately diagnosing the root of the problem, so their attempts to fix it are shallow and don't actually address the issue).
Now I obviously don't speak for everyone, but I do think that a good amount of the people saying they want the DATV crew to be meaner don't actually mean they literally just want people to be rude and insulting each other for no reason. I think it boils down to three things that the new crew was missing:
Inability to really feel how the companion's backstories form their unique worldview
Lack of conflict between companions
Limited relationship dynamics between Rook and the companions
Inability to feel how companion's backstories form their worldview
In previous Dragon Age games, the characters frequently discussed and argued topics of philosophy, faith, politics, and beliefs. They came from all different backgrounds. You had Morrigan, a hedge mage raised to believe in self-preservation, teaming up with an Andrastian circle mage and former templar. Their beliefs and worldviews are, at their core, at odds with each other. The game doesn't necessarily try to make you believe one way or another, it simply drops you into the world and allows you to interact with these character, see their interactions with each other, and draw your own conclusions. In Dragon Age Inquistion, you have Cole, a spirit of compassion, teaming up with Vivienne, who believes the circle teachings that spirits are demons and want to possess people, and Sera, who represents the perspective of the common people that are afraid of all things magical or fade-related. You have Solas, a staunch individualist who believes in freedom for all, Cassandra, a faithful Andrastian who follows her own inner compass even when at odds with the institution of the Chantry, and Iron Bull, a Ben-Hassrath agent who believes in the Qun not because he's a philosopher and has decided that's what works best, but because that's how he was raised and so far, the Qun has worked for him. So in previous Dragon Age titles, you have people whose worldviews and beliefs are fundamentally at odds with each other, and whose actions and dialogues are a direct result of those beliefs. Veilguard really downplayed the importance of religion in Thedas, which isn't necessarily a problem in and of itself. In DA2, the only companion with strong religious beliefs is Sebastian. However, you had Anders who believed strongly in mage liberation, Fenris, who believed strongly in the dangers of magic, and Isabela, whose lack of belief and lack of respect for religion/beliefs led to one of the game's biggest conflicts. Discussion of religion and philosophy was always a huge part of the Dragon Age games, so when they almost entirely removed that element and didn't replace it with other types of belief that could lead to meaningful differences of opinion, we were just left with nothing of substance to really talk about. This isn't saying that the companions don't have things they believe in, but it's just not the same as characters from previous games. In general, their backgrounds don't form a unique worldview that results in differences of opinions and interesting conflict. Which brings my to my next point:
Lack of conflict between companions
There's a huge spectrum between "everyone is friends and always gets along" and "everyone hates each other and is happy when their ally is sold into slavery." In fact, fans often get really into fictional relationships that have quite a bit of conflict. Speaking for myself, I love relationships where two people may fight or disagree, but they truly care for one another and would willingly put themselves in harm's way to protect one another. So I think when a lot of people say the companions get along too well, they don't necessarily mean that they want them to all hate each other (maybe some do). They mean that they just want there to be interesting interpersonal conflicts. (I personally would love for a companion pair to argue a lot, but when it comes down to it, they actually really care about each other) Why do we want this? Well first, conflict just makes things more interesting. But I think that it also ties into point 1. In this game, the companions simply don't seem passionate enough about what they believe to argue for it, or, if they are, there's not anyone who challenges their beliefs and forces them to defend their position. I would say that Emmrich is very passionate about his love for spirits and necromancy, two things which are seen as weird and dangerous by most people in Thedas. However, there's almost no chance for him to passionately argue for his worldview because no one challenges it. There is that one scene with Taash finding his passion for working with the dead creepy, but as soon as the issue comes up, it's resolved. Compare that to Solas, where a big part of his characterization is love for spirits and frustration with fear and ignorance leading people to discriminate against what they don't understand. Having to face opposition to his beliefs, both in the world and within the inquisitor's inner circle (and sometimes the inquisitor themself), gives the writers the opportunities to emphasize core parts of his characterization.
On a final note for this section, it's just more interesting when different pairs of companions have unique relationships with each other. Solas and Cole's wholesome, mostly conflict-free friendship is made sweeter because you can compare it to Solas and Sera's relationship. It makes the relationships more meaningful when you can contrast it to how those same people click or don't click with other companions.
Limited relationship dynamics with Rook
The final issue I want to talk about is how all this ties into Rook. In previous games, you could learn a lot about a character's beliefs by seeing what they approved and didn't approve of. Anders approves of supporting mages, Fenris doesn't. Leliana approves of compassion for strangers, Morrigan doesn't because why should she help people who can't help themselves, and also it's a waste of time. Cole greatly approves of helping people, Solas slightly approves of you asking questions, Cassandra approves of expressing belief in the Maker, and so forth and so on. Then depending on the choices you make, your approval actually makes a difference in how these companions view you as their leader. But in Veilguard... well either the companions don't have strong feelings about things, or Rook isn't allowed to make decisions that oppose the beliefs they do have. Because of this, there's basically no conflict between Rook and the team. From my understanding, worst relationship you can get with the team is "distant boss whose employees don't invite them to their work parties," but that's not the same as Cassandra hating you so much she gets drunk or getting specific rival scenes like in DA2 where companions react entirely differently because Hawke consistently acted in opposition to their beliefs.
Final thoughts
So when people criticize the companions not getting along, I think it's less to do with the fact that people want them to hate each other, and more to do with the fact that we want companions who have a strong worldview shaped by their backstory, and for that worldview being challenged to lead to interesting conflict. Whether that challenge comes from other companions, the world, or Rook themself, I don't care - I just want interesting and meaningful conflict that is arises because the companions are strong characters who believe in something.
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vaguely-concerned · 2 months ago
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To the ‘themes I am picking up on in Veilguard’ list, let's go ahead and add what I have a sneaking suspicion will actually turn out to be The theme:
— the world has changed and can never be as it was again.
— I have been changed and can never be who I was again.
— in this simple unavoidable truth there is endless grief and endless hope.
And I… may be getting a bit emotional about it haha. Let me show my work a bit: 
if da:o is a game about people who are already dead or half ghosts in some form (through societal forces, psychologically, functionally, literally, in body, through the joining etc.) coming together anyway to save the world from being swallowed by total nihilism and despair (symbolized by the blight) through the power of love and friendship and also this sword/potential heroic sacrifice that I found, da2 is a game about people who have lost their homes and been set adrift finding and building new homes in each other (while completely failing to save the world. also through the power of love and friendship. as well as years of petty bickering <3 we must imagine kirkwall if not happy then worth having been because the love was there the love was there and that's the only sanctifying force we can ever have in this doomed world and city of ours), and da:i is a game about old stabilizing-but-unjust comfortable lies vs. disruptive but potentially liberating uncomfortable truths, and the power of friendship to help us distinguish the one from the other and navigate through them...
folks… I'm starting to think that veilguard might be a game specifically about moving towards recovery and acceptance after trauma — about how even in this flawed, severed, scarred state, what is here right now is worth loving and worth caring for. even in an imperfect and impermanent world and self, there is worth and joy. and of course the first real tragedy — and threat — of Solas is that he just cannot find it in himself to accept this and move on, to let go of what was, the regret won’t let him go or he won’t let go of it. which means that even though on the surface it’s Elgar’nan and Ghilan’nain (and the will to subjugate and violate they represent) who are the main villains, the real antagonistic force in this story beneath that is the Dread Wolf’s despair. A despair Rook must make an answer to by the end of the game, one way or another, compassionately or with righteous fury, triumphant or pyrrhic.
The world will change again and again and so will you — BUT the crucial element is that so will everyone else who exists along with you, you are fundamentally not alone in this existential truth. all we’ll ever have is each other and my god that is plenty, my god that is enough!!! Which is the second thing Solas just can’t accept, he keeps himself separate and completely alone out of an awful mix of fear and pride and feeling himself unworthy of anything else. Rook and the player want to save the world of Thedas because it’s where everyone we love lives, Solas wants to go back to the past because that’s the only neighbourhood where he can still visit those he loved — and the person he himself was, before. A very sympathetic and human instinct/trap to fall into when touched by trauma, I think, if only it wasn’t backed by godlike power, a fundamentally oppositional personality, and a catastrophic lack of therapy to make it literally everyone else’s problem too lol. It’s varric and solas’ banter about the man on the island and where meaning in a life comes from all over again, writ large and with detail work — and the added idea of ‘what if there are also other islands out there, though. With other people on them that you could find if you reach for each other’. Rook with the best of intentions has to make choices to which there are no perfect outcomes and live with what happens — and not cut themselves off from everyone else around them even when there is regret or shame. You get back up every day and you make a life with other people doing the same and you do your best, and that’s the only victory this world will give you. In the end, that is more than enough, that is essential. And I um. I love that. So much. It’s why some of the writing clumsiness on top can’t hurt me because this thematic spine is so solid and so beautiful to me. It’s DA2 all over again that way for me personally — I forgive this story for what it isn’t and couldn’t be, and I love it with my whole stupid open heart for what it actually is. Thank you for coming to my TED-talk and goodbye etc.      
(For my fellow TLT heads out there — you know what this story is reminding me of most of all, actually? It has some big Nona the Ninth vibes down there in the deep. It’s about… the horror and unspeakable beauty that can only be found in liminality, and the role of love in making that basic fact of existence bearable. And also even more unbearable at the same time. I'm so sorry.)
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the-northern-continent · 6 months ago
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It’s hard to talk about this without it sounding like a Mass Effect crossover (which is not what I’m suggesting), but I genuinely think that some/all of the evanuris have been to outer space.
Evidence:
A very straightforward interpretation of “the Void” is space. Like the only reason we don’t instantly think it’s space is because we’re in high fantasy.
Ditto for “Forgotten Ones”.
The astrarium sidequest encourages us to connect old gods with the stars.
Falon’Din walks the night, where the People cannot live, through “airless skies”.
He’s also associated with uthenera, aka cryosleep.
Some very alien monsters are now appearing in Thedas, and also in Ghilan’nain’s workshop(s), which seems to have some connection to the Blight (darkspawn and wardens are the ones being “treated”).
Where does the Blight come from? Oh yeah, that’s right, the Void. A place so hostile Andruil had to don armor of the Void to enter it. 🧑‍🚀
tl;dr the reason the elves lost control of the Blight is because it’s alien terraforming tech. Yes it can injure the titans; yes it may grant you power. But there will be a couple very unwanted side effects.
BTW I know not everyone is a huge fan of sci-fi crashing into fantasy stories, but I think it can be fun if everything is through the eyes of the fantasy characters. You get very poetic interpretations of what’s happening, which is a different angle than what you usually see in sci-fi. If this theory turns out to be true, I imagine everything will still be treated largely as magic, with the sci-fi elements remaining slightly ambiguous.
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vigilskept · 1 month ago
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gnashing my teeth thinking about how veilguard talks about the gods only as a joke when they could've gone somewhere truly crazy.... you're so right.
Yeah... you get it. It's just such a missed opportunity!
I don't even mind the jokey tone they use a lot of the time, because we all joke about things we struggle to understand/cope with.
Except Veilguard refuses to let you even try to broach the subject beyond that surface level. In fact, when it does let you engage with it at all, it manages to make things even less nuanced!
I'm just going to talk about Bellara's quest here since it's the most directly linked with the elven gods, and it's already a lot. Fundamentally, her companion quest is asking us two things:
Should elves be blamed for the actions of the Evanuris?
Should they preserve any of their past at all?
The first one is absurd to even begin with. It's not even a good or interesting take on the (very christian!) question: "Are we responsible for the sins of our ancestors?"
The Evanuris are not the ancestors of modern elves. Dalish religion implies that modern elves descend from those who the rebels never freed from slavery to the Evanuris.
This setup is already awful without looking at any of the parallels Bioware has (intentionally) drawn between the elves of Thedas and Jewish/Indigenous people. I have to put the rest of this under the cut because I genuinely don't think it can be shortened without making it sound flippant. In the context of the coding of the elves, the theological/social implications of all of this are so much worse.
TLDR: the indigenous/jewish coding of the elves makes bioware's treatment of elven religion in veilguard thoughtless at best, cruel at worst. they did not have to write themselves into this corner. there was a way of handling this lore reveal without the implication of elven religion (again, jewish/indigenous coded) being obsolete
So, the religion of the Dalish was part of their enslavement. It's the belief they were forced into by the cruel gods they are still devoted to. That's already pretty bad. How could it get worse, you might wonder?
Whether Bioware deviated from their initial inspirations for the elves or not, the implications for these lore reveals in light of those parallels are particularly cruel. Those two core questions in Bellara's quest? Yeah. Those have both been levied against the oppressed groups that Bioware chose to draw inspiration from. Both historically and presently. To justify atrocities against them.
And to be clear, Bioware does not deviate from or subvert the usual indigeous and jewish-coding of the elves in their writing here. If anything, they end up actively endorsing a very significant element of antisemitic and anti-indigenous sentiment.
Indigenous-Coding
Advocates of colonisation have always justified it by arguing they were 'saving' groups of people who were stuck in the past. They had been ‘left in the dark’ through ignorance of Christianity. In the more secular sense, this was framed as Europeans having journeyed through history to reach enlightenment, while the rest of the world was still in an ‘uncivilized’ state.
Christianity and progress had to be brought to these people to save their souls and bring them into the future with everyone else. Their Gods? There were only two possible ways to frame those. Either they were not real at all, or they were evil. Either way, they were obsolete.
In the Americas, these arguments were still used when corralling indigenous children into residential schools or tearing them from communities through the adoption system. Governments pushed the idea that they had to be forced to assimilate because they were 'backward' in their practices and beliefs.
In the settler-colonial state Canada, where Bioware is based, it's still common enough to hear people justify all of this as having been done "for their own good." Even those who admit that the ways colonization was perpetuated were cruel will still try to defend it by telling you, "it was bad, but their ancestors weren't saints either."
Sounding painfully familiar yet? A little uncomfortable in the context of Bellara's questline?
Jewish-Coding
Since the dawn of Christian Church, Jewish people have had a very fraught place in Christian theology. Christianity claims that that the coming of the messiah in the person of Jesus Christ makes the religion of Judaism obsolete. Christians believed the obvious answer to this problem was that Jewish people should convert.
When many did not, they were labeled as ignorant, obstinate, stuck in the past. They were so focused on their history that they couldn't see the truth which had been revealed in the present. There’s a significant legacy of this idea in Christian artwork with depictions of Synagoga blindfolded next to the clear eyed Ecclesia. You still hear echoes of this sentiment in antisemitic language today.
As for the nature of the Jewish God... there is some deviation here. For some Christians, He is God the Father, and He is good. For others — and this idea has been around from early Christianity till now — He is the Creator of the material world, but He is evil.
There are innumerable variations of Christian gnosticism that probably wouldn't be productive to get into on a Dragon Age Blog. What I need to underline here though, is that the idea of the Old Testament God as the devil/the demiurge/fundamentally evil, has been used to justify atrocity towards Jewish people for over a thousand years.
Should elves be blamed then? For the sundering of the Titans? For the Veil? For the Blight? For the evils of this world, created by their Gods?
Implications for Veilguard
Not only is religion in Dragon Age: The Veilguard often devoid of nuance or ignored outright, when the game does engage with it at all, it does so in a way that quite literally draws on these incredibly harmful antisemitic and anti-indigenous sentiments that have been (and still are) used to perpetuate real harm.
To be clear, I don't think the writing here intends to endorse the idea that elves should be blamed for any of what's going on. Bellara's anxieties are being projected onto her people as a whole while she grapples with what this all means for her, I get that. In fact, you could be generous and read some of this as a critique of this particular kind of anti-indigenous/jewish bigotry.
However, I don't think that absolves the writers of any of the implications they've created by confirming that the elven pantheon did exist and was canonically evil.
Elements of Dalish/elven culture might be preserved after all this, but the conclusion the game railroads you into is that their religion is obsolete. Just like Judaism. Just like the many Indigenous religions around the world. Except in Dragon Age: The Veilguard, it’s no longer just the bigotry of outsiders claiming that to be the case. It’s now the objective truth of the setting.
Going forward, the elves of Thedas can keep their culture, but they can’t practice their religion. If they continued to practice, they would be framed the way the Venatori are: evil and stuck in the past. This really can’t be overstated: this is the exact rhetoric that has justified centuries of violence and oppression of Jewish and Indigenous people. This rhetoric is still around and still weaponized.
It’s so cruel to create an in world ‘lineage’ that draws so heavily from their cultures and histories, then validate the rhetoric that has been used to hurt them. At best, it’s thoughtless. But as a company based in a settler-colonial state, this is something they should’ve put thought into, given that they chose to code their elves and Jewish and Indigenous. That was their responsibility, actually.
What gets me about all this is that they actually didn't need to force that conclusion at all. They could have kept the Evanuris as cruel tyrants without demonising the Creators and their worship at the same time.
The Evanuris weren't always Gods. They weren't even always rulers.
In Trespasser, when asked how they became Gods, Solas tells Lavellan that they did so slowly. That it started with a war. That fear bred a desire for simplicity. For right and wrong. For chains of command. That generals became respected elders, then kings, and finally gods.
Veilguard confirms all of this. The addition it makes is that before all this, the first elves were spirits who made their bodies out of the Titans. This all occurred over the course of thousands of years.
None of this needs to be retconned in order to allow for a respectful yet nuanced portrayal of religion!
TLDR pt2: bioware, u could’ve avoided literally ALL of this by making the evanuris part of a priestly class who seized power after the war with the titans. it wouldn’t even have undermined ur lore! u could’ve kept dalish religion alive! u could’ve implied complex political dynamics for your ancient elves without even having to write it! why didn’t you even try?
Trying to Fix This Mess
Say the elves took their bodies from the Titans and settled the lands of Thedas. Say the Titans even allowed this for a time. The dwarves were made from their own bodies after all.
Yet the elves didn't have the same connection with the Titans as the dwarves did. They had no stone-sense, so they couldn't understand the Titans' song.
Generations down the line, some of them took too much from the Titans. More than they were willing to give. That was when the Titans lashed out, making the earth tremble so that all the elves had built crumbled beneath them.
And what if the firstborn among the elves had taken up priesthood to guide the younger ones. They were closer to spirits than the elves that were born into this world, and so the younger ones looked to them for guidance. Maybe they were the ones who were trusted to reach out to the more powerful of the spirits who chosen stay in the Fade, their old kin who preferred to keep their distance from the physical world to preserve the essence of what they were. The spirits of Justice, of Benevolence, of Craft. Those who the elven people paid homage to, and trusted to preserve them in turn.
So when everything seemed to fall apart, the elves turned to their Keepers, their priests, and asked of them what they ought to do. How could they make the earth stop shaking? What would they have to do to be at peace again?
Whatever the spirits themselves may have responded, many of the Keepers (among them the Evanuris) took up arms and chose war. They saw it could be won so they fought, sundering Titans from their dreams and stilling the land.
And yet there was no peace.
Some Keepers sought to hold on to their power as generals, and wanted to wage war on new shores to keep it. Some Keepers thought they had already gone too far, claiming they had acted without the guidance of the spirits who hadn't wanted war.
These Keepers could've caused chaos and endless bloodshed, so the Evanuris formed their alliance to suppress the others. Likely, they thought they were doing so for the benefit of all the elven people. More war meant more death, and it was needless now that the land was still. And even if what they did to the Titans was wrong, it was done and they could not fix it. Better to silence those who meant to stir up fear among the people.
The Evanuris fought until they were the last faction left, naming the few holdouts the Forgotten Ones. They were praised for bringing peace to Elvhenan, and trusting in their guidance their people crowned them as rulers.
Yet some dissent always remained. None of them were infallible. They were no longer spirits, they hadn't been for thousands of years. They were now more accustomed to command than to priesthood after all that war. They had drawn on the power they had stolen from the Titans to gain the advantage over their enemies, and the corruption of the Blight was starting creep in, ever-so-slowly.
Maybe some of the people, unhappy with their rule, started to voice the thought that was expressed by their rival Keepers once more: that the Evanuris had grown distant from the spirits. That Elgar'nan didn't serve Justice anymore. That Mythal had strayed from Benevolence.
So Evanuris took the mantle of godhood for themselves. It was only for peace and stability.
It would be too dangerous if anyone could claim they were deviating from the will of the spirits, so they would claim they were those great spirits. Elgar'nan was Justice, Mythal was Benevolence. They would use their rule only for the benefit of the people, not abuse their power.
And there you go. None of what I've written above can't be neatly incorporated into the existing lore of Veilguard. It leaves the elves of Thedas precisely where they started in Dragon Age: Origins. Distant from their ancient Gods, trying to pick up the pieces of their forgotten past.
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ammocharis · 3 months ago
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One bit of obscure Dragon Age lore a day until Dragon Age: The Veilguard is released
Puppetry has a long history in Antiva. Although its main purpose is to entertain children and adults alike, many puppet shows include commentary on current politics. The Antivan Crows are also known to send messages through these shows by paying the puppeteers to add certain symbolic elements. The Antivan tradition of puppetry might have been influenced by local Dalish clans who often build "forest marionettes" to scare humans away from their camps.
Source: Dragon Age: The World of Thedas, vol. 2, p. 267
Previous bit
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vir-tanadahl · 29 days ago
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AND YOU KNOW WHAT---IT SHOULD HAVE STAYED BEING CALLED DRAGON AGE: DREAD WOLF
datv spoilers, fyi
Seriously, I was thinking about the post I made yesterday (where I was venting about writing), but specifically, this part:
The 'Veilguard' and Rook:
I’m going to be honest—I’m completely ignoring them. There’s absolutely zero indication of what they’re doing afterward (besides presumably helping Thedas recover). The Veilguard was created by Varric to stop Solas. Solas was stopped. So… now what?I don't want to even try to touch that.
Why is the game titled Dragon Age: The Veilguard when the word "Veilguard" isn’t even mentioned in the game? Unlike Dragon Age: Inquisition, where the Inquisition was both a pre-established lore element and a central focus of the narrative (that we do learn about in-game, but the history of the Inquisition is rooted in Thedas).
The Veilguard doesn’t align its title with the story’s true emphasis. The narrative revolves around the Dread Wolf and his plans, not the Veilguard. While the Veilguard are a (lovably chaotic) group of hired misfits tasked with stopping him, their role feels like a means to an end rather than a defining focus.
They exist solely to oppose Solas, with no meaningful evolution or impact on the overarching narrative or lore. Even if their role shifts after confronting Solas, the game doesn’t address it (that I can remember now), making the Veilguard feel like little more than a means to an end.
The name 'The Veilguard' feels far more limited in scope compared to the Inquisition, which was a player-driven organization with lasting impact on Thedas. In contrast, the Veilguard is a temporary, reactive group assembled for one specific purpose. This makes the title DATV feels misaligned, centering a group whose relevance is situational rather than integral to the world or the game’s themes.
This is why I believe the title Dragon Age: Dread Wolf would have made far more sense. The narrative is centered on Solas—his story, his past, and his motivations. We literally live in the Lighthouse, his base of operations during the rebellion. We journey through the Crossroads, not just uncovering his memories but experiencing them firsthand, alongside the revelations we unlock at the Lighthouse.
We even meet the love of his life—not primarily in her role as the Inquisitor, but as Lavellan, someone who knows and cares for Solas on an intimate, personal level. That she also happens to be the Inquisitor feels secondary to her role in his story.
The narrative IS about the Dread Wolf.
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tranquilweek · 6 months ago
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Welcome to Tranquil Week!
Join us for a week dedicated to exploring the Tranquil characters from Dragon Age!
To participate, create a fanwork (art, writing, podfic, moodboard, etc.) that features a canon Tranquil character (list here!) or a Tranquil OC. Then post your work here on Tumblr from August 25th - August 31st and tag @tranquilweek so that we can reblog your post. If you have a question that isn't answered in this post, send us an ask!
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Optional Prompts
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image description in alt ID || text version of prompts under the cut ⬇️
You are welcome to follow our daily prompts, but it's not required! As long as your creation features a Tranquil character and follows our guidelines, we'll reblog it here.
Submitted creations must adhere to the tagging requirements detailed below and in the post here. Creations that are improperly or inadequately tagged will NOT be promoted on this blog.
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This event is not a moral statement about the Rite of Tranquility. Exploring darker or potentially triggering content in fiction is not an endorsement of that content in real life. Tranquility is an element in Dragon Age canon and this event will not pass judgment on how participants choose to explore Tranquility in their works.
That being said, this event will not tolerate or promote:
Harassment of fans or moderators, including unkind or needless criticism of individual players' choices
Character hate or bashing, including blanket hate or bashing of Tranquility, the Chantry, Templars, Mages, the Circle, or other elements of Dragon Age. Criticism and critique of these elements are allowed as long as they are presented in a respectful manner.
Callouts or intentionally inflammatory language
Hate speech or bigotry against any particular group of people (minority & majority groups alike)
Art, writing, or other works created using generative AI, such as ChatGPT or Midjourney
Remember: don't like, don't read; ship & let ship; your kink is not my kink - and that is okay! If you cannot agree to these terms and participate in good faith, this may not be the event for you.
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Required Tagging
See the full post about required tagging here
Dragon Age specific content tags:
chantry critical
anti-templar
anti-mage
pro-chantry
pro-templar
pro-mage
[character] critical
General content tags:
nsfw (including, but not limited to, explicit sexual content)
major character death
drugs, alcohol abuse, or addiction
eating disorders, fatphobia, or dysphoria
graphic medical descriptions or bodily fluids (esp. blood, vomit, or birth)
guns (anything to do with them)
harm to a child
fantasy hate speech, slurs, or racism
pregnancy, miscarriage, or abortion
racism, homophobia, transphobia, ableism, etc.
self-harm, suicide, or suicidal thoughts
sexual violence, referenced or explicit
stalking or harassment
violence toward animals
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Prompts
Use of prompts is optional! Mix and match, switch the days, don't follow our prompts, or don't use prompts at all, as you prefer.
Any form or level of human-made art is allowed! Drabbles, sketches, fiber art, podfic - if you made it, it counts.
Sun 25: Enchanting || Rite of Tranquility || Skyhold Mo 26: Focus || Mage Rebellion || Kinloch Hold Tu 27: Logic || The Breach || Wonders of Thedas We 28: Free Will || Oculara || The Gallows Th 29: Research || Cure for Tranquility || Haven Fr 30: Dreams || The Harrowing || Ostagar Sat 31: Lyrium || The Conclave || Redcliffe Village
Alternate Prompts: A once fond memory || The Fade || Spirits & Demons || The Gull & Lantern || A friend they knew before
✨We hope you'll join us in August and we're excited to see what everyone creates!✨
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honorofthedepths · 3 months ago
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david gaider about top surgery scars [link]
[if you can't read the pictures for whatever reason:
David Gaider: "Apparently the usual suspects are upset at how “woke” the new Dragon Age is, an apparently sudden and unexpected development in the series. Fucking tourists."
user: "Ah yes, the fantasy game with real life elements such as top surgery scars (In a game with magic, really?) and Identity politics. Because representing real life social issues in a game isn't immersion breaking at all and is really necessary for a good game with a sense of escapism." "A character creator that only reaches body proportions a trans person could generally achieve because females such as myself with a D cup can't recreate the character that i look like."
David Gaider: "Did you follow me over here just to tell me all this? How sweet. 1) I suggest not taking character creation options you don't like. Poof! Problem solved. 2) What an obsessively weird lens to look at everything through. Have you tried being less weird?"
user: "How dense are you? You can shapeshift in dragon age Veilguard, there's magic in this world but can't change your gender without top scars? You are in fact looking through the lens of real world social issues in a video game by being politically correct and superficially virtue signaling."
David Gaider: "You want this to be about the top scars? OK, let's go.
1) There's no evidence that shapeshifting can selectively, and permanently, alter body parts. Even if it could, shapeshifters can only alter themselves. Morrigan cannot turn other people into spiders.
2) Even if other magic could alter body parts permanently, and there's no evidence this is the case, not everyone has access to it. One cannot walk into a Circle of Magi and go "remove boobs plz".
3) If your issue is "why not heal?", healing magic also does not do everything. Scars exist. Why does Cassandra have a scar on her chin? If anyone could go "heal scar plz", it'd be her. Recognize there's a difference between the way it works in gameplay and lore, with healing as many other things.
4) If your issue is "how surgery exist?", you're probably looking at our own medieval world. Thedas is, at best, quasi-medieval. There are SO MANY instances of things that, in our world, didn't exist until the Renaissance or even later. It's not our medieval world and never tried to be.
But it's not about the top scars, is it? You've been presented with new information and you just don't like it. You don't want it. Like anyone who balked at the qunari change in DA2. So you try to make it about inconsistency because you feel that's stronger than this just being about YOUR biases." /end]
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