#money in thedas
Explore tagged Tumblr posts
v-arbellanaris · 2 months ago
Text
sorry i WILL shut up about this (and start posting abt my new hawkes) but seeing "can you guys take a breath" and "decisions from 10+ years ago in southern thedas will not affect the current timeline set in north thedas" from specific blogs is genuinely wild. as if we don't literally live in a world where we are STILL just starting to face consequences to actions taken 10+ years ago, and as if US politics 10+ years ago did not have anyyyyy global ramifications for anyone outside of the US even 10+ years later. like. rivain, antiva, nevarra are all IN southern thedas wdym??? im half tempted to start actually listing out all of the things our decisions could have feasibly impacted 10 years later but seeing this take from blogs that genuinely still discuss the impact of the exalted marches on thedas hundreds of years later is WILDDDDDD
97 notes · View notes
loquaciousquark · 5 months ago
Note
when will eppie hawke and fenris meet tavish and astarion? (:
"And anyway, it won't be that bad. One last little Fade rift. We'll barricade it up as best we can, send a message to Skyhold, go home, and—"
One of the craggy footholds crumbles away beneath Hawke's foot, and it's only Fenris's quick hand that saves her from a plummet back down the side of the barren mountain. "Hawke, please."
"Please yourself. I said you didn't have to come."
Fenris throws her a longsuffering look, the flickering green lightning of the rift casting weird shadows over his eyes, but he doesn't let go of her arm until she's got both feet on solid ground again. "Just seal it and let this be done."
"My heart's only desire, lover," Hawke says, smiling, just as another pair of voices rises from the other side of the rift.
"Careful—careful! It shocks like the entire Hells are in there. Where's Gale?"
"Wherever Karlach dropped him, I suppose, with that little sprained ankle of his. No, I see them, they're almost here. Come away, darling. No need to get so dramatically close."
"This, from you?" says the woman, just as she and her fellow voice round the far edge of the rift. "Oh!"
"Well!" Hawke says almost at the same moment. Two of them after all: a short, slim woman with auburn hair pulled back in a low tail, and a tall, lithe man with hair as white as Fenris's and eyes that gleam like rubies. The man has a dagger drawn already, a thin smile playing over his face; the woman's fingers rest on her sheathed rapier, but her gaze is open, friendly. Hawke plants her staff on the rocky ground in as welcoming a gesture as she can manage. "Fancy running into someone like you up here of all places."
"I could say the same," the woman says. The green rift, still hanging between them and stretching a good twenty feet into the sky, gives an ominous rumble. "Our wizard's been fretting about magical disturbances along the city's borders for weeks. He finally traces the source to this location, and here you are at the heart of it. I'd like to believe it's coincidence."
"Alas," Hawke says, "one of my greatest faults is a terrible habit of being around when things begin. Fenris can attest to that better than most." She lays a hand on Fenris's shoulder, but he's stiff as iron, eyes glued to the man's dagger, and he's reached back for the hilt of his greatsword. "I'm Hawke, by the way."
"Call me Tav."
"And I'm Astarion," the man says grandly, accompanied by a wholly unnecessary flourish of his dagger. "We're here to steal the world."
"Save it," Tav says sharply.
"Of course, my dear. Save the world. What did I say?"
Fenris makes a short, disgusted noise, but Hawke's pleased to see he's let go of his own sword. She doesn't think this Astarion is going to kill them—not easily, anyway—and she likes the look of Tav despite herself. Both of them quick on their feet, she thinks, both moving gracefully with an innate, self-assured balance. As Tav steps around the rift Astarion moves with her like water, without even needing to see where she's gone. It reminds her a great deal of Fenris and herself, actually, though Hawke would give an arm to trust her own feet that much.
Fenris, it seems, has come to similar conclusions, and he rolls his shoulders as he releases their tension. Even his voice has lost its nascent fury, which for Fenris is practically friendly in situations like this. "The rift is dangerous. We will guard it until the Inquisitor can seal it permanently. Be on your way."
"Inquisitor?" drawls Astarion with that same, thin-lipped smile. "Sounds like someone from dear Shadowheart's former enclave, don't you think?"
"I don't think they're Sharran," Tav says. "Are you?"
"What a speculative look you've put on," Hawke says, delighted. "I haven't the faintest idea what you're talking about. Unless you'd like me to be Sharran, in which case, I most certainly am and in fact have always been."
Both Fenris and Astarion roll their eyes—hilarious in its own right, but heightened by the clear antipathy still remaining between them. Fenris sighs. "Hawke—"
The rift explodes.
Green lightning shatters over the rocky cliff. The rumble bursts into a deafening roar; the faint breeze that had been dancing around them sweeps up into a hurricane. The air cracks and snaps with a sudden smell of ozone.
Hawke throws her hand over her eyes. She can't see—the wind tears her hair from its bindings and she can't see past the brilliant flashes of blazing green and she can't hear— "Fenris!"
Someone's fingers wrap around hers. She wrenches up her staff, calls for fire—for ice—for anything—but the rift has become a maelstrom and every scrap of magic sucks into the raging whirl before she can shape it. Her boots skid on the stone as she tries to brace against the inexorable pull, pebbles and rocks rattling along every step. She can't—the hand wrapped around hers has seized tight as a vise, but she's slipping anyway, and Maker, she can't—
A man's echoing voice, stripped bare of all artifice, wild with fear: "Tav!"
The wind dies. Not slowly, not gradually; it falls off like someone's upturned a glass over the rocky cliff, and Hawke's ears roar in the sudden silence. The wind is gone, and the rift is gone with it as if it had never been, the thunderous clouds that had been swirling above it already dissipating to glimpses of blue morning sky.
"Andraste preserve me," Hawke says, loud in the quiet, and she looks over to see Tav still crouched against the face of the mountain. One of Tav's hands clutches a dagger she'd wedged deep into a stony crevice; the other is still wrapped tight around Hawke's wrist where she'd pulled her away from the tempest.
No sign of Fenris. No sign of the other one—Astarion. A long white scrape in the stone marks where Fenris's sword had sought and failed to find purchase, disappearing at the precise place where the rift had torn itself open.
Gone. Gone, gone. Her heart hammers in her throat, and she indulges in thirty seconds of agonizing grief before she sets it aside, turns, and pulls Tav to her feet.
"Well," Hawke says at last. "Looks like it's just you and me, then. Ready for an adventure?"
"Yes," Tav says, her grip on Hawke's hand like steel, and her eyes blaze. "You and me. Let's get them back."
Everything hurts. Everything godsdamned hurts, and Astarion lets out a pained groan as he rolls to his back and drops his arm over his face. His ears ring like bells, and something twinges painfully in his left hip, and the inconvenient sun has decided to blaze right in his face and gods damn it, he'd known they ought to wait for Gale. Wretched wizard and his weak ankles. Wretched Tav and her complete inability—
"Tav," Astarion says, and sits bolt upright.
No Tav. Not even the dark-haired sorcerer with the wide smile. Just that taciturn warrior in leather and half-plate seated on a rock a few feet away, watching Astarion get his bearings, his greatsword slung across his knees and a deeply sour look on his tattooed face. The skies above them are clear and blue as a song.
No Tav. No Hawke. No rift. No plan, and no company besides an irascible stranger with the same sudden look of dawning horror.
"Venhedis."
"Shit."
59 notes · View notes
hiddenbysuccubi · 10 hours ago
Text
The more I listen to reviews and go over Veilguard and finished my second playthrough, the more I dislike it. It's not a 'roleplaying' game. I don't get to play any role - I just get railroaded into one. I miss being able to go up and start a conversation. Or play to set up my origin before being dropped in. I like romance to be present and build, not just only happen in the last minute. I need a game that also isn't hand holding me the entire time - and this example is a nitpick but after EVERYTHING throughout the entire game and every fightscene, getting a pop up about how enemy armor works in the middle of the last fight of the game on my second playthrough - I wanted to throw my controller. And stop being peppy about everything if people are supposed to be dying and the world is supposedly ending! It sure doesn't feel like it! How is blood magic and slavery not touched on at all in the blood magic and slavery city! Also let my character mourn damn it! It's not a roleplaying game, I miss Origin, and I've deleted it off my console to keep space free. At least with getting ME1-3 on sale I can replay something with dialogue. Even Mass Effect 3, and that's saying something coming from me.
5 notes · View notes
commsroom · 1 year ago
Note
omg i want to know more about the connection between dragon age mages and hera
okay! so. commonly, mages in dragon age are sent to the circle of magi when they begin to show signs of magical ability, and so are raised without family ties / are generally isolated, for one reason or another. in the circle towers, apprentices are basically prisoners under constant armed surveillance, and each mage has their blood bound to a phylactery, which allows them to be tracked if they run away. their lives consist more or less entirely of training for the harrowing, which is sort of... an aptitude test. there are three outcomes: 1) prove you are 'in control of your abilities' and 'not a danger to others', and you don't really gain your freedom, but you probably get assigned a job somewhere else, 2) die, or 3) be made tranquil, a magical lobotomy. these people are also put to work.
there's more to it, obviously, but i think the parts of that premise hera would connect with based on her own life are pretty clear - isolation, lack of real-world experience, autonomy (and the fear of having it taken away), the feeling that everyone's a little bit afraid of her and considers her dangerous, etc. even mages being recruited as grey wardens has a kind of resonance since, like with goddard, their ranks are pretty sharply divided between people who signed up voluntarily because they believed in a cause, and people (apostates, criminals, etc.) who had no other choice.
12 notes · View notes
arlathen · 3 months ago
Text
my dear mother still has access to my bank account and i don't really mind her checking up to make sure there's nothing weird going on. anyway she did just text me to ask what i spent $300 on and i had to go "dragon age 🥺"
4 notes · View notes
mootmusewords · 2 years ago
Text
My take on an Iron Bull florist AU. Wrote it a bit ago, figured it was self contained enough to put here. Words: 991
Pairings: None
Warnings: This goes into Seheron a little bit, so-
PTSD, mentions death of children
(Originally I put links to some Imrisah art and a picture of a pun that inspired me here, but I'm assuming those links made this post not show up. So just know those inspirations exist out there somewhere.)
When he'd lost himself, it'd been by accident. Maybe. He's not always sure. The guys running the reintegration program, they'd said something different, and he knows he'd made a choice, but it had felt like an accident. There'd been the children, and the poison. The tal-vashoth hide out that he knew how to get to. And afterward, more children, the survivors who hadn't got hit by the poison, and screaming, the rebels trying to get the survivors off the island and the Qunari they'd been running from--
He'd ended up on the ship out with them, somehow, watching everything that'd been Hissrad shrink away into the waves. They'd take him back, he remembers thinking, if he went they would take him back, take him to the viddathlok, fix him. He'd think that while he sat next to the railing, right next to the rowboat he never took, the way to Seheron right there back through the tide.
Then they'd landed on Antiva, and they'd told him they had a program for people like him, a way to help them live outside the Qun.
It doesn't feel like a decision, still. He can see one, if he squints. But the ship, the dock, the people, the months after, he remembers floating from one to the other like a leaf on the ocean, not yet swallowed up by the waves. Then there'd been the work. Construction, the simple parts of it that could get trained into him easy, mostly heavy lifting. He could do it, so he did it. He remembers this, too, looking past a fence without seeing the little community garden out past it, until he did see it. Didn't think much of it for a while. It'd been like, like being back home sort of, that work. Or maybe that'd just been where his head was at. Back at the viddathlok, if they couldn't fix him, and he'd spent his days feeling like they did get the qamek into him after all and he'd ended up in the same place, Antiva or not. He could eat and drink and shit without a minder, and he could take the bus, and all the other things the qamek takes away, but everything that was Hissrad was gone. He is the body, and the body's always been pretty good for lifting.
But there'd been the garden. He doesn't remember the day it started, but he remembers after work shifts ended he'd stopped going back to the little bed in the little house full of tal-vashoth and empty things and started going into the garden afterward instead. He'd watch the people working on their garden and he would talk to them, and he'd remembered enough about being Hissrad that he hadn't scared everyone off, and some even let him help, told him what they were growing, let him take care of things while they were gone. The rest of it, all the stuff around him now, that just sort of all grew out from there.
The florist thing feels better than construction did. Green, growing things. He doesn't know if it feels right, not what he's supposed to be, but he's not supposed to think about what he's supposed to be, either. The woman the program put him in touch with, she tells him he's supposed to make his own meaning now, that he always had been. He leans against the stand in front of him, stares absently at the new business across the street and feels the breeze clean on his face, and holds both thoughts in his head at once. Supposed to, and not. Self was we and self is I and I isn't supposed to live by what is gone. The Qun had said that too, sort of. Attachments. That whole thing.
A kid walks up to look at the succulents in their little dachshund shaped pots, giggling over the label set in front of them, and distracts him out of it. Succulent Weiner: ⋣ 6.00. The Bull remembers the night Dalish and Rocky came up with that one, and he smiles along with the kid, and the smile comes easy.
It's better now, mostly. The plant stuff doesn't feel like him, or maybe that's we again and he's getting it all tangled up, but it does feel good, and it makes enough money that his guys can make their share of the rent and buy each other embarrassing birthday presents, and the garden out back usually gets him enough veggies and spices to work up a good dish for the local homeless shelter every now and then, and it's not all bad. He likes being surrounded by flowers all day, the colours, the smells, the way it feels to run a finger over something green and delicate and too small for his hand and see it emerge whole from the shadow of his grip all fragile and in one piece, likes running skin almost too callused to feel it over the edges of the leaves.
And the people are nice. All the little businesses around, all run by good people, long as you know how to talk to them. And a new one today, so that'll make things livelier. Always kind of exciting meeting someone for the first time, trying to figure out how to get a handle on them. Should hovers in his head again but this time he ignores it; it is exciting, whether Hissrad's old way with people has a place in his life now or not, and any more chewing on it's going to ruin a beautiful day. Sky's clear, lunch's got the smell of the food from the place up the street thick in the air, and the breeze has a nice little bite to it, chill enough to keep him awake. Not really any sense in ruining it.
He crosses his forearms on the wooden stand and leans forward over it, enjoying the day.
4 notes · View notes
veil-jumprope · 2 months ago
Text
Okay, back to being excited! I'm glad the hype is seeping back into my brain. I love this game world so much.
0 notes
notebooks-and-laptops · 8 days ago
Text
Why Fenris could Never Cameo in Dragon Age: The Veilguard
In the run up to Dragon age: The Veilguard, I was almost certain that Fenris would be our main legacy character from previous games. Not only has he been central in the comics released between DAI and DATV, he is an escaped Tevinter slave who's plot revolved around magisters, magic and the structural prejudices surrounding elves in Thedas. Not only that, but he's canonically in Tevinter killing slavers currently so he's geographically in the right place for us to meet him.
About halfway through the game though, it was clear to me: Fenris could never cameo in The Veilguard. Because he'd break it.
How the Veilguard treats Thedas is...odd to me, to say the least. I will be writing another post about how much I adored the expanded big lore in this game (the titans, ancient elves were spirits, where the blight came from etc.) and yet while these large lore expansions worked for me, the actual culture of modern Thedas is entirely softened, its sharp edges filed down until it's a sanitised fantasy world devoid of what made the franchise so vibrant and compelling in the first place.
So let's start with Fenris and slavery. In all three games, the reality of slavery is pushing at the corners of the world. In DAO Loghain allows Tevinter Magisters to enslave elves in order to raise money for his war effort. In DA2 Fenris is fighting to be free from slavers who will not leave him be, let alone the reminders that the city was built by slaves which are everywhere. In DAI one of the two possible mini-bosses is Calpurnia who was a slave, and characters such as Gatt and Dorian both show us how much slavery is tied into Tevinters culture and success.
But DATV the first game actually set in Tevinter where we get to see the famed Minrathous...it's like the game purposefully wants to avoid the issue. I can feel it tilting the camera away to not allow me to see. Slavery is mentioned, but never talked about in depth or as a specifically ELVEN problem in Tevinter. This might have been done to be less problematic, it feels ignored.
We are in DOCK TOWN. We are at the DOCKS. You would think that slaves from all over Thedas who are being smuggled and bought by various groups would be everywhere. You would think that the injustice in dock town would be partly built on the back of ships we've seen in the comics crammed with elves in chains. This is the world Dragon age set up for us. And yet...nothing. zilch. A tiny easily skippable side quest where we free a couple of venatori slaves, but only one of whom is an elf.
None of our Tevinter characters seem to have been influenced by their culture even a little bit when it comes to how they view elves; there is no moment when Neve fucks up and says something prejudiced, no moment when Bellara or Davrin are distrustful of her for being a Tevinter mage.
The same goes for Zevran; a character who epitomised the issues with the crows. The crows have consistently been characterised as very morally dubious assassins who kill for the highest bidder and who buy children on the slave market and torture them as they grow in order to assure that they reach maturity able to withstand torture without giving away a client's name. Zevran is very explicit about the fact that if you fail a contract your life is forefit.
Nobody responds particularly to you if you're an elf. Nobody trusts rook less for it in Tevinter. Nobody treats Rook any differently. Even DAI had better mechanics for this; with nobles in Orlais less likely to trust you as an elf.
Considering one of the main plot points of this game and what makes Solas sympathetic is the fact that he was fighting against the slavery of ancient elves...you'd think the game might want to mirror that in modern Thedas. It might want to show us how characters fighting to end slavery in Tevinter are similar to Solas and how the society Solas fought against was similar to the one that characters we love such as Fenris have fought against in modern Thedas. Maybe we'd want to explore how in a world of slavery like this, how could the answer NOT be to tear it all down? Maybe we should have that option at the end of the game so it really can chose whether we agree with Solas and his plans or not.
Adding Fenris to this game would entirely break the game because Fenris refuses to allow you to look away from this horror. He is a sympathetic character who had to learn to trust mages again because of course he didn't trust them. Of course he didn't. Fenris wouldn't allow the camera to shift focus because he's literally covered in the lyrium scars that show how slaves are used as experiments in Tevinter. Fenris WOULD question Neve on how she feels about elves and slaves. Fenris WOULD have things to say about Lucanis and the crows (let alone the fact Lucanis is an abomonation). So he could never be in this game; he'd drop a bomb on it's carefully constructed blinders to the very society its supposed to be set in.
And yet, in DATV, the crows are presented as...a found family of misfits and orphans? The politician who opposes the crows having absolute power in Antiva is framed as a comically evil idiot who doesn't understand that the crows are ontologically good. Yet...they're NOT. Crows in this game act more like a secret rebel group than an assassin organisation. We see no crow taking contracts with the VERY RICH venatori magisters despite being hired killers. We see crows just refuse to kill people despite having a contract because 'its crueler to leave them alive'. The crows don't feel like the crows here, they feel like a softened version of a cool assassin group who are cool because they wear black and purple.
Our pirate group are also sanitised; the Lords of Fortune are good pirates who only steal treasure that's not culturally significant. Theyve clearly read the modern critiques of the British Museum and have decided to explicitly stop anyone levelling similar critiques at them. There is no faction of the Lords of Fortune who aren't like this, no internal arguments about it. Everyone just. Agrees. And is able to accurately tell what a cultural artifact is vs. what treasure that you can have yourself is. Rather than showing us why a pirate stealing cultural artifacts might be bad (like in da2 where such a situation literally causes a coup and a war) it just tells us it's bad. But also pirates are cool so we still want them in our world.
This issue seaps into Thedas and drains it of any of the interesting complexity and ability to SAY anything that this franchise had before this game. It becomes a game about telling and not showing rather than the other way around. The games have ALWAYS asked questions about oppressive structural systems and their interplay with society, religion and culture and how these things can affect even the most well meaning character. Dragon age at its best IS a game about society and how society functions both for and against it's characters and what happens to societies built on cruelty and indifference. The best bad guys dragon age has given us are those who are bad because they embody these systems or have been shaped by them. Our main characters have had to wrestle with questions surrounding how to exist in these systems, fight against them, learn and grow.
Yet every group you come across in DATV is sanitised and cleaned up to the point of being as non problematic as humanly possible. None of our cast of characters have to wrestle with where they came from or the world that shaped them. None of them have to confront their own biases. They start the game perfectly non-problematic and end it that way too.
And this just...isn't what Dragon Age has been in the past. It isn't why I love the franchise. The whole game just felt, in a way, hollow. And this was a CHOICE and it is why the legacy characters are few and far between. Too many dragon age characters are just too...angry and complex for this game. You can feel them pulling their punches on this one. I have to imagine they did this because they didn't want to be criticised or have too much controversy? But I think it honestly goes far too much in the other direction and just makes it bland.
I can't imagine what I say here will be unique, but it is the basis for a LOT of my other thoughts on this game so I wanted to get it out of the way first. The softened Thedas and characters make this game by far the weakest in the franchise.
3K notes · View notes
emmg · 13 days ago
Text
Emmrich and Lucanis are the sugar daddies of the most deranged, broke-ass group of idiots in all of Thedas. It’s canon because I said it
Bellara doesn’t even know she’s supposed to be paid for work. Like, genuinely confused by the concept
Neve takes jobs from people who are basically paying her in promises and vibes
Harding lost that sweet Inquisition paycheck ages ago and is just scraping by on pure optimism
Taash probably has money somewhere but would rather set themselves on fire than spend a single coin
Davrin has more holes than socks. Assan eats his pennies
My Rook is a certified Lords of Fortune dumbass with the impulse control of a magpie and a “mild” case of kleptomania. She’s in debt to people she hasn’t even met yet
Meanwhile, Lucanis is out here with two mansions, the bougiest assassin rates in Thedas, and Emmrich has what’s basically tenure at Mourn Watch Trump University, walking around dressed like my house down payment. These two are 100% bankrolling this lineup of freeloader chucklefucks
Manfred needs pocket money? Emmrich’s got him, we all know that. Also slipping a little extra to his girlfriend because she’s, you know, decades younger and strapped for cash
Then the rest of these clowns line up like it’s Thedas’ Saddest Payday, Lucanis included (he’s just there to see how far he can push Emmrich)
Emmrich finally sets up a budget spreadsheet, Lucanis whips out an abacus, and Mondays are officially allowance day with Emmrich and Lucanis alternating who’s dishing out the gold each week
This group of morons has turned adventuring into take your sugar daddy to work day
Emmrich and Lucanis are now writing “Weekly Allowance” as a line item in their budgets
908 notes · View notes
gh-0-stcup · 2 years ago
Text
Asaara spends the days prior to riding out to the Hinterlands handmaking her Antaam-saar. She'd anyone who asked that it's just better for mobility than Harritt's designs. That she's used to fighting less protected, gliding in the background of a battlefield.
In actuality, Harritt's armour was perfectly fine. It was just massively unflattering and she didn't want to say her reasoning was "wanting to feel pretty". Or let Harritt know just scaling up human designs was a surefire way to make a Qunari girl feel more like an ogre.
0 notes
squirrelwithatophat · 4 months ago
Text
How the Chantry (and Orlais) Turned Kirkwall into a Police State
One aspect of the Dragon Age series that I’ve always found odd is the way in which rather crucial political and historical context surrounding major conflicts the player must decide tends to be relegated to codices, outside materials (e.g., books), and optional dialogue with minor characters... meaning that many if not most players don’t seem to end up actually seeing it.  Wicked Eyes and Wicked Hearts (Dragon Age Inquisition) in particular has become somewhat notorious for what it left out, but it’s far from unusual.
With regard to Dragon Age II, there’s a popular perception among fans that the troubles in Kirkwall can be attributed almost entirely to rogue behavior on the part of Knight-Commander Meredith and various evil blood mages.  This is understandable given the overall narrative framing and Bioware’s aforementioned problem of making key context very easy to miss.  But once we take a look at the full picture, it ought to be clear that the Chantry did not simply “fail” in their responsibilities towards the mages or towards the citizens of Kirkwall more broadly — they actively created and maintained the very nightmare they later professed to be dismayed about.
Moreover, despite the running Mages vs. Templars theme, the mages were hardly the only one's who suffered under Meredith's rule. Indeed, Kirkwall endured a brutal 16-year-long dictatorship (9:21-9:37 Dragon) that came into being courtesy of the Chantry and the Orlesian empire and only fell due to the mage rebellion.
Here I’ll describe in detail (with sources and citations) the story of how the Chantry turned Kirkwall into a police state and one that ultimately descended into what the writers themselves termed "genocide."  
The Templar Coup of 9:21 Dragon
Our story begins with the conflict between Viscount Perrin Threnhold of Kirkwall and Emperor Florian Valmont of Orlais.  
With the beginning of the Dragon Age (the era), the Orlais had experienced a major loss of territory and influence.  In 9:00-9:02 Dragon (the exact dates conflict), the Fereldan Rebellion led by Maric Theirin and Loghain Mac Tir overthrew Meghren, the last Orlesian King of Ferelden (personally appointed to the position by Emperor Florian himself), and reclaimed their country’s independence after nearly a century of Orlesian occupation.  These events are described in detail in The Stolen Throne. Emperor Florian, however, remained reluctant to recognize Ferelden’s sovereignty -- with peace between the two countries not being fully established until his death and the ascension of his niece Celene to the throne in 9:20 Dragon -- and may have been eager to reassert Orlesian influence in the region.  Perrin Threnhold, meanwhile, ascended to the position of viscount of Kirkwall (also formerly occupied by Orlais) in 9:14 Dragon.  At some point during this volatile period, Threnhold decided to raise money by charging what the Orlesians regarded as unreasonably high tolls for passage through the Waking Sea, which also controlled Orlais’s sea access to Ferelden and its capitol, Denerim.
For reference, here’s a map with my highlights:
Tumblr media
The Orlesian Chantry, founded by Kordillus Drakon I (the first emperor of Orlais), had from the beginning been dominated by Orlesian interests.  According to World of Thedas vol. 1 (p. 56): “The Orlesian capital, Val Royeaux, is home to the Chantry’s Grand Cathedral, the center of the Andrastian religion’s power.  Over multiple Blights, the Orlesians have used the Chantry to expand their influence beyond the nation’s impressive borders, notably to the north into Tevinter territory and southeast through Ferelden.”  The Chantry, not surprisingly, had backed the Orlesian invasion and occupation of Ferelden, most recently under Divine Beatrix III (probably) and Grand Cleric Bronach of Denerim. It should be noted that this is all part of a pattern of highly-aggressive and imperialistic behavior that has persisted for centuries from the early years up to (potentially) the events of Dragon Age Inquisition.
It also cannot be emphasized enough that the Templars are the Chantry’s army and were created by the Chantry in the first place.  They do not simply hunt and guard mages; they fight the Chantry’s wars and carry out its policies.  Quote: “the Order of Templars was created as the martial arm of the Chantry” (Codex: Templars).  According to First Enchanter Halden of Starkhaven (8:80 Blessed), “While mages often resent the templars as symbols of the Chantry's control over magic, the people of Thedas see them as saviors and holy warriors, champions of all that is good, armed with piety enough to protect the world from the ravages of foul magic. In reality, the Chantry's militant arm looks first for skilled warriors with unshakable faith in the Maker, with a flawless moral center as a secondary concern. Templars must carry out their duty with an emotional distance, and the Order of Templars prefers soldiers with religious fervor and absolute loyalty over paragons of virtue who might question orders when it comes time to make difficult choices.  It is this sense of ruthless piety that most frightens mages when they draw the templars' attention: When the templars are sent to eliminate a possible blood mage, there is no reasoning with them, and if the templars are prepared, the mage's magic is all but useless. Driven by their faith, the templars are one of the most feared and respected forces in Thedas” (Codex: Templars).  Likewise, a Chantry official confirms that the Templars are both “the watchers of the mages and the martial arm of the Chantry” (Codex: Seekers of Truth).  In Dragon Age Origins, the (unwillingly) Templar-trained Alistair elaborates, “Essentially they’re trained to fight. The Chantry would tell you that the templars exist simply to defend, but don’t let them fool you. They’re an army... The Chantry keeps a close reign on its templars. We are given lyrium to help develop our magical talents, you see… which means we become addicted.  And since the Chantry controls the lyrium trade with the dwarves… well, I’m sure you can put two and two together...  The Chantry usually doesn’t let their templars get away, either.”
In response to Threnhold’s intolerable restrictions on the Orlesian navy’s movements in its traditional sphere of influence, Divine Beatrix III, an acknowledged “friend of the emperor” (and predecessor to Divine Justinia V of DAI), ordered the Kirkwall Templars under Knight-Commander Guylian to force open the Waking Sea.  Viscount Threnhold retaliated for this obviously-illegal military interference by ordering the Templars expelled from Kirkwall and later executing the knight-commander.  Then-Knight-Captain Meredith Stannard led the remaining Templars to storm the Keep and arrest Threnhold before appointing a weak viscount unwilling or unable to resist her control.
From Kirkwall: City of Chains by Brother Ferdinand Genitivi (Codex: History of Kirkwall: Chapter 4):
Taxes were crippling and Perrin Threnhold used the ancient chains extending from “the Twins” standing at Kirkwall's harbor—unused since the New Exalted Marches—to block sea traffic and charge exorbitant fees from Orlesian ships. The Empire threatened invasion following the closure of the Waking Sea passage, and for the first time, the Chantry used the templars to pressure the viscount. Until that point, the templars had done nothing to counter the Threnholds even though, as the largest armed force in Kirkwall, they could have. Knight-Commander Guylian's only written comment was in a letter to Divine Beatrix III: “It is not our place to interfere in political affairs. We are here to safeguard the city against magic, not against itself.”  The divine, as a friend to the emperor, clearly had other ideas.
In response, Viscount Perrin hired a mercenary army, forcing a showdown with the templars. They stormed the Gallows and hung Knight-Commander Guylian, igniting a series of battles that ended with Perrin's arrest and the last of his family's rule. The templars were hailed as heroes, and even though they wished to remain out of Kirkwall's affairs, it was now forced upon them.  Knight-Commander Meredith appointed Lord Marlowe Dumar as the new viscount in 9:21 Dragon and she has remained influential in the city's rule ever since.
Given that this was written by a Chantry scholar, the self-justificatory rhetoric surrounding the viscount and the Chantry-instigated coup ought not be surprising.  It appears, however, that in Kirkwall itself popular perceptions of Viscount Perrin Threnhold are in fact fairly polarized.
Whereas Brother Genitivi calls Perrin’s father Chivalry Threnhold “a vicious thug who took power through a campaign of intimidation” and Perrin Threnhold “even worse,” an unnamed servant writing 7 years after the coup paints a rather different picture (Codex: Viscount Marlowe Dumar):
What happened to Viscount Perrin Threnhold was a travesty. I served in the Keep, and my blood boils when I hear people call him a tyrant. He was a good man who tried his best to free Kirkwall from the control of those who use power for their own purposes. It's always been that way here, hasn't it? Long ago it was the Imperium. Then it was the Qunari, then the Orlesians, now the templars... when have we ever ruled ourselves? He tried to kick those templar bastards out and give us real freedom, and what did it get him?
Whether Threnhold was an evil tyrant or a nationalist hero (or both or something else entirely) is beside the point, however.  He was not overthrown for mistreating the citizens of Kirkwall; he was overthrown for opposing Orlais and the Templars (acting as an arm of Orlesian imperialism and in defiance of their official duties).  Seneschal Bran, himself no fan of either Threnhold or the Templars (and the only character to ever discuss the coup out loud), points this out in an easy-to-miss optional conversation in Act 3.
Tumblr media Tumblr media Tumblr media
Hawke: What happens if they [the Templars] don’t like the [nobility’s] choice [of viscount]?
Seneschal Bran: Do you know how Viscount Dumar’s predecessor, Perrin Threnhold, left office?  He was a tyrant, certainly, but his rule was not ended until he actively sought to expel the templars.  “The good of all” is inexorably tied to what is good for the templars.
It’s unclear whether Knight-Captain Meredith was acting on her own initiative in toppling Threnhold or whether she received prior encouragement from the Chantry, but either way, what is certain is that the Chantry moved quickly to legitimize her actions and bolster the new order.  Moreover, the intent to seize power for the Chantry and its military forces rather than “liberate” Kirkwall from the depredations of a tyrannical viscount can be seen in the way they illegally imposed their own viscount (one kept submissive through threats of violence) rather than allowing the people to choose or at the very least following accepted selection procedures (i.e., allowing the nobility to vote on the next viscount). Indeed, this refusal to let the nobility select the viscount as per tradition is the basis of Orsino's protest at the beginning of Act 3.
In any event, Grand Cleric Elthina, as the highest-ranking representative of the Chantry in Kirkwall (appointed to her position by Divine Beatrix III herself around 20 years before Act 1) and thus exercising authority over its Templars, presided over the show trial at the end of which Threnhold was imprisoned and later murdered in his cell. Then she rewarded Meredith with a promotion.
According to the codex for Knight-Commander Meredith:
She is credited with removing the previous viscount, Perrin Threnhold, from his position after he attempted to have the templars expelled from the city in 9:21 Dragon.  The acting knight-commander was arrested and executed, and Meredith led a group of templars into the heart of the Keep to capture Threnhold. He was tried and imprisoned three days later by Grand Cleric Elthina and died from poisoning two years later. Meredith was subsequently elevated to her current position.
While merely implied here, Elthina is explicitly confirmed to have given Meredith the position of knight-commander in the first place in World of Thedas vol. 2 (p. 193):
Following Threnhold’s arrest, Grand Cleric Elthina appointed Meredith as the new knight-commander.  At Knight-Commander Meredith’s suggestion, a new viscount was chosen: a man named Marlowe Dumar.
Then in blatant violation of Kirkwall’s own laws and traditions -- again, dictating that the viscount be chosen by the nobility -- the Chantry had allowed newly-installed Knight-Commander Meredith to select the new viscount.  If approached in the Templar-occupied Viscount’s Keep and spoken to in Act 3, Seneschal Bran will explain:
Bran: When a line is judged unfit, or ends, we appoint from Kirkwall’s elite.  Or we would, if the situation was normal.  But it is not.
Hawke: Who nominates a new viscount?
Bran: A consensus of the nobility.  Normally.  And a willing nominee.
It seems to be the general consensus that Marlowe Dumar was chosen specifically because he was weak and willing to play the role of Templar/Chantry puppet (a subheading in Dumar’s WoT v2 entry even explicitly calls him “The Puppet”).  Meredith, after all, is not only responsible for his appointment but has been threatening him into compliance from the very beginning.
Again, Brother Genitivi writes quite bluntly: 
Knight-Commander Meredith appointed Lord Marlowe Dumar as the new viscount in 9:21 Dragon and she has remained influential in the city's rule ever since.
And quoting once more from the unnamed servant:
Now the Chantry has chosen Lord Marlowe Dumar as his replacement. After weeks and weeks of arguing, after telling the nobility that they would be choosing their viscount, after everyone saying it was time to use a new title—why not "king"? Why keep using the name imposed by the Orlesians? And after all that, the Chantry chose him. I suppose I can see why—everyone thinks he has the spine of a jellyfish, and it does seem that way.
Truly, he has the templars on one side, the nobility on the other, and everyone expects him to solve all their problems—yet he has no power to actually accomplish it. He keeps the peace as best he can, and I think he does a good job even if no one else does.
Likewise, to quote from Marlowe Dumar’s entry in World of Thedas vol. 2 (p. 184-185):
The new knight-commander, Meredith, appointed Marlowe to the seat, much to his surprise.  Just before he was crowned, he met in private with the knight-commander at the Gallows.  Marlowe was escorted, surrounded by grim templars, to Meredith’s well-appointed office, and there, she explained her reasons for the choice.  Kirkwall was filled with entitled degenerates... “With my help, you will turn this city around,” she said.  “We will be allies.”  Meredith’s message was clear: Remember who holds power in Kirkwall.  Remember what happened to Threnhold when he overreached.  To drive her point home, she presented Marlowe with a small carven ivory box at his coronation.  The box contained the Threnhold signet ring, misshapen, and crusted with blood. On the inside of the lid were written the words “His fate need not be yours.”  Marlowe ruled Kirkwall without incident for almost a decade, in no small part thanks to Meredith’s backing.  During his reign, the templars grew even more powerful, and the knight-commander’s influence was evident in almost every one of Marlowe’s decisions.
And from Meredith’s entry in WoT vol. 2 (p. 193):
Meredith presented Dumar with a carved ivory box at his crowning.  All present witnessed the viscount going white as a sheet as he opened it... It is not known what the box contained, but the reaction from Dumar made its importance to him obvious.  What is certain is that Dumar never openly or strongly defied the templars.  Over the course of his reign, Meredith’s grip on Kirkwall grew ever tighter, and Dumar’s failure to act absolutely contributed to the events that led to the mage rebellion.
According to Lord Bellamy, “a longtime political ally of Dumar’s” (p. 193):
“Dumar had a good heart.  A good heart and a weak will.  On his own he might have made a good leader, given time.  But he wasn’t on his own.  The knight-commander was always there, looking over his shoulder.  She let him know she was watching, that he wore the crown at her sufferance.  Meredith appointed him. This was a nobleman of only moderate wealth, with little influence.  She knew she could control him and there was little he or anyone else could do about it.”
Ultimately, the coup not only secured Chantry control over Kirkwall but furthered their (and the Orlesian Empire’s) geopolitical interests in the Free Marches as a whole. After all, the “Free Marches is [sic] best known as the breadbasket of Thedas. Its farms along the banks of the great Minanter river are the source of much of the continent’s food” (World of Thedas vol. 1, p. 65), and as with many a real-world “breadbasket,” its natural abundance and misfortune of lying between multiple empires had made it the target of one invasion and occupation after another. After the slave revolt of 25 Ancient toppled the Tevinter Imperium’s hold over the region (see Codex: History of Kirkwall: Chapter 2), the city-state of Kirkwall fell to Qunari invasion in 7:56 Storm, then invasion and occupation by the Orlesian Empire in 7:60 Storm, and finally gained its independence about 45 years later in 8:05 Blessed (see Codex: History of Kirkwall: Chapter 3). Prior to the Chantry-instigated coup, Kirkwall had enjoyed independence under a locally-chosen viscount for around 115 years, with Viscount Perrin Threnhold himself ruling for 7 years.
Other city-states of the Free Marches have likewise fallen under the Chantry’s sphere of influence (if not outright control):
Starkhaven is ruled by the Vael family. According to the codex for The Vaels, “They remain devout, dedicating at least one son or daughter per generation to become a cleric in the chantry.” The sole potential heir to the throne of Starkhaven is of course our DLC companion Sebastian Vael, “The Exiled Prince.” To quote from his first codex: “Sebastian Vael is the only surviving son of the ruling family of Starkhaven, which was murdered in a violent coup d'etat. Sebastian cannot forget the irony that he still lives only because his family was so ashamed of his drinking and womanizing that they committed him to the Kirkwall Chantry against his will… Since then, his belief in the Maker and His plan for Thedas have been unshakable. Embracing his new role, Sebastian took vows of poverty and chastity to become a sworn brother of the Chantry... until word of his family's deaths forced him to take up worldly concerns once again.” Elthina appears to have been playing mind games with Sebastian from the very beginning -- first she agrees to have him confined in her Chantry, then poses as a secret benefactor helping him escape from her clutches, with the revelation of her identity as said pretend benefactor leading him to embrace her authority and the life of a Chantry brother with genuine enthusiasm (see the Sebastian short story or his WoT v2 entry for details).  After his family’s murder, Elthina urges him to remain with her rather than reclaim the throne.  Yet when he gives up on seeking the throne and actually does attempt to return to the Chantry during “a crisis of faith,” he is “turned away by Grand Cleric Elthina, who believed he had not yet committed fully to either course” (see Codex: Sebastian - The Last Three Years), leaving him confused and even more under her thrall than ever.
Ostwick is dominated by the devout, staunchly pro-Chantry Trevelyan family. According to the codex for Trevelyan, the Free Marcher: “It is an old and distinguished family, in good standing among its peers, and with strong ties to the Chantry. Its youngest sons and daughters—those third- or fourth-born children with little chance of becoming heirs—often join the Chantry to become templars or clerics.”
Tantervale is certainly... special. According to WoT vol. 1 (p. 71): “Chantry rule is all but absolute in Tantervale, earning the city its dour reputation. The city guard is obsessed with enforcement. A street urchin would get a year in the dungeon for something that would get him a pat on the back in Orlais” (p. 71).
But let us return to Kirkwall, shall we?
"The Puppet”: The Reign of Viscount Marlowe Dumar (9:21-9:34 Dragon)
Viscount Marlow Dumar’s status as an impotent tool of the Chantry and its Templars appears to be common knowledge in Kirkwall.  Various characters, from city guards to lowlifes like Gamlen, casually refer to Meredith as if she is head of state and defer to her authority.
Immediately upon approaching the gates of the city in the first quest of the game, The Destruction of Lothering (Act 1), the following exchange occurs:
Tumblr media Tumblr media Tumblr media
Guardsman Wright: So Knight-Commander Meredith wants us to sort you all out. Most of you are getting right back on your ships, though.
Hawke: That's a templar title. Why would a city guardsman answer to the templars?
Wright: We don't answer to her... but she's the power in Kirkwall. Don't know what would happen if the viscount went against something she wanted... But he's sure never taken that chance.
Likewise, if asked about “the word on the street,” Corff the bartender remarks as early as Act 1, “People say Meredith's the real power in Kirkwall, not the Viscount. Even Dumar answers to her.”
Ordinary citizens appear terrified of Meredith, and with good reason.  During the quest Enemies Among Us (Act 1, set in 9:31 Dragon), we get the following exchange with the sister of a Templar recruit:
Macha: I pleaded with him not to join the Order, but he wouldn't listen. You hear dark rumors about the templars and Knight-Commander Meredith. And now my brother is gone.
Hawke: (“Are templars so bad here?”) In Lothering, some templars died protecting villagers. I never heard any dark rumors.
Macha: And those are the stories my Keran adored. But it is not like that here, serah. There is a growing darkness in the order. They prowl the streets in packs. Hunting. And now, they say their duties put them above us, that they have the right to... take people from their homes. It is frightening.
Hawke: (“Tell me about Meredith”) What do people say about Knight-Commander Meredith?
Macha:  Oh, she has many admirers. They laud the service she does in keeping the mages in check.  But others say she is terribly fierce and utterly without pity. That she sees demons everywhere.  It is dangerous even to whisper such things.  People harboring escaped mages just disappear.  Templars interrogate and threaten passers-by.  My friend has a cousin who’s a mage, and she says he was made Tranquil against his will.  You hear more with each passing day.
Of course, Knight-Commander Meredith’s reign over the Gallows was notoriously brutal long before she came into contact with Red Lyrium.  Writing 3 years after the coup (but 7 years before Act 1), in 9:24 Dragon, Brother Genitivi remarks that "Kirkwall has been a tinderbox since becoming the center of templar power in eastern Thedas." As early as Act 1, mages in the Gallows can be heard crying out, “This place is a prison,” and “Knight-Commander Meredith would kill us all if she could.”  When asked if mages are imprisoned, the guardsman replies, “Used to be, back in the Imperial days. They kept slaves here until the rebellion. Now the templars run it and use it to lock up their mages. Guess not much has changed” (The Destruction of Lothering, Act 1).  Karl Thekla’s final letter before being turned Tranquil (with such illegal uses of the Rite having been repeatedly reported to Meredith) “said the knight-commander was turning the Circle into a prison. Mages are locked in their cells, refused appearances at court, made Tranquil for the slightest crimes” (Tranquility, Act 1).  If Hawke questions the truth of these accusations, Anders responds, “Ask any mage in Kirkwall. Over a dozen were made Tranquil just this year. The more people you ask, the worse the rumors become.” (Elthina also appears to be aware at least to some extent of the subsequent ambush, in which a Tranquil Karl was used as bait to ensnare his former lover).
According to the short story Paper & Steel (focusing on Samson): “Under Meredith, freedom was a cruel dream for Kirkwall’s Circle mages. They were often locked in their cells, watched night and day by templars who were told any step out of line was suspicious. All those young magelings, told that magic was a curse, that they were dangerous, and that they had to be shut indoors all their lives looking out through those windows. Some went mad. Others, mad or not, tried jumping.”  And from First Enchanter Orsino’s entry in World of Thedas, vol. 2 (p. 195): “Every time a mage died by their own hand, Orsino would hear Maud’s final words to him: 'This is no life.’ The templars didn’t seem to care about the suicides. Most had the courtesy to say nothing at all, but some would snigger when they thought no one was listening. 'One less to worry about.’ ‘The only good mage is a dead mage.’ Orsino’s anger at the templars grew...” (Note that this began long before Orsino became first enchanter in 9:28, three years before the start of the game). It's also worth noting Knight-Captain Cullen Rutherford quite explicitly attained his position as second-in-command of the Kirkwall Templars position because of his anti-mage extremism, later including violence against those perceived as mage sympathizers and their families.
To name more specific abuses, the Gallows features whipping posts (with dialogue confirming the reliance on whipping) and multiple other medieval torture devices, including a rack, a pillory, and iron maidens.  We also see numerous references to casual beatings, sexual assaults, forced Tranquility and facial branding, long-term confinement in dark cells, and permanent family separation (e.g., Emile du Launcet).  Escape attempts are typically punished with summary execution, according to multiple sources (e.g., Ser Thrask, Ser Karras, Grace). According to Ser Thrask, the most sympathetic Templar (besides Carver), kindness to mages would be a "badge of shame" among among his colleagues. For more, I recommend checking out the “DA2 mage rights reference post” by @bubonickitten​. Again, note that these are cruelties largely occurring prior to or during Act 1, long before Meredith started going insane due to Red Lyrium.
If Feynriel is forced into the Circle at the end of Wayward Son (Act 1), the ex-Templar Samson says, “I hear they got your boy Feynriel locked up in the Circle. Bad business, that. It ain't all templars that're bad. It's hard luck being born a robe, but most places, they make it work. That bitch Meredith runs the Order in this town like her private army. You don't toe the line, you end up on the next corner here in Darktown.  I don't think you got to hate mages to love the Order.  But Meredith don't agree.” Samson, it should be remembered, had been expelled from the Templar Order for passing love notes from the mage Maddox to his lover.  For the crime of “corrupting the moral integrity of a templar,” Meredith ordered Maddox turned Tranquil.  According to Cullen in Before the Dawn (DAI), “Knight-Commander Meredith wielded the brand for far lesser offences, believe me."
Ordinary citizens appear to be well aware of at least some of Meredith’s reign of terror in the Gallows, given that various NPCs (including some who do not personally know any inmates) will refer to it.  During Tranquility (Act 1), for example, a mob of Ferelden refugees threatens the party over fears that the latter intend to turn in “The Healer of Darktown” to the Templars. One exclaims, "We know what happens to mages in this town.  And it ain’t gonna happen to him." Moreover, the knowledge is sufficiently widespread as to have reached faraway countries.  A note dated 9:35 (set between Acts 2-3) from a mage of the Hossberg Circle in the Anderfels expresses utter horror: “I have heard that in the Kirkwall Gallows, mages are locked in their cells with barely room to stretch, let alone exercise.  I can promise you that any mage of the Anderfels would be stark raving mad after a week of such treatment... No wonder Kirkwall has such trouble with blood mages” (WoT v2, p. 173).  
And through all of this, Meredith has the support of the Chantry and more specifically Grand Cleric Elthina.
Not only did Elthina appoint Meredith to her position in the first place (WoT v2, p. 193), but if asked her opinion on Meredith in Act 1, Elthina snaps, “Gossip is a sin, child. Knight-Commander Meredith has an admirable devotion to her duties. It is not my role to form opinions on her character.”  An odd statement to make about a subordinate, since Meredith reports to her directly (as knight-commanders legally do to the nearest grand cleric).  The codex for Knight-Commander Meredith confirms at as of the end of Act 2, “she enjoys the grand cleric's full support and has free rein in Kirkwall as the commander of its most powerful military force.”  According to Elthina’s codex, many claim that Elthina “allows Knight-Commander Meredith more leeway with each passing year.”   According to World of Thedas vol. 2, which tries to put a more positive spin on Elthina’s role, her detractors “say her stubborn refusal to exercise her Chantry-given authority allowed the conflict between the templars and mages to escalate, finally resulting in the disastrous mage rebellion of 9:37 Dragon... Since Elthina was loath to exploit her authority as grand cleric, she refused to order either the mages or templars to stand down when tensions flared.  Many believe that she could have forced one side to retreat by showing her support for their position, but Elthina refused to take sides” (p. 196-197). This is at best an abdication of responsibility to dependents for someone intent on remaining in power.
Moreover, Elthina’s dominance over Kirkwall appears to depend in large part on at least appearing to manage Meredith and her troops.  According to her codex, “People frequently turn to her to mediate disputes—particularly those involving the powerful Templar Order, over whom she holds authority as the Chantry's ranking representative.” So Meredith as military leader rules both the Circle and the city-state through fear and violence, while Elthina maintains her power by playing Good Cop to Meredith's Bad Cop. Both then maintain a pretense of legality and legitimacy by fronting Viscount Dumar as the public face of the regime.
And this dual-power system works quite well for them -- at least until Meredith starts losing her mind under the influence of the Red Lyrium idol.
[A link will later be provided for Part 2 on Escalation and Direct Rule. If I ever do get to it 😭😭😭]
586 notes · View notes
justanotherflemethstan · 2 months ago
Text
I have been very positive and hopeful for DAtV ever since it was announced, but the latest IGN article has massively tanked my excitement, to a degree where I'm wondering if I even want to purchase DAtV on release or wait for it to be discounted at a later date.
Here is the core if the problem:
Tumblr media
Continuity has always been such a massive part of what makes the DA/ME Bioware titles special. Playing an RPG where I can romance some of the characters is no longer enough of a unique formula, and others have likely done it better than what DAtV can ever offer (I don't expect nowhere near the level of complexity of BG3). The fact that we as players could inhabit a world that responded to our choices throught time and reflected our decisions in big and small ways was a core part of what made Dragon Age different. Reducing it to 1 romance and 2 DLC decisions completely destroys any visible continuity, where even a character like Morrigan who according to the devs has always been present for "world shaping events" will have to dance around not actually mentioning any consequences of said events.
Basically, avoiding any mention or any consequences of those "world-shaping events" (Epler's own words) makes them kind of not world shaping at all. It competely removes both the stakes from past games and any player agency since no matter what you did or chose in the past the world of Thedas in Dragon Age the Veilguard remains exactly the same. You didn't at all shape it as a player.
Finally, I just want to add as someone working in design myself that respecting user/player contribution and preserving their input are just basic principles of good design. Many, many players across many years have dedicated their most precious resources - time, effort, even money - into crafting their own unique Dragon Age characters, worldstates, and storylines. First offering the tools for players to make all those choices and then completely ignoring them is the studio/EA essentially saying that what we did doesn't matter. Our time doesn't matter. Our effort doesn't matter. Our stories don't matter. All that matters is that we open our wallets and pay for another game because it has the branding of a franchise that we used to love.
224 notes · View notes
bunabi · 10 days ago
Text
Tumblr media
I was so distracted by Natalene serving I didn't realize the coins all have Kirkwall heraldry on them 😭
Does that mean all currency in Thedas is/was minted in Kirkwall
You're telling me Hawke could have just broken into the national mint and printed enough money for the expedition
102 notes · View notes
the-cryptographer · 8 months ago
Text
Fenris's anger towards Danarius in act 1 is so deceptive. Not that it doesn't exist - it definitely exists, is very real and all-consuming. And Fenris definitely creates a very logically sound argument for why it exists and why Danarius deserves to die and why it would be incredibly insulting to just pay Danarius for his own freedom - ie. the institution of slavery is evil! after everything he's taken from me, why does he also deserve my money?! (Absolutely a fair point. But nevermind that Fenris knows perfectly well that Danarius is already extremely wealthy, and already expending a far greater amount of money having him tracked and hunted and brought back alive than Fenris could ever hope to match.) And I think it all distracts from the fact that Fenris is just not a very ideological person and isn't actually motivated by ideological ideals. Which is what makes him a sensible and reasonable and pragmatic person (unlike Anders who is 100% fuelled by outrage against injustice in the face of every practical impossibility to his plans, and is thus insane (i say this affectionately, please keep your Anders hate/salt off my post)).
There's just a very practical reason that Fenris is so angry in Act 1 and I think it's that his anger is one of a very few things that's keeping him from going back to his abuser. Like, Danarius has gone out of his way to make as sure as possible that Fenris's time as a man free is as miserable and uncomfortable as being his slave, if not more. When you meet Fenris, he's being chased across the filthy backwaters of Southern Thedas by bounty hunters, hounded and paranoid and unsafe at every turn, without access to adequate food or housing or medical care, incredibly lonely and entirely without allies (and who would want to ally with him, when it comes with the strife of becoming a target of those bounty hunters too??). He is living a miserable grimy existence, and he knows that the easiest way to make it stop is to give in. To go back to Danarius - let Danarius be the solution to the problem that Danarius created in the first place, entirely with the intention of bringing Fenris back under his control. And the only thing stopping Fenris from doing that is him reminding himself at every inconvinient moment that he's furious with Danarius and the guy made his life hell and deserves to die miserably. And you think so too, right, Hawke?! Tell him you think so too!
So that anger is important, but the things that Fenris said in it also can't really be taken as a literal understanding of his thought process or his actual desires imho. It's just pretty obvious by the time you reach acts 2 and 3, when Fenris has far more in the way of resources and allies and security, that all his conviction and outrage in act 1 about how he'd go and hunt down Danarius and kill the man himself was an extremely empty bit of hot air. His grand plan for dealing with Danarius in act 3 is 'hope that guy has moved on and forgotten about me so I can meet my sister in peace'. Frankly, he doesn't want to kill Danarius - doesn't want to have to. Much in the same way he didn't want to have to kill Hadriana. He doesn't give a shit about revenge or whether or not they deserve it for their magical crimes. It's just that none of these fuckers will leave him the fuck alone to move on with his life.
226 notes · View notes
fleshwerks · 21 days ago
Text
Righto, I've had my brekkie, it was mediocre. Let's continue. To followers: I do my best to tag my shit now, so keep your Xkit or other tools updated, as I return to form with my long-winded, acidic essays on good old Dragon Age. It's like we're back in 2017 again! Now I want to offer commentary on an IGN article from September 25, 2024. And I briefly surmise on how evidently, Epler and friends either didn't play, or didn't understand their own home company's game, DA: Inquisition.
Tumblr media
By giving up the Inquisition, the Inquisitor also surrenders all their power, gained lands and bases, influence, and treasure. All the Inquisitor has after disbanding or handing over the Inquisition is their personal reputation. The manpower, estates and so on is gone, not in small part because the Inquisitor's enemies don't vanish with the Inquisition, they are not just a splinter in Solas' eye, but there are a lot of powerful factions in Thedas who would very much like to see their investment in Inquisition to pay off. Especially since not nearly all of them threw in their lot with the Inquisition not to stop the world-ending threat, but for power and money. By deleting the Inquisition, the Inquisitor has absolutely robbed these powerful factions of their mail-clad, holy fist, as well as a lot of money. Not to mention everybody else you offended.
Also is gone the thing that made you special in the first place: the Anchor. You're nobody now. You're just a regular person with a great story, and nothing more. By the stinger at the end of Trespasser, you are Rook: you have a very small contingent of ordinary people, and you're back to having to handle everything by yourself again because your ace in the hole and all your resources and manpower are gone, gone, gone.
This quote also doesn't acknowledge the fact that until the very end, the Inquisitor faced distrust from every angle, and the only ones trusting you completely were the pilgrims and refugees, the contingent of people with the least amount of power to actually make meaningful change. Hell, even when you reached Skyhold, there was only one conversation about taking the Inquisition in a more cohesive direction back in Haven. Leliana and Cassandra and Cullen and Josephine virtually sprung your your new title on you by surprise. They ambushed you on a staircase, in front of a crowd, and shoved a sword in your hand. You had no way to say 'oh fuck no' without the desperate crowd below tearing you from limb to limb... in the isolated mountains. On an isolated mountaintop keep's grounds. There was never a choice there. From then on, you had to beg, connive or kill to get people to support you, and Trespasser directly dealt with the fact that people still wanted you gone or harnessed to the church. Your Inquisition wasn't united by the faith of all that contributed to it, it was united by lying, begging and killing. All that really united you was money and fear. The Inquisitor had to earn respect and fear. they had to beg and kill. Nobody in the Inquisition handed you stuff, you had to work for it.
Tumblr media
Whose Inquisitor, Ms. Busche? Yours? Because if mine was headcanonically alive, he would not feel even a shred of remorse over being played like a fiddle by a literal elven god, thousands of years old, whereas all he ever was was a 30-year-old drunk soldier brought up in the societal isolation of a Dalish clan, and being functionally illiterate to boot. My Inquisitor is very clear: Solas' choices are his own, his deeds are his own, his manipulation is his own. The Inquisitor, especially the unfriendly-to-Solas Inquisitor never once had any control over Solas. It does, however, play into what's been my most consistent criticism of Solas, but more importantly, Bioware over the past 10 years: it acts like Solas is your fault. It acts like you getting manipulated and played by a vastly more powerful and older and cleverer person is your own fault, or your own responsibility. It's the epitome of Bioware trying to sneakily communicate: "Look what you made me do." And that's Solas' whole deal in Inquisition: he burdens a single, young mortal with proving to a literal god why he shouldn't kill the entire world. And if you fuck up, then Thedas dies. It's not unlike the nasty phenomenon of "if a white person does it, he's mentally ill and an outlier, if a black person does it, all black people are Like That." This is Solas: 'if I do it, I'm a sad rebel making big mistakes. If you do it, you're the reflection of all members of your kind. And my Inquisitor had none of it.
Tumblr media
Very telling, Epler. This is you saying, in Bioware style, that there's a correct way of playing Dragon Age games, and there's 'any other ways'. The correct way is 'romance Solas'. The others are just variations on a theme that, in the end, don't really matter. And it shows in Veilguard, it shows. The very least you can do is prioritise your intended path, Epler, while not actively disregarding other paths. This isn't the case. It isn't the case with the entire Thedas universe from these four games, because Veilguard nuked all of the Southern regions in a not so veiled way to say: 'They don't matter. What happened there does matter. You might've felt like each of your PCs achieved a victory, but they were just officers stalling for time. They were all losses in a war that now has to be won, and they just don't matter.' No. My Inquisitor doesn't feel guilty. My Inquisitor is meta level enraged that all he ever was, was an unknowing valet to Solas, and somehow that's his own fault.
Tumblr media
Sure. It's not like Tevinter has been ever-present throughout three games, with important NPCs hailing from there, North's influence on the South, and endless codex entries and book material talking about Tevinter. The lore isn't gone, Bioware. It's not a brand new region, it has always existed in Thedas, we just haven't been there personally, but we've read about it. A lot. And you cannot just delete it all like you did in Veilguard. The place has a well-known, established lore to each of its nations. It's not a clean slate.
Tumblr media
OH, REALLY???
Tumblr media
Really? Really-really??? Really-really-really????? Reeeeeeallly? Reallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreallyreally----
Tumblr media
Fair. Reasonable. Expected. But you're not writing a book that requires no personal hands-on involvement by its reader. You're writing a roleplaying game where the player is as much a storyteller as a spectator. And you just wiped the slate clean. Nothing stayed even a little bit fixed. So I, as a player and a fan have to ask: why should I care if all the places in Thedas I mended and helped get destroyed and deleted. Why should I care if the people I care for in the game are all dead. You could argue 'it's for the experience, the transitional nature of time, what matters is the moment and not the end goal' and it's a noble sentiment. But does it make for a great game? Because it's one of humanity's key questions and grievances that has been pursued, fought over, died for: 'Does anything I ever do even matter?' And in real life, the answer is: "It matters if you think it matters." But Dragon Age is not a real world, it's our escape from the real world. It's a place where people come to matter more than in the brief cosmological second we inhabit this universe. We want things to matter in Dragon Age, because in real life they don't. It's why we tell stories, Varric. We want something to last, and something to matter. We want to engage with what hurts us in real life, and we want to change that, and achieve at least some permanence. Because we cannot have that in real life. And Bioware proudly and self-assuredly has said to us: "Nah."
102 notes · View notes
fangsandfeels · 7 days ago
Text
Rewriting Veilguard factions because I can:
Some things I'd have changed for each faction:
First of all, I'd introduce particular race restrictions for every faction because stop pretending they don't matter. The latter only destroys the unique specifics behind every race and its history in the world of Thedas.
Add extra background options for Rook related to their fraction for more roleplay and dialogue options. For instance, "noble" and "foundling" for the Mourn Watch, "new blood" and "veteran" for Grey Wardens, etc.
Remove the "Rook had to temporarily leave their faction because they did the thing and made the upper management mad" thing. Make their decisive action part of their bio, but not the reason for their participation in the main quest. Instead, let Rook to be actually entrusted by their group to get out there and find out what's going on - and end up cooperating with the Solas search group. Let whatever Solas is doing affect every fraction: spirits going stir-crazy in the Grand Necropolis, Lords of Fortune having to deal with Qunari and magical anomalies at the sea, not to mention increased dragon activity, weird elf disappearances in Treviso, Tevinter authorities growing more and more paranoid due to spike in elven slave rebellions (that Shadow Dragons had nothing to do with) and their rare magical artifacts going missing, Dalish elves hearing whispers and voices calling to them, Grey Wardens cooperating with the Inquisitor's initiative to find Solas and sending their volunteer (Rook) to assist. That would add more competence to their character.
Antivan Crows
I'll be frank: it should be Zevran's group, whatever he would call it. While Zevran is definitely not a good boy, he wouldn't make his trainees undergo the same torture he did.
Also, he'd hate the conditioning and brainwashing done by the Crows. So, Rook could have been one of the Treviso orphans already traumatized by the Antivan Crow training - until Zevran came into picture and, after killing the Crows, ended up with a bunch of fledglings on his hands. You can't exactly tell the younglings to go and be free, you have to teach them - while do something about them believing they're only good for killing. Due to this, Zevran ended up training them and getting that self-degrading bullcrap out of their heads. He didn't expect to have a guild of his own, but joke's on him, he is a leader now and now he is going to make Antiva a better place for his underlings.
Once again, it doesn't mean playing for the "good assassin guys", but if you want your morally gray faction, it will do nicely. Zevran isn't exactly a hero, but he is also not a total scumbag who buys people and makes child soldiers.
I can believe that he and his associates would actually be interested in organizing partisan movements around Treviso and killing occupants. After all, Zevran knows Quanri and their views better due to him traveling with Sten (from their interactions, I didn't get the idea that he was super into the Qun or comfortable with Sten's ideas), so he knows what exactly is going to happen to the Treviso denizens. Moreover, he is done with ANY attempts at brainwashing, will breaking, and reconditioning so he wouldn't stand for Qunari doing it, no matter their reasoning.
Available races: human, elf
Lords of Fortune
Just let them be pirates led by Isabela. Yes, the kind that doesn't care if the stuff they take belongs to another culture - because money. But also the kind that takes in runaway slaves and anyone else as long as they can keep up.
The kind that takes on merc jobs and also assists in defending Rivain because it's their territory - and for many, it's their home.
Rook starting out as a former escaped slave from Tevinter is a great template for both a merc with a heart and standards and an absolutely ruthless pirate who sees the world as the dog eat dog place.
Available races: all of them, Lords don't discriminate.
Veil Jumpers
I'd even change the name because it sounds so...not serious. Even Fade Stalkers sounds better (come on, writers, I see what you did with the Arlathan forest, you clearly wanted a fantasy version of S.T.A.L.K.E.R., so just embrace it).
Let this faction be created by one of the ancient elves who used to be stuck in the Fade, then got out - but were NOT happy with Solas, don't want to follow him and don't trust him to fix things. The Evanuris once led them and they ended up enslaved, why should they trust Solas and his good intentions, especially if he claims to be the one to fix and restore the world? So they don't.
They don't see the point in "burn it down and rebuild again" because they already have the bitter experience: so they would rather try their chances with what they have right now, by equipping their people with information and truth.
So, they manage to gather the Dalish people willing to believe and follow them, seeking to educate them and teach them on using magic and tools long forgotten and salvage whatever is left of their heritage, only now with the knowledge of using it.
The most difficult faction to gain approval for if you're not an elf: because some leaders are willing to cautiously cooperate, while others think that Felassan was right and that this world was so much better without humans, dwarves, or Qunari.
Available races: the elf only club.
Shadow Dragons
The in-game faction is mostly fine, aside from the game trying to make it look like Venatori are the only ones who want them dead. No, Shadow Dragons are beefing with the entire Magisterium (aside from Dorian and Maevaris' party) and are depicted as an extremely violent terrorist group both within and outside Tevinter, with only slaves and low-class citizens actually believing in their cause and hoping for their assistance.
Because this is what a corrupt government does - invest in smear campaigns so vile and vicious that you have to be prepared to debunk numerous myths about your group and cause before engaging with people.
This should be particularly painful if you, as a Shadow Dragon, interact with people outside Tevinter because given the real life experience with westerners, people living in safe and privileged first-world countries would rather gobble up the comfortable and refined lies spread by your enemies than listen to you, someone who was oppressed and hurt by your enemy.
Realistically, a Shadow Dragon Rook would have to facepalm their way through the ridiculous shit like "Don't you guys kidnap slaves from their cozy kennels only to forcefully conscript them to your army?" or "Aren't you guys just a bunch of mercenaries sponsored by one of the Senate parties to undermine its political opponents?" or "You're just part of the Par Vollen and Tevinter war. Do you think I'm stupid and don't know you're on the Qunari payroll?" or "All you want to do is to escalate and spread chaos, don't even try to do it here".
Another realistic issue for Shadow Dragons should be dodging Qunari spies. Because, lets be honest: Par Vollen would want to exploit that vulnerability in their continuous war with Tevinter. They would try to offer assistance to Shadow Dragons in order to find a way to weaken and conquer Tevinter or get their hands on secret information.
But since Shadow Dragons want to change their government, abolish slavery and the horrible political system, they don't want to do it at the cost of getting subjugated by the Qunari. So, they have to be extremely careful when picking their agents, making sure they aren't just conveniently placed Ben-Hassrath.
Available races: human, elf, dwarf, Kossith
Grey Wardens
Generally the most involved faction ever since the events of the Inquisition. First of all, where is one taint-corrupted ancient magister, there is two or even three of them. After the Adamant Fortress, they can't allow themselves to be inactive - if exiled from Orlais, they need to make up for this disaster and prevent any further manipulations, if allowed to stay and rebuild, they work closely with the Inquisitor and provide assistance with the search for Solas. Probably, not all of them are aware of the Solas' true nature - they're only given information that he is a much more powerful mage than anyone imagined and that he was the one who released Corypheus and plans for another disaster.
The First Warden is aware of the full story, but pretends to be skeptical for the sake of not arising suspicions (in case Solas' spies are around).
They should also experience issues with some of their elven Wardens suddenly leaving (you can't tell me that elf Wardens won't be tempted with a promise of never succumbing to the Calling) and detect suspicious darkspawn activity.
Available races: all, with Kossith and elves getting extra race interactivity bonuses.
Mourn Watch
The faction and its representatives are generally fine in the game, I just wish there was Cassandra to make disgusted noises at the Mourn Watcher Rook.
Imagine dodging interactions with Nevarran Mortalitasi to the point of appointing a random apostate bum as your Fade expert, only to work with a fucking Mourn Watcher because that bum you hired to be your Fade expert turned out to be a freaking elven god who started all that shit.
The irony is fucking delicious.
Aside from that, I think that Mourn Watch should be the mage-only faction because a) the order is founded by Mortalitasi, who are mages, b) what are the non-mage Watchers even supposed to do when working with spirits and the undead?
They have no tools or means of interacting with them, which means they can end up dead. It's not logical for Watchers to allow a non-mage in their ranks for the inclusivity sake, exposing them to a constant risk and knowing that the mages will be held responsible for the imminent tragedy. I imagine there is non-mage personnel at the Grand Necropolis, but I don't think they're entrusted with the same secrets and duties.
Also, there should be an option to choose between "foundling" and "noble". The foundling!Rook can have a particularly close connection to the spirits, which allows them to single-handedly calm the undead during the War of the Banners, while the noble!Rook has an established family, much more political connections and is well-versed in diplomacy and negotiations, which allowed them to trick the undead barons and put them down when they least expected it
Available races: human, elf
Bonus: new faction idea
Kal-Sharok
Give more exposure to the Titans and the dwarven connection to Stone through the perspective of the Kal-Sharok dwarves. In DAI, they were already shown carrying out their own operations and cooperated with the Inquisition on their own conditions. So, I can't imagine them not being active, especially if they are at least partially aware of the history of Titans and the Evanuris.
Rook can start as one of the Kal-Sharok agents (probably acting undercover at first), and to them stopping or even meeting Solas is of a particular priority because he holds the key to the history of the dwarves, their connection to lyrium, and many other things. This Rook is looking for the truth - and ultimately can decide, whether they should use their knowledge for advancing Kal-Sharok exclusively or should they reconnect Kal-Sharok, surface dwarves and Orzammar because they share the same past and the same trauma.
Also, a Kal-Sharok Rook can have unique mage classes if they're the one with connection to the Stone.
Available races: only dwarves
121 notes · View notes