So You're Interested in Dragon Age
Jan. 4th, 2015 09:19 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
This post got... slightly out of control. Slightly.
Glossary
When Are Apostates Maleficarum? And Other Important Questions
The Taint: This is used to refer to both Darkspawn blood itself, the corrupting nature of it, and occasionally the Darkspawn hive mind. It's a versatile word. I included it here because sometimes a dude talks totally seriously about "mastering the taint" and I start laughing like a fucking moron.
Archdemon: An archdemon is an Old God who has been corrupted via ingesting the darkspawn Taint. They appear above-ground as something that looks like a cross between a dragon and a piece of Silly Putty, and are capable of leading the Darkspawn hive-mind in full-scale assaults against Thedas. So far only five of the seven Old Gods have appeared as archdemons: Razikale andLucozade Lucasan are still unaccounted for.
Blight: Blights are the name given to a period when a Darkspawn horde, led by an Archdemon, attacks the surface world. There have been five Blights in Thedas' history, the most recent of which you put an end to during Dragon Age Origins. Blights can go on for centuries, and are capable of completely destroying entire sections of Thedas, as the Darkspawn blood taint can kill or mutate even the surrounding landscape. Yes, including the trees. There is currently a sixth Blight rumoured to be brewing in the Anderfels, but that may just be the way the Anderfels looks normally.
Grey Wardens: an order of exceptionally skilled warriors who are dedicated to fighting darkspawn throughout Thedas. The Wardens are known for ignoring a recruit's racial, social, national, and criminal background, and will recruit from both the Circle of Magi and the local prisons. They have been instrumental in defeating each of the five Blights, so they're kind of allowed to do whatever the hell they want. The Wardens are headquartered in Weisshaupt and led by a First Warden. However, more practically command tends to fall to a senior Warden in each country, known as a Commander of the Grey (or just Warden-Commander). Small bands of Wardens are led by Senior Wardens. In order to formally join the Wardens, recruits must undergo a secretive ritual called the Joining.
The Joining: The ritual that all recruits must undertake before becoming part of the Grey Wardens, the Joining involves drinking Darkspawn blood in order to connect to the Darkspawn hive mind. Survival rates for this ritual are notoriously low. One of my favourite Dragon Age facts is that the Joining came about when a tribesman recruited into the Grey Wardens indulged in a cultural tradition of eating his fallen enemies, and in doing so discovered that darkspawn blood gave people WACKY SUPERPOWERS.
The Calling: Also known as the Long Walk, the Calling is a ritual created by the first Wardens when it became apparent that chugging Darkspawn blood actually had a pretty bad long-term effect on your health. Wardens answering their Calling - literally the "call" or song that Darkspawn hear when searching for the Old Gods, which I assume is the greatest hits of Queen - will go off by themselves, have a couple of beers, and then descend into the Deep Roads and attempt to kill as many Darkspawn as possible before being overwhelmed. All Wardens who survived the Joining eventually answer their Calling. The time between the two is anywhere between ten and thirty years. It's all terribly tragic, and explains why the popular pastime of most Wardens is living live to the fullest whilst they can.
The Deep Roads: Huge underground roads spanning the width and breadth of Thedas, the Deep Roads were originally excavated by dwarves in order to connect their kingdoms. Unfortunately, they've since been overrun by Darkspawn, who now have the ability to pop up anywhere on the surface without warning.
Exalted March: These are religious crusades led by the Chantry. The first Exalted March was that of Andraste against the Tevinter Imperium. The second was against the elves of the Dales. During the Black and Exalted ages, the Chantry led four Exalted Marches against the Imperial Chantry in Tevinter. The Steel and Storm Ages saw three Exalted Marches against qunari invaders.
Race-Specific Terms
Elven, Dwarven, and Qunlat, Oh My!
Vir Tanadhal: The code of the elven goddess of the hunt, the Vir Tanadhal is a philosophy followed by many Dalish. It consists of three parts: Vir Assan or The Way of the Arrow (fly straight and do not waver), Vir Bor'Assan or Way of the Bow (bend but never break), and Vir Adahlen or Way of the Forest (together we are stronger than the one). The three parts of the philosophy are often strung together into a mantra by the Dalish, which ends with the phrase we are the last of the elvhenan, and never again shall we submit.
Dwarves: The shortest race in Thedas, dwarves are a stocky and practical people who predominantly live underground. Dwarven society is separated into rigid caste systems, in which social status is conferred by birth. They are responsible for mining and exporting the surface's supply of lyrium, and are also expert weapon- and armorsmiths. They were also one of the first races to encounter the Darkspawn, which is a somewhat dubious claim to fame if I've ever heard one. Dwarves view the surface world with fear and suspicion, especially the sky, though merchants and smiths will venture above ground in order to trade with humans. Dwarves born above-ground are automatically seen as casteless, and are therefore shunned in dwarven society.
The Stone: Dwarves believe that they are the Children of the Stone, born of the earth itself. They refer to the Stone as "she" and believe that she is a living entity that surrounds and protects them. I think they literally venerate the rock that surrounds them, which actually kind of makes sense given that for many dwarves it's the limit of their entire world. Casteless or surface dwarves are said to have been rejected by the Stone itself.
Thaig: Dwarven term for their underground settlements. Thaigs are named after prominent houses and paragons. Most of the dwarven thaigs were lost to the darkspawn during the First Blight.
Paragon: Dwarven heroes. Paragons can be chosen from any caste, and are usually picked because of some extreme form of bravery or invention. Typically a posthumous award, because the best acts of bravery are the ones that get you killed, they are often immortalized in statues around the dwarven cities. It's said that the word of a living Paragon can surpass even that of a king, despite a Paragon having no official title.
Legion of the Dead: An independent branch of the Dwarven army, The Legion of the Dead is the most intimidating force in the Dwarven military due to the fact that its Legionnaires believe themselves to be already dead. Upon joining the Legion, dwarves will hold a symbolic "funeral" in which the new Legionnaire is officially recorded as dead, before they head into the Deep Roads to fight the Darkspawn. Joining the Legion is done for a variety of reasons, ranging from atoning for a misdeed to just really, really enjoying killing Darkspawn. It's very rare for a human to join the Legion of the Dead, although not totally unheard of. The Legion of the Dead are, in essence, underground Grey Wardens, but shorter and more obsessed with death. They used to have a fortress in Bownammar known as the City of the Dead, but it was abandoned to the Darkspawn in 9:13 Dragon.
A Tourist's Guide to Thedas
It's 90% Hinterlands!

The majority of what you see here are human (or at least predominantly human) nations. These include:
Also not pictured: elvish kingdoms. This is because they don't exist anymore. Elvhenan (literally: land of our people) used to cover most of Thedas, until humans arrived and fucked everything up. First they gave the elves smallpox, and then the Tevinter Imperium started absorbing parts of Elvhenan and enslaving its people and then, when the elves tried to retreat into the capital city of Arlathan, the Imperium sank the entire city into the ground using blood magic, destroying centuries of elven history and culture. It would be another two centuries until Andraste led the elven slaves in rebellion, for which they got a consolation prize in the form of a small strip of land called the Dales. Unfortunately, human-elf relations had been irreparably damaged, and in 2:20 Glory the Chantry led an Exalted March against the elves which destroyed the second elven city of Halamshiral and finished off whatever history and culture the Imperium didn't get the first time around. Whilst some elves opted to convert to Andrastianism in return for shelter in human cities, others decided to give humanity a middle finger and became nomadic clans known as the Dalish, presumably operating under the assumption that if they keep moving their stuff around humans can't destroy it again.
The Story So Far
Spoiler: The Game Ends With Everything On Fire
The actual personality of their Inquisitor is largely left up to the player. Want to be a murderous asshole? Great! Want to be a natural diplomat? Also great! Want to be a devout Andrastian? There's dialogue options for that. Want to be a filthy heathen? There are also dialogue options for that. What this means is that the "canon" Inquisitor varies from game to game. Most fanfics tend to feature the writer's own Inquisitor, which means that Dragon Age fanfiction is basically one step up from write-your-own-OC-adventures.

Cassandra Pentaghast
"I see what must be done, and I do it! I see no point in running around in circles like a dog chasing its tail."
Yes, of the Nevarran Pentaghasts. Don't get too excited, though: Cassandra is seventy-eighth in line to the Nevarran throne, which actually says impressive things about one of her ancestors. Cassandra joined the Seekers of Truth after her brother was murdered by blood mages, and remains loyal to the Chantry even after the Seekers of Truth abandon it in the wake of the mage rebellion. Cassandra is the sword in the right hand of the Divine, seeking justice above all else.
Cassandra can come across as brash, however she is also incredibly dedicated to doing the right thing. She tends to act first and think afterwards, and is the kind of character who will do something in anger that she later regrets. During the course of Inquisition she struggles with her sense of faith and responsibility. Cassandra is the driving force behind the reformation with the Inquisition. She also has a bit of a romantic side, and enjoys reading Varric's terrible novels. (What? It's true!)
Cassandra is heterosexual, to the distress of many people in the Dragon Age tag.
You can watch one of my favourite scenes involving Cassandra here.

Leliana
"Though darkness closes, I am shielded by flame. Andraste, guide me. Maker, take me to your side."
Leliana originally appears as a companion in Dragon Age Origins, and returns in Dragon Age Inquisition. Born in Orlais, Leliana trained as a bard (note: bards in Orlais are actually thieves and assassins, in addition to being bards) before later becoming a Chantry sister. If Cassandra is the sword in the right hand of the Divine, then Leliana is the knife in her left. She joins the Inquisition as its spymaster, and typically provides slightly more sinister solutions to the Inquisition's problems by offering to assassinate people.
Seriously, it's like: got a problem? It's cool we'll just assassinate them. Leliana no.
Leliana is a complex character whose personality can differ slightly depending on choices you made in Dragon Age Origins. At her core she is incredibly smart, as evidenced by her ability to stay alive in Orlais' Grand Game; her problem is that she's never managed to leave that mindset behind her. She sees the world as a game of tactics, with threats lurking in every shadow. Despite this, Leliana also loves fashion (particularly shoes) and owns two pet nugs, one of which is called Schmooples.
Leliana is canonically bisexual, although you cannot romance her in Inquisition.
You can watch one of my favourite scenes involving Leliana here.

Cullen Rutherford
"Kirkwall's Circle fell. Innocent people died in the streets. Can't you see why I want nothing to do with that life?"
Born in Fereldan, Cullen served as a Templar for several years. Initially he was stationed in the Fereldan Circle of Magi, where he was responsible for striking down mages who failed their Harrowing. When the Circle was overrun by maleficarum, Cullen was taken and tortured. He was reassigned to the Circle of Magi in Kirkwall, where he struggles with his conscience regarding the Knight-Commander's treatment of mages and also looks like he hasn't slept in about ten years. Following the destruction of Kirkwall, Cassandra Pentaghast recruits Cullen as commander of the Inquisition's forces. He provides practical solutions to the Inquisition's problems (throw some soldiers at it!).
Cullen is your archetypal knight in tarnished armor. He readily admits that his past behavior towards mages was wrong, and that he is trying to be a better person. He struggles a lot with issues of duty and integrity. Like many Templars, Cullen is addicted to lyrium - he tries to go cold turkey during Inquisition, resulting in some delicious angst. He's a very straightforward guy with a good head for military tactics, who gets flustered by forthright women and manages to lose all his clothes playing Josephine at cards. He's darling.
Cullen is a heterosexual romance in Inquisition for human and elf females, although unused files within the game directories suggest he was originally supposed to be bisexual.
You can watch one of my favourite scenes involving Cullen here.
I want to smooch him all over his stupid face.

Josephine Montilyet
"Common ground is the start of all negotiations."
The eldest daughter of a noble Antivan family, Josephine has worked as an ambassador in the royal courts of Thedas her whole life. She is recruited to the Inquisition by Leliana, an old friend of hers, and offers diplomatic solutions to the Inquisition's problems. She also handles a lot of the Inquisition's administration. She believes that the Inquisition needs the backing of influential figures in order to succeed, and is adept at forging these relationships with a mixture of courtly grace, polite threats, and well-placed bribes.
Josephine is something of an odd woman out in Skyhold: she's one of the few nobles in the Inquisition and is also a staunch pacifist. She's cheerful and upbeat, and tends to look on the bright side of any situation. She's also got a wicked sense of humor and a terrifying poker face. She's very different to the rest of the Inquisition, and I get the sense during the game that she's a little bit lonely.
Josephine is canonically bisexual. If you don't romance her then she and Blackwall begin exchanging tokens of affection, though their relationship is never fully consummated.
You can watch one of my favourite scenes involving Josephine here.

Varric Tethras
“There's power in stories, though. That's all history is: The best tales. The ones that last. Might as well be mine."
The Tethras family was once part of the noble caste in Orzammar, until they were disgraced and exiled to the surface. Varric was therefore born in Kirkwall, where he spent most of his life until somebody managed to blow half of it up. During this time he cultivated contacts, becoming a merchant prince who maintains a network of spies and informants. To an outside observer, however, it might look as if he he spends most of his time in the tavern telling wild stories. He's a storyteller and a published author, having written several books based loosely on his friends' adventures in Dragon Age 2.
Varric in Dragon Age 2 was to be the one companion who stuck by you and got along with everybody, a role he has more or less reprises in Inquisition. However, he comes across as slightly more guarded and world-weary than he was in Dragon Age 2, which I guess is what happens when one of your friends destroys the city you grew up in. He is the only character in the game with a unique weapon: a signature repeating crossbow named Bianca.
Varric has not been romanceable in any of the three games.
You can watch one of my favourite scenes involving Varric here.

Solas
"No real god need prove himself. Anyone who tries is mad or lying."
Solas is an elven apostate (technically a hedge mage) who joined the Inquisition willingly to assist with the Fade rift. He's the one that kept you alive when your hand was trying to kill you. (There's a sentence I may never use again). Solas is an expert in the Fade, and has mastered a form of lucid dreaming in order to explore areas of it. He uses this skill to observe major events in Thedas' past. Despite not being Dalish, he's particularly knowledgeable about elven and pre-Tevinter history.
Solas' experiences navigating the Fade mean that he has a more relaxed attitude towards it compared to most people in Thedas. He believes that many entities that the Chantry labels 'demons' are actually benign spirits. Solas is a bit of an introvert, very logical, and generally peaceful and thoughtful. Fun fact: he sometimes speaks to you in metered speech, and if you respond in kind it improves your relationship with him. This is because he's a gigantic nerd.
He is heterosexual, and can only be romanced by a female Lavellan.
At the end of Inquisition you discover that Solas is actually [SPOILER: the elven trickster god Fen'Harel].

Vivienne
"Rest assured, dear Seeker. I'm never truly out of my element."
Vivienne, also known as the Madame de Fer, is a Free Marches mage of Rivaini heritage. She started out her career in a Circle of Magi, and her ambition and skill is such that she managed to rise through the ranks until she was appointed personal enchanter and advisor of Empress Celene of Orlais. This makes her one of the most powerful people in the Orlesian court.
She is terrifying.
Vivienne is powerful both politically and magically. She's very pro-Circle; she believes that Thedas needs an institution to protect and educate mages, and is frustrated by what she sees as the selfish actions of the mage rebels, which have given people a reason to fear magic. Vivienne isn't cruel, but she can be very direct with her opinions, and she doesn't tolerate fools. She has no use for sentimentality. She manages to put the fear of God into the Iron Bull within about thirty seconds of meeting him, as evidenced in their party banter.
Vivienne is not romanceable. She was in a known relationship with the Duke Bastien de Ghislain.
Vivienne has what is unarguably one of the best introductions in the game, which you can watch here.

Sera
"Mother pussbucket frigging bastard shitebag pissface!"
Born in the human city of Denerim, Sera was orphaned at a young age and raised by a Denerim noblewoman. As a result, she's not a fan of anything elvish, and gets along quite poorly with a Lavellan Inquisitor.
The best word to describe Sera is probably "childish". She's impulsive and reactionary, foul-mouthed, delights in telling crude jokes (especially if the other person reacts with horror), and often plays pranks on people around Skyhold. She enjoys humbling people in positions of power or authority, including Josephine. I suspect she stays away from Dorian because she's terrified of magic. Sera has caused a bit of controversy in fandom due to her occasionally thoughtless behavior. She's very immature and doesn't really cope with things that bother her very well. This all makes it sound like I don't like her, which isn't true: I think she's great!
Sera is a lesbian, and can be romanced by a female Inquisitor.
Sera is another character with a fantastic introduction, which you can watch here.

Cole
"They forgot about him. He starved to death. I came through to help... and I couldn't."
Okay, stick with me here, because this is about to get complicated: the original Cole was a Fereldan mage who was brought to the dungeons in the Templar fortress of White Spire and left to starve to death. Before he died he was visited by a Fade spirit, who attempted to console him in his final moments. For whatever reason, this Fade spirit went on to take Cole's identity, becoming a ghostly force of mercy who attended to mages facing execution or Tranquility in White Spire.
This is the Cole you meet in Inquisition.
Cole is a really interesting and slightly complex character, defined by his ability to hear and translate people's thoughts and memories. He often does this out loud, giving him a very unique manner of speaking. Though he spends his time listening to other people's physical and emotional pain, Cole has a very literal, almost childlike view of the world. He struggles with more adult or nuanced concepts, and becomes frustrated when trying to understand the difference between pain he can fix and pain he can't. His party banter is the best party banter. Though many of the companions view him with fear and suspicion, Cole genuinely seems to want to help people. So is he a demon, or one of the benign spirits Solas mentions? Your answer on a postcard, please.
You can watch one of my favourite scenes involving Cole here.

Blackwall
'You are who you choose to follow.' Someone told me that once. Took me years to understand what he meant."
Born in the Free Marches, Blackwall is a Grey Warden recruiter. He travels Thedas alone, ostensibly to recruit for the Grey Wardens, but when you meet him he's training a group of villages to protect themselves from bandit attacks.
Blackwall believes that it's the duty of every Grey Warden to protect the people of Thedas, at the cost of their own lives if necessary. He sees the Grey Wardens as a shield rather than a sword, and sees himself as part of that shield. He tries to exemplify the honesty and integrity of the Wardens in all he does, and is aware that the people of Thedas look up to him. Years of travelling alone have worn on him, meaning that he can come across as a little bit of an asshole at times. (Looks significantly at Blackwall and Dorian). Basically, think of your typical gruff soldier archetype. That's Blackwall.
Blackwall is heterosexual, and can be romanced by a female Inquisitor.
You can view one of my favourite scenes involving Blackwall here, though be warned it contains spoilers.
During the course of Inquisition you learn that [SPOILER: "Blackwall" is actually a former Orlesian captain called Thom Ranier, who assumed the Warden Blackwall's identity following his death].

Dorian Pavus
“I'm here to set things right. Also? To look dashing. That part's less difficult.”
Dorian is very transparantly one of my favourite characters in Inquisition so, uh, brace yourself.
Dorian Pavus is an altus mage from Minrathous in the Tevinter Imperium, part of the prestigious Pavus family. From an early age he demonstrated a skill at magic which made him the envy of his peers; he studied in the circle of Vyrantium and later under magister Alexius. He was basically the perfect heir to the Pavus legacy, except for one thing: Dorian is gay, and wasn't interested in marrying and carrying on the line. He fled when his father tried to use blood magic to change his sexuality. He joins the Inquisition to help stop the Venatori.
Squid (thetrollingchaos) and I like to describe Dorian as a baby revolutionary firebrand scholar: he's vocally dedicated to reforming Tevinter, but he also spends most of his time in the library. Having grown up in a place where magic is not just practiced but prized, Dorian is a confident and powerful mage who isn't afraid to show off a little bit. He's extremely clever, very verbose, bitingly sarcastic, and apparently doesn't give a shit about the fact that people don't trust him because he's Tevinter. His time in Skyhold is basically like a very long gap year in which he drinks terrible Fereldan beer and (providing you don't romance him with a male Inquisitor) hooks up with the Iron Bull.
You can view one of my favourite scenes involving Dorian here. If you only watch one video from this primer, please make it this one: it's a staggeringly well-acted and well-animated scene which will kick you in the heart.

The Iron Bull
"Dragons are the embodiment of raw power. But it's all uncontrolled, savage, so they need to be destroyed. Taming the wild. Order out of chaos. Have another drink."
The Iron Bull (also just known as "Bull", though he prefers "the Iron Bull") is a Qunari mercenary and Ben-Hassrath spy. Bull was tasked by Ben-Hassrath with establishing the Bull's Chargers, a mercenary company used to gather intelligence on Orlesian nobles. It's the lieutenant in the Chargers who convinces Bull to offer assistance to the Inquisition. For most of the game, Bull serves two masters: he works for the Inquisition, whilst openly reporting back to the Ben-Hassrath about them. This changes during the game, and depending on the Inquisitor's choices Bull can become Tal-Vashoth. (Most people choose this option, since the other one is to let the Chargers die and HELL NO).
Though Bull is still loyal to the Qun, he has a more relaxed attitude than most Qunari: his main hobbies include heavy drinking and casual sex, both of which are frowned on under the Qun. Though formidable in battle, Bull is surprisingly friendly and laid-back. He gets along with pretty much everybody, due to his calm refusal to rise to any kind of bait. Despite first appearances, he's also much more astute than most people give him credit for. He's very good at figuring people out, presumably because of his training as what is basically a Qunari spy.
Bull is canonically pansexual, and possibly the only character in the history of video games to issue you with a safe word before you have sex.
You can watch one of my favourite scenes involving Bull here.
Now that you're familiar with the gang, why not watch this charming video of them drinking and playing cards?
Other Characters of Note
Including Ser Not Appearing In This Game

Cremisius "Krem" Acclasi
“Least a bastard knows who his mother was. Puts him one up on you Qunari, right?”
Born in Tevinter, Krem is currently the lieutenant of the Bull's Chargers. When Krem's father sold himself into slavery to try and provide for his family, Krem joined the Tevinter military. However, he was forced to flee when his superiors discovered that he's transgender. Bull happened to walk in on Krem's superiors beating the shit out of him in a tavern and saved him. He lost an eye in the process, but Krem has worked for Bull ever since. Bull describes Krem as being Aqun-Athlok, which effectively means born one gender but living as another.
Krem gets included on this list because he's one of my absolute favourite characters. He acts as the straight man to Bull's slightly more laid-back mercenary leader, which is delightful. His speech and mannerisms are very obviously those of somebody who spent time in a formal military, but he seems to have adopted a lot of mercenary vocal tics. He can drink and talk shit with the rest of the Chargers, but if you need him to go out and turn over a fort he's never anything less than totally professional. Well, mostly. He is still a mercenary.
I... may have spent way too long mining Krem for every single scrap of conversation dialogue.
It's apparently super hard to find videos of Krem's cut-scenes on Youtube, so you'll have to settle for this video of the Bull's Chargers getting drunk. All is not lost, however: my searches also turned up a video of Bull doing a hilarious impression of Krem whilst he slowly freaks out in the Fade.

Hawke
"If this is the afterlife the Chantry owes me an apology. This looks nothing like the Maker's bosom."
God, the beards in this game are tragic.
Hawke is the player-controlled protagonist of Dragon Age 2, who makes a reappearance in Dragon Age Inquisition. Having fled the Fereldan village of Lothering during the Fifth Blight, Hawke ended up in Kirkwall, where they had a front seat to (and possibly a hand in) the events leading up to the start of the mage rebellion. Hawke is also one of the few people in Thedas who has come face-to-face with the darkspawn Corypheus.
Hawke can be either male or female; the default male Hawke is called Garrett, whilst the default female is Marian. They fall roughly into one of three personality categories: diplomatic ("blue") Hawke, sarcastic ("purple") Hawke, or aggressive (red) Hawke. Hawke has two younger siblings, twins Bethany and Carver. Depending on your choice of gender and class for Hawke, one of your siblings died during the flight from Lothering. The other is either dead, a Grey Warden, a Templar (in Carver's case) or in the Circle of Magi (in Bethany's).
It's... it's complicated, okay?
Unlike the Inquisitor, it's actually more common for fanfic writers to use a "default" Hawke. Whether this is because Dragon Age 2 offered less in the way of player customisation than Origins and Inquisition, I don't know. The most popular choice is purple or sarcastic Garrett, since he tended to be the most entertaining
You can watch a cut-scene featuring Garrett Hawke in Inquisition here.

Alistair Theirin
"What? Lead? Me? No, no, no. No leading. Bad things happen when I lead. We get lost, people die, and the next thing you know I'm stranded somewhere without any pants."
Do you have ANY IDEA how difficult it is to find a decent HQ screenshot of Alistair in Inquisition? DO YOU? Fucking criminal.
Alistair was a companion in Dragon Age Origins. He was the one you went in not intending to romance but then romanced anyway because fuck it he's adorable. Raised in a Chantry monastery from the age of ten, Alistair was originally destined to be a Templar before he was recruited by Fereldan's Warden-Commander. During the course of Dragon Age Origins you discover that Alistair is the illegitimate child of King Maric Theirin, meaning that he is the next-in-line to the throne of Fereldan. You have the option to put Alistair on the throne or not. If you don't, he continues being a Grey Warden and appears briefly in Dragon Age Inquisition.
Alistair basically like a golden retriever puppy in human form: friendly, enthusiastic, and slightly clumsy. He's single-handedly responsible for about 60% of the humor in Dragon Age Origins. There are people who have never gotten over their crush on Alistair. I should know, because I'm one of them. I don't actually know how much his character has developed in Inquisition, because I put him on the throne of Fereldan in every single one of my Origins playthroughs...
Alistair is canonically heterosexual, and can be romanced in Origins by a female Warden.
You can watch all of his cut-scenes in Inquisition here.

Morrigan
"The magic of old must be preserved. No matter how feared."
Morrigan is another returning companion from Dragon Age Origins. Morrigan is the daughter of Flemeth, also known as the Witch of the Wilds. She was raised in the Korcari Wilds, in isolation from humans. Morrigan is a mage, though her skill tends towards shapeshifting. She assists the Warden in preventing the Blight during Dragon Age Origins, and in return the Warden helps her take revenge against her mother, whom she claims was planning to possess her in order to prolong her own life.
In Inquisition, Morrigan has become advisor to Empress Celene of Orlais. She joins the Inquisition in Skyhold for... I don't know, I haven't actually got to that part yet. Morrigan has a son, Kieran (sometimes referred to in fandom as the Old God Baby... it's a long story). Depending on the choices you made in Dragon Age Origins, Kieran may either be the Warden's or Alistair's child, or possibly Loghain's. (DON'T THINK ABOUT IT).
Morrigan is clever and ruthless, and willing to do whatever she needs in order to survive. She's a bit of an ice queen. However, over the course of Dragon Age Origins she starts to thaw out and develop a friendship with the Warden and the rest of the party, proving that she is, at least, capable of experiencing human emotions (however much she may dislike it).
Morrigan is canonically heterosexual, and can be romanced in Origins by a male Warden.

Flemeth
"I nudge history when it's required. Other times a shove is needed."
Also known as The Witch of the Wilds, Flemeth is believed to be the woman from an old Thedosian legend: a powerful shapeshifting mage who is extremely long-lived, possibly even immortal, and whose many daughters are also witches. Nobody knows how Flemeth came to be, only that whenever there's a pivotal point in Thedas' history she seems to pop up like a goddamn greeting's card. Her motives for being so are often unknown. She occupies this weird grey area between ally and outright antagonist, and possibly settles on whichever one best suits her plans at the time.
Flemeth is able to transform into a dragon, amongst other tricks.

Corypheus
"Tell me... where is your Maker now? Call him, call down his wrath upon me! You cannot. For he does not exist!"
Corypheus is the main antagonist of Dragon Age Inquisition. An ancient darkspawn formerly trapped beneath the Vimmark Mountains, Corypheus is actually one of the original Tevinter magisters who attempted to breach the Golden City. He's looking to access it once more, in the hopes that it will help him ascend to godhood, or maybe because he really, really wants to steal the Maker's TV. Corypheus is served by the Venatori (a group of Tevinter nationalist supremacists), the Red Templars, corrupted members of the Grey Wardens, and a red lyrium dragon. He is referred to as the "Elder One" by his disciples.

Samson
“Templars have always been used. How many were left to rot, like I was, after the Chantry burned away their minds?”
Uh... Samson is the one on the left...
Samson is a former Templar, who was dismissed from the Order after he was found to be smuggling messages between a mage and their sweetheart. His time as a Templar left Samson addicted to lyrium, and he appears in Dragon Age 2 as a beggar on the streets of Kirkwall. In Inquisition, he reappears as the general of the Red Templar army, acting under orders from the darkspawn Corypheus. Samson willingly infected himself with red lyrium, and infected many of his subordinates despite knowing that it was rotting their minds and bodies. His concept art makes him look like the face of meth.
Fun Samson Fact: he shared quarters with Cullen when both of them were baby Templars. Cullen thought he seemed "a decent man". It's okay, Cullen, we're all wrong about something now and again... although maybe not to this degree...
Fanfiction
Be Honest, You Skipped To This Section
The Heart of the Labyrinth, by barkour (Bull/Dorian, 12k words)
Fire At The Heart, by architeuthis (m!Inquisitor/Dorian, 5000 words)
A Hundred Ways To Shame Your Ancestors, by byacolate (m!Inquisitor/Dorian, 6000 words)
Curare, by littleblackdog (m!Inquisitor/Dorian, 3000 words)
The Long Nights of Midwinter, by sneakertime (m!Inquisitor/Dorian, 2000 words)
The Long Nights of Midwinter, by sneakertime (m!Inquisitor/Dorian, 2000 words)
Sensation, by skyeward (f!Cadash/Sera, 500 words)
Dragon Age: An Overview
Putting The "Active" In "Active Canon"
Putting The "Active" In "Active Canon"
Dragon Age is a high-fantasy roleplaying game series created by Canadian developers BioWare. It currently consists of three games: Dragon Age Origins, Dragon Age 2, and 2014's Dragon Age Inquisition. In addition, Failbetter games released a free-to-play text-based browser game set between Dragon Age 2 and Inquisition, called The Last Court.
There are also five novels set in and around the game series' timeline: The Stolen Throne, The Calling and Asunder, all of which were written by lead Dragon Age writer David Gaider; The Masked Empire, written by fellow BioWare writer Patrick Weekes; and 2014's Last Flight, written by Liane Merciel.
Lead writer David Gaider also released a three-part graphic novel series through Dark Horse Publishing. This series is set before the events of Dragon Age 2 and features returning character Alistair, as well as introducing Varric and Isabela. The volumes are called: The Silent Grove, Those Who Speak, and Until We Sleep.
There's also an anime produced by BioWare and Funimation Entertainment called The Dawn of the Seeker, which nobody seems to talk about and which I assume most fans are trying to consign to the annals of history, and a live-action webseries called Redemption, featuring Felicia Day.
Additionally, BioWare worked with webcomic artists Mike Krahulik and Irma "Aimo" Ahmed to produce three online comics to promote the release of Dragon Age Origins. The first of Kahulik's comics is set prior to the events of Dragon Age Origins and can be read here. The second is set between Dragon Age Origins and the Awakening DLC and can be read here. Ahmed's comic is set prior to the events of Dragon Age 2 and can be read here.
tl;dr - The Dragon Age series spans three games, five novels, three graphic novels, one anime, and at least three tie-in webcomics. For the purposes of this primer, assume I'm going to draw on the entire lot.
There are also five novels set in and around the game series' timeline: The Stolen Throne, The Calling and Asunder, all of which were written by lead Dragon Age writer David Gaider; The Masked Empire, written by fellow BioWare writer Patrick Weekes; and 2014's Last Flight, written by Liane Merciel.
Lead writer David Gaider also released a three-part graphic novel series through Dark Horse Publishing. This series is set before the events of Dragon Age 2 and features returning character Alistair, as well as introducing Varric and Isabela. The volumes are called: The Silent Grove, Those Who Speak, and Until We Sleep.
There's also an anime produced by BioWare and Funimation Entertainment called The Dawn of the Seeker, which nobody seems to talk about and which I assume most fans are trying to consign to the annals of history, and a live-action webseries called Redemption, featuring Felicia Day.
Additionally, BioWare worked with webcomic artists Mike Krahulik and Irma "Aimo" Ahmed to produce three online comics to promote the release of Dragon Age Origins. The first of Kahulik's comics is set prior to the events of Dragon Age Origins and can be read here. The second is set between Dragon Age Origins and the Awakening DLC and can be read here. Ahmed's comic is set prior to the events of Dragon Age 2 and can be read here.
tl;dr - The Dragon Age series spans three games, five novels, three graphic novels, one anime, and at least three tie-in webcomics. For the purposes of this primer, assume I'm going to draw on the entire lot.
Glossary
When Are Apostates Maleficarum? And Other Important Questions
Thedas: This is the name of the continent upon which all Dragon Age canon is set, so in effect the whole known world. Everything else is officially Outside of Thedas. It's pronounced they-dass and is actually an acronym the writers room came up with for "the Dragon Age setting" which ended up becoming its canon name. Citizens of Thedas are sometimes referred to as Thedosians, although I don't know whether this is canon or something that fandom came up with.
Ages: This is the measurement of time used by the Chantry calendar. Ages last roughly a century, and new ages are named after an event or portent which occurs in the 99th year. So far there have been nine Ages in Thedas' history: Ancient, Divine, Glory, Towers, Black, Exalted, Steel, Storm, Blessed, and the current Age, Dragon. For bonus points, try to guess how each age got its name. Dates are written with the month and year followed by the name of the Age, eg. 1:84 Blessed. The exception to this is the Ancient Age, which is counted backwards from the establishment of the Chantry calendar, so the year before 1:1 Divine would be -1 Ancient, the year before that would be -2 Ancient, etc.
Chantry: Named after the Chant of Light, a series of teachings written by the prophet Andraste, the Chantry is the dominant human religion in Thedas. Andrastians believe that the prophet of Andraste was the bride of the Maker, and that he abandoned Thedas following her murder. His favor can only be regained once everybody in the world follows the teachings of Andraste. This includes elves, dwarves, and qunari; the fact that these races already have their own religions seems to be largely irrelevant. The Andrastian Chantry's priesthood is almost entirely female, led by the Divine (sometimes known as the "White Divine"), and aided by regional Grand Clerics. Individual Chantries are overseen by Revered Mothers. Chantry laypersons are called Brothers or Sisters, and Brother is the highest position men are allowed to have within the Andrastian Chantry. The Andrastian Chantry has its own powerful military force, the Templar Order.
Andraste: Andraste was a prophet and martyr, whose teachings later formed the foundation of Andrastianism, the dominant human religion in Thedas. She was a female slave who led a rebellion against the Tevinter Imperium in -180 Ancient, but was betrayed and burned at the stake. Many considered her the spiritual wife of the Maker, and she is the main religious icon of the Andrastian Chantry.
The Maker: the deity worshipped by the Chantry, particularly the Imperial Chantry. He is believed to be all-powerful, but has abandoned humanity until it can prove its worth again. Worst dad ever. Unlike Andraste, the Maker doesn't appear very much in Chantry iconography save for his symbol: a blazing sun within a circle. The Chantry puts this symbol on pretty much everything they own: drapes, carpets, outfits, books, mages. Everything.
Templar Order: the military branch of the Chantry, because nobody thought to ask why a religious order would need its own military. Templars are able to dampen or dispell magic, and are therefore tasked with hunting down apostates or maleficarum, as well as watching over mages in the Circle of Magi. Templars answer to a Knight-Commander, who in turn answers to the Grand Cleric for that region. (In theory, not always in practise). Both men and women are able to serve and attain the rank of Knight-Commander; one notable example is Knight-Commander Meredith of Kirkwall, who is famous for going absolutely screaming crazy and trying to murder everybody.
Seekers of Truth: An Andrastian order that answers directly to the Divine, Seekers are responsible for finding and neutralizing both internal and external threats against the Chantry. They also serve as a check on the power of the Templar Order, and may become involved in the hunt for particularly cunning apostates. Templars despise the Seekers, as they usually appear when the Templar Order isn't doing its job properly. If you've ever watched a police procedural, then Seekers of Truth are basically the FBI, who turn up halfway through the episode and start making everybody's lives as difficult as possible.
Circle of Magi: The Circle of Magi (often just referred to as "Circles") are the dominant organization for the training of mages in Thedas. Typically, Circles are remote fortresses where mages are taken to be educated and supervised by other mages, under the watchful eye of the Templars. Circles are allowed to take children from their families as soon as they start to show signs of magic, and may keep them indefinitely into adulthood. Attempting to leave the Circle is punishable by death or Tranquility. Some mages believe that the Circles are a good thing: they provide free education, as well as protect mages from the dangers of demons, blood magic, and superstitious peasants. Others believe that the Circles are prisons. Stories of corruption and abuse within Circles are unfortunately common. The Tevinter Imperium has its own Circles, however these are considered prestigious places of learning, because Tevinter is basically Opposite Land.
Apostate: The name for any mage who is not part of a Circle of Magi. Apostates come in two forms: hedge mages and rebel mages. Hedge mages are mages who have never been part of a Circle. The Chantry believes that all apostates are dangerous and must be controlled, though they tend to turn a blind eye to apostates who have joined the Grey Wardens. Templars are often tasked with tracking apostate mages down using their phylactery. The punishment for apostasy is typically execution.
Maleficar: ancient Tevene for one who is depraved, which is the kind of thing I'd expect Tevinter to have a word for, maleficarum are mages who engage in the forbidden arts, typically blood magic. You don't need to be an maleficar to be an apostate, but it helps!
Blood Magic: blood magic is a school of magic that uses the power inherent in blood in order to fuel spellcasting. Here's a hint: it doesn't have to be your own blood. Blood magic gives its users the power to summon demons or control minds, and has historically gone hand-in-hand with human sacrifice. It is considered one of the most dangerous and sinister forms of magic in Thedas, and is discouraged even in the Tevinter Imperium, which has a long and prestigious history of doing shitty, amoral things. Apostates on the run will often resort to blood magic out of desperation, typically resulting in their execution by Templars.
Phylactery: a vial of blood taken from a mage upon their arrival to a Circle of Magi - yes, even from children - which allows Templars to track them down should they escape. Phylacteries are kept locked away within the Circle until the mage passes their Harrowing, at which point the phylactery is transferred to an undisclosed location. If you're thinking "hmm, this sounds a little bit like blood magic to me..." then congratulations, you are now a dangerous apostate and must be killed.
Abomination: Abominations are created when a demon possesses a living mage, often by taking control of their body whilst the mage is in the Fade. Abominations have access to the mage's full power, making them a significant danger to non-magical folk. A mage's potential to turn into an abomination in the middle of a village is part of the reason why apostates are hunted so ruthlessly by the Chantry. Abominations look sort of like sad hamburger meat.
Demon: Demons are typically malicious spirits found in the Fade. There are different types of demons, all named after the part of the human psyche that they feed on. Currently, the known types of demons include (in order from least to most horrifying-looking): rage, desire, sloth, pride, envy, despair, and terror. Demons need a host in order to leave the Fade, and spend most of their time trying to tempt people into agreeing to this. They can take on a variety of different forms, including that of a person's friends, family, or loved ones. They'll also possess the bodies of the recently-deceased, because apparently they can't tell the difference. Humans are so difficult.
The Fade: the metaphysical realm that lies beyond Thedas. Every living being passes into the Fade when they die, and most visit there when they dream, though only mages remember it. Mages also tap into the Fade whenever they cast magic. Dwarves have no connection with the Fade at all, so they don't dream and they can't use magic. (They can, however, die). The Fade is home to demons, who aggressively try and possess the body of anybody they find visiting there. So basically like [insert town name of your choice here].
The Veil: the metaphysical barrier that exists between Thedas and the Fade.
Lyrium: Lyrium is mineral-like organic material which can be found underground. It's deadly in its unprocessed form to anybody except the Mining caste of dwarves, who apparently locate it by its "song". I don't know what lyrium song sounds like, but I like to imagine a dwarf pressing their ear to the wall and hearing Let It Go sung in a pleasing male baritone. Lyrium in its processed form can be ingested by mages, allowing them to enter the Fade whilst fully conscious or to cast particularly taxing spells. Templars also drink lyrium to enhance their magic-dispelling abilities. Lyrium is known to have addictive properties, and the supply is strictly controlled by the Chantry and the dwarven Carta syndicate. Feel free to imagine a high fantasy version of Breaking Bad, because I do. Lyrium can also be corrupted through the darkspawn taint, turning into a sinister red form which seems to be highly parasitic and causes side-effects such as total mental degradation. I also think it makes your teeth fall out.
The Rite of Tranquility: the Rite of Tranquility is a rite administered to any mage who is unwilling or unable to control their magic. The Rite involves cutting off a mage's connection to the Fade which, to be fair, does stop them from being meeting any demons. It also removes their ability to summon magic, their ability to dream, and their emotional core. Mages who have undergone the Rite of Tranquility are known as Tranquil, and can be recognized by their blank expression and the Chantry symbol burned into their forehead. Chantry law dictates that mages who have passed their Harrowing may not be made Tranquil, however more practically this is assessed on a case-by-case basis by the Templars. Mages can therefore theoretically be made Tranquil for "crimes" such as being outspoken about the abuse witnessed (or experienced) in the Circle. Fics in which [insert favourite mage character here] is made Tranquil are a cheap and reliable source of angst.
The Harrowing: The Harrowing is a secret rite that the Circle administers to apprentice mages, without warning, before they become a full member of the Circle of Magi. The apprentice is made to enter the Fade using lyrium, and defeat a demon there which wishes to possess them. This is supposed to be a test of the apprentice's common sense and ability to resist temptation. Harrowing ceremonies are done under supervision from several Templars, who are ready to kill the mage should they return as an abomination. I don't know what they do if the mage comes out unscathed. Presumably they give them a thumbs up and go, "congratulations, we all knew you could do it!" whilst hiding their sword behind their back. I wonder if there's cake?
Magister: The name given to members of Tevinter's Magisterium, a council of mages who rule the Tevinter Imperium. Magisterium seats are given to high-ranking members of the Imperial Chantry and Circles of Magi, as well as inherited by important mage families. The last seat is given to the Imperial Archon, the ruler of the Imperium. Who is also a mage. Everyone in Tevinter is a mage.
Old Gods: The name given to the pantheon of dragon-like deities revered by the Tevinter Imperium. Legend has it that it was the Old Gods who taught humans how to use magic, because obviously when a talking dragon says to you "psst, kid, want to see a magic trick?" your answer should always be "yes". The Chantry believes that the Old Gods turned mortals from the worship of the Maker, and that the Maker imprisoned the Old Gods underground as punishment. There were seven Old Gods: Dumat, Zazikel, Toth, Andoral, Urthemiel, Razikale, and Lusacan.
The Golden City: a city in the Fade, said to be the seat of the Maker or the former home of the Old Gods. In -395 Ancient, a group of Tevinter magisters working under the instructions of the Old God Dumat opened a door into the Golden City and physically entered it. I mean, god knows why; maybe they were planning to steal his TV or something. The Golden City turned completely black, and the magisters were cast back to Thedas to become the first Darkspawn. One of them claims that Dumat tricked them into opening the door to the Golden City and that they don't remember what happened after that, which is exactly the kind of wishy-washy excuse I'd give if I'd fucked up so badly that I turned Heaven into a mood ring.
Darkspawn: The Darkspawn are a race of heavily mutated humans, dwarves, elves, and qunari. They're created using Broodmothers (DO NOT GOOGLE THIS); women from the sentient species who have been kidnapped and forced to eat Darkspawn flesh, turning into gigantic sessile monsters capable of birthing hundreds of Darkspawn at a time. They mostly live in the underground Deep Roads, but occasionally they discover a sleeping Old God underground, who is capable of leading them in a full-scale assault (or Blight) against the surface. Darkspawn are exceptionally numerous, bloodthirsty and, perhaps most crucially, able to corrupt any living being via contact with their blood. They're connected by a hive mind. They don't really have a lot of hobbies, although they sometimes make little art installations out of garbage.
Ages: This is the measurement of time used by the Chantry calendar. Ages last roughly a century, and new ages are named after an event or portent which occurs in the 99th year. So far there have been nine Ages in Thedas' history: Ancient, Divine, Glory, Towers, Black, Exalted, Steel, Storm, Blessed, and the current Age, Dragon. For bonus points, try to guess how each age got its name. Dates are written with the month and year followed by the name of the Age, eg. 1:84 Blessed. The exception to this is the Ancient Age, which is counted backwards from the establishment of the Chantry calendar, so the year before 1:1 Divine would be -1 Ancient, the year before that would be -2 Ancient, etc.
Chantry: Named after the Chant of Light, a series of teachings written by the prophet Andraste, the Chantry is the dominant human religion in Thedas. Andrastians believe that the prophet of Andraste was the bride of the Maker, and that he abandoned Thedas following her murder. His favor can only be regained once everybody in the world follows the teachings of Andraste. This includes elves, dwarves, and qunari; the fact that these races already have their own religions seems to be largely irrelevant. The Andrastian Chantry's priesthood is almost entirely female, led by the Divine (sometimes known as the "White Divine"), and aided by regional Grand Clerics. Individual Chantries are overseen by Revered Mothers. Chantry laypersons are called Brothers or Sisters, and Brother is the highest position men are allowed to have within the Andrastian Chantry. The Andrastian Chantry has its own powerful military force, the Templar Order.
Andraste: Andraste was a prophet and martyr, whose teachings later formed the foundation of Andrastianism, the dominant human religion in Thedas. She was a female slave who led a rebellion against the Tevinter Imperium in -180 Ancient, but was betrayed and burned at the stake. Many considered her the spiritual wife of the Maker, and she is the main religious icon of the Andrastian Chantry.
The Maker: the deity worshipped by the Chantry, particularly the Imperial Chantry. He is believed to be all-powerful, but has abandoned humanity until it can prove its worth again. Worst dad ever. Unlike Andraste, the Maker doesn't appear very much in Chantry iconography save for his symbol: a blazing sun within a circle. The Chantry puts this symbol on pretty much everything they own: drapes, carpets, outfits, books, mages. Everything.
Templar Order: the military branch of the Chantry, because nobody thought to ask why a religious order would need its own military. Templars are able to dampen or dispell magic, and are therefore tasked with hunting down apostates or maleficarum, as well as watching over mages in the Circle of Magi. Templars answer to a Knight-Commander, who in turn answers to the Grand Cleric for that region. (In theory, not always in practise). Both men and women are able to serve and attain the rank of Knight-Commander; one notable example is Knight-Commander Meredith of Kirkwall, who is famous for going absolutely screaming crazy and trying to murder everybody.
Seekers of Truth: An Andrastian order that answers directly to the Divine, Seekers are responsible for finding and neutralizing both internal and external threats against the Chantry. They also serve as a check on the power of the Templar Order, and may become involved in the hunt for particularly cunning apostates. Templars despise the Seekers, as they usually appear when the Templar Order isn't doing its job properly. If you've ever watched a police procedural, then Seekers of Truth are basically the FBI, who turn up halfway through the episode and start making everybody's lives as difficult as possible.
Circle of Magi: The Circle of Magi (often just referred to as "Circles") are the dominant organization for the training of mages in Thedas. Typically, Circles are remote fortresses where mages are taken to be educated and supervised by other mages, under the watchful eye of the Templars. Circles are allowed to take children from their families as soon as they start to show signs of magic, and may keep them indefinitely into adulthood. Attempting to leave the Circle is punishable by death or Tranquility. Some mages believe that the Circles are a good thing: they provide free education, as well as protect mages from the dangers of demons, blood magic, and superstitious peasants. Others believe that the Circles are prisons. Stories of corruption and abuse within Circles are unfortunately common. The Tevinter Imperium has its own Circles, however these are considered prestigious places of learning, because Tevinter is basically Opposite Land.
Apostate: The name for any mage who is not part of a Circle of Magi. Apostates come in two forms: hedge mages and rebel mages. Hedge mages are mages who have never been part of a Circle. The Chantry believes that all apostates are dangerous and must be controlled, though they tend to turn a blind eye to apostates who have joined the Grey Wardens. Templars are often tasked with tracking apostate mages down using their phylactery. The punishment for apostasy is typically execution.
Maleficar: ancient Tevene for one who is depraved, which is the kind of thing I'd expect Tevinter to have a word for, maleficarum are mages who engage in the forbidden arts, typically blood magic. You don't need to be an maleficar to be an apostate, but it helps!
Blood Magic: blood magic is a school of magic that uses the power inherent in blood in order to fuel spellcasting. Here's a hint: it doesn't have to be your own blood. Blood magic gives its users the power to summon demons or control minds, and has historically gone hand-in-hand with human sacrifice. It is considered one of the most dangerous and sinister forms of magic in Thedas, and is discouraged even in the Tevinter Imperium, which has a long and prestigious history of doing shitty, amoral things. Apostates on the run will often resort to blood magic out of desperation, typically resulting in their execution by Templars.
Phylactery: a vial of blood taken from a mage upon their arrival to a Circle of Magi - yes, even from children - which allows Templars to track them down should they escape. Phylacteries are kept locked away within the Circle until the mage passes their Harrowing, at which point the phylactery is transferred to an undisclosed location. If you're thinking "hmm, this sounds a little bit like blood magic to me..." then congratulations, you are now a dangerous apostate and must be killed.
Abomination: Abominations are created when a demon possesses a living mage, often by taking control of their body whilst the mage is in the Fade. Abominations have access to the mage's full power, making them a significant danger to non-magical folk. A mage's potential to turn into an abomination in the middle of a village is part of the reason why apostates are hunted so ruthlessly by the Chantry. Abominations look sort of like sad hamburger meat.
Demon: Demons are typically malicious spirits found in the Fade. There are different types of demons, all named after the part of the human psyche that they feed on. Currently, the known types of demons include (in order from least to most horrifying-looking): rage, desire, sloth, pride, envy, despair, and terror. Demons need a host in order to leave the Fade, and spend most of their time trying to tempt people into agreeing to this. They can take on a variety of different forms, including that of a person's friends, family, or loved ones. They'll also possess the bodies of the recently-deceased, because apparently they can't tell the difference. Humans are so difficult.
The Fade: the metaphysical realm that lies beyond Thedas. Every living being passes into the Fade when they die, and most visit there when they dream, though only mages remember it. Mages also tap into the Fade whenever they cast magic. Dwarves have no connection with the Fade at all, so they don't dream and they can't use magic. (They can, however, die). The Fade is home to demons, who aggressively try and possess the body of anybody they find visiting there. So basically like [insert town name of your choice here].
The Veil: the metaphysical barrier that exists between Thedas and the Fade.
Lyrium: Lyrium is mineral-like organic material which can be found underground. It's deadly in its unprocessed form to anybody except the Mining caste of dwarves, who apparently locate it by its "song". I don't know what lyrium song sounds like, but I like to imagine a dwarf pressing their ear to the wall and hearing Let It Go sung in a pleasing male baritone. Lyrium in its processed form can be ingested by mages, allowing them to enter the Fade whilst fully conscious or to cast particularly taxing spells. Templars also drink lyrium to enhance their magic-dispelling abilities. Lyrium is known to have addictive properties, and the supply is strictly controlled by the Chantry and the dwarven Carta syndicate. Feel free to imagine a high fantasy version of Breaking Bad, because I do. Lyrium can also be corrupted through the darkspawn taint, turning into a sinister red form which seems to be highly parasitic and causes side-effects such as total mental degradation. I also think it makes your teeth fall out.
The Rite of Tranquility: the Rite of Tranquility is a rite administered to any mage who is unwilling or unable to control their magic. The Rite involves cutting off a mage's connection to the Fade which, to be fair, does stop them from being meeting any demons. It also removes their ability to summon magic, their ability to dream, and their emotional core. Mages who have undergone the Rite of Tranquility are known as Tranquil, and can be recognized by their blank expression and the Chantry symbol burned into their forehead. Chantry law dictates that mages who have passed their Harrowing may not be made Tranquil, however more practically this is assessed on a case-by-case basis by the Templars. Mages can therefore theoretically be made Tranquil for "crimes" such as being outspoken about the abuse witnessed (or experienced) in the Circle. Fics in which [insert favourite mage character here] is made Tranquil are a cheap and reliable source of angst.
The Harrowing: The Harrowing is a secret rite that the Circle administers to apprentice mages, without warning, before they become a full member of the Circle of Magi. The apprentice is made to enter the Fade using lyrium, and defeat a demon there which wishes to possess them. This is supposed to be a test of the apprentice's common sense and ability to resist temptation. Harrowing ceremonies are done under supervision from several Templars, who are ready to kill the mage should they return as an abomination. I don't know what they do if the mage comes out unscathed. Presumably they give them a thumbs up and go, "congratulations, we all knew you could do it!" whilst hiding their sword behind their back. I wonder if there's cake?
Magister: The name given to members of Tevinter's Magisterium, a council of mages who rule the Tevinter Imperium. Magisterium seats are given to high-ranking members of the Imperial Chantry and Circles of Magi, as well as inherited by important mage families. The last seat is given to the Imperial Archon, the ruler of the Imperium. Who is also a mage. Everyone in Tevinter is a mage.
Old Gods: The name given to the pantheon of dragon-like deities revered by the Tevinter Imperium. Legend has it that it was the Old Gods who taught humans how to use magic, because obviously when a talking dragon says to you "psst, kid, want to see a magic trick?" your answer should always be "yes". The Chantry believes that the Old Gods turned mortals from the worship of the Maker, and that the Maker imprisoned the Old Gods underground as punishment. There were seven Old Gods: Dumat, Zazikel, Toth, Andoral, Urthemiel, Razikale, and Lusacan.
The Golden City: a city in the Fade, said to be the seat of the Maker or the former home of the Old Gods. In -395 Ancient, a group of Tevinter magisters working under the instructions of the Old God Dumat opened a door into the Golden City and physically entered it. I mean, god knows why; maybe they were planning to steal his TV or something. The Golden City turned completely black, and the magisters were cast back to Thedas to become the first Darkspawn. One of them claims that Dumat tricked them into opening the door to the Golden City and that they don't remember what happened after that, which is exactly the kind of wishy-washy excuse I'd give if I'd fucked up so badly that I turned Heaven into a mood ring.
Darkspawn: The Darkspawn are a race of heavily mutated humans, dwarves, elves, and qunari. They're created using Broodmothers (DO NOT GOOGLE THIS); women from the sentient species who have been kidnapped and forced to eat Darkspawn flesh, turning into gigantic sessile monsters capable of birthing hundreds of Darkspawn at a time. They mostly live in the underground Deep Roads, but occasionally they discover a sleeping Old God underground, who is capable of leading them in a full-scale assault (or Blight) against the surface. Darkspawn are exceptionally numerous, bloodthirsty and, perhaps most crucially, able to corrupt any living being via contact with their blood. They're connected by a hive mind. They don't really have a lot of hobbies, although they sometimes make little art installations out of garbage.
The Taint: This is used to refer to both Darkspawn blood itself, the corrupting nature of it, and occasionally the Darkspawn hive mind. It's a versatile word. I included it here because sometimes a dude talks totally seriously about "mastering the taint" and I start laughing like a fucking moron.
Archdemon: An archdemon is an Old God who has been corrupted via ingesting the darkspawn Taint. They appear above-ground as something that looks like a cross between a dragon and a piece of Silly Putty, and are capable of leading the Darkspawn hive-mind in full-scale assaults against Thedas. So far only five of the seven Old Gods have appeared as archdemons: Razikale and
Blight: Blights are the name given to a period when a Darkspawn horde, led by an Archdemon, attacks the surface world. There have been five Blights in Thedas' history, the most recent of which you put an end to during Dragon Age Origins. Blights can go on for centuries, and are capable of completely destroying entire sections of Thedas, as the Darkspawn blood taint can kill or mutate even the surrounding landscape. Yes, including the trees. There is currently a sixth Blight rumoured to be brewing in the Anderfels, but that may just be the way the Anderfels looks normally.
Grey Wardens: an order of exceptionally skilled warriors who are dedicated to fighting darkspawn throughout Thedas. The Wardens are known for ignoring a recruit's racial, social, national, and criminal background, and will recruit from both the Circle of Magi and the local prisons. They have been instrumental in defeating each of the five Blights, so they're kind of allowed to do whatever the hell they want. The Wardens are headquartered in Weisshaupt and led by a First Warden. However, more practically command tends to fall to a senior Warden in each country, known as a Commander of the Grey (or just Warden-Commander). Small bands of Wardens are led by Senior Wardens. In order to formally join the Wardens, recruits must undergo a secretive ritual called the Joining.
The Joining: The ritual that all recruits must undertake before becoming part of the Grey Wardens, the Joining involves drinking Darkspawn blood in order to connect to the Darkspawn hive mind. Survival rates for this ritual are notoriously low. One of my favourite Dragon Age facts is that the Joining came about when a tribesman recruited into the Grey Wardens indulged in a cultural tradition of eating his fallen enemies, and in doing so discovered that darkspawn blood gave people WACKY SUPERPOWERS.
The Calling: Also known as the Long Walk, the Calling is a ritual created by the first Wardens when it became apparent that chugging Darkspawn blood actually had a pretty bad long-term effect on your health. Wardens answering their Calling - literally the "call" or song that Darkspawn hear when searching for the Old Gods, which I assume is the greatest hits of Queen - will go off by themselves, have a couple of beers, and then descend into the Deep Roads and attempt to kill as many Darkspawn as possible before being overwhelmed. All Wardens who survived the Joining eventually answer their Calling. The time between the two is anywhere between ten and thirty years. It's all terribly tragic, and explains why the popular pastime of most Wardens is living live to the fullest whilst they can.
The Deep Roads: Huge underground roads spanning the width and breadth of Thedas, the Deep Roads were originally excavated by dwarves in order to connect their kingdoms. Unfortunately, they've since been overrun by Darkspawn, who now have the ability to pop up anywhere on the surface without warning.
Exalted March: These are religious crusades led by the Chantry. The first Exalted March was that of Andraste against the Tevinter Imperium. The second was against the elves of the Dales. During the Black and Exalted ages, the Chantry led four Exalted Marches against the Imperial Chantry in Tevinter. The Steel and Storm Ages saw three Exalted Marches against qunari invaders.
Race-Specific Terms
Elven, Dwarven, and Qunlat, Oh My!
Qunari: Qunlat word for people of the Qun, qunari are a race from north of Thedas, who currently control the islands of Par Vollen and Seheron. Qunari are currently the largest sentient race in Thedas; they have grey or bronze skin, and a variety of different shapes of horns. They can also be identified by their terrifying skill at conquest. Has your city been taken over recently, its officials killed and parts of it burned to the ground? Then you've probably got qunari.
The Qun: The writings of the Ashkaari Koslun, the Qun is a philosophy as well as a social and legislative guide for the Qunari. The Qun defines the role of everyone and everything in Qunari society, and those who follow the Qun are named according to their rank and role in this society. The Qunari follow the Qun without question, and have come to Thedas to spread the good word in a way that makes the Andrastian Chantry look like rank amateurs.
Viddathari: A non-Qunari who has converted to the teachings of the Qun. Yes, it happens. Viddathari tend to be elves who have escaped slavery, although human converts are not unheard of.
Bas: Qunlat word meaning thing, bas is a derisive term referring to any non-Qunari who has not yet converted to the Qun. Bas who particularly impress a Qunari may become basalit-an, or thing worthy of respect. But crucially, still bas.
Saarebas: Qunlat word meaning dangerous thing, this is the title given to all Qunari mages. Saarebas are controlled in a way that makes the Circle look like Disneyland: their lips are sewn closed, and they wear heavy collars and visors which restrict their vision and movement. In extreme cases they may have their tongues cut out. Saarebas are given no formal magical training, and are completely controlled by a handler known as an Arvaarad, a rank which means holds back evil. Non-qunari mages are known as bas saarebas.
Tal-Vashoth, Qunlat word meaning true grey ones, this refers to Qunari who have abandoned the Qun. The majority of Tal-Vashoth are former soldiers who go on to sell their services as mercenaries, and are considered worse than bas in Qunari culture. Qunari born completely outside the Qun are just grey ones, Vashoth.
Ben-Hassrath, Qunlat word meaning heart of the many. Ben-Hassrath act primarily as enforcers of religious law, policing the populace and "re-educating" both Qunari who begin to lapse in their practise of the Qun as well as new converts. They also act as spies outside of the Qunari homeland.
Dalish: the name given to the nomadic clans of elves who travel around Thedas, seeking to preserve and recover their lost culture. Dalish travel in colorful caravans known as aravels, which are pulled by deer called halla. Clans are led by the elder or hahren. Most clans are very mistrustful of humans, and will avoid spending too long in one place in case of reprisals. An easy way to tell a Dalish elf from a City elf: are they standing in the woods and pointing a weapon at you? Then congratulations, they're a Dalish elf.
Vallaslin: literally blood writing, vallaslin are facial tattoos given to Dalish elves when they come of age. Each pattern corresponds to a deity in the elven pantheon; a full list of vallaslin and their meanings can be found here.
Shem: Derived from shemlen, an old elvish term for humans meaning quicklings or quick children. Originally supposed to refer to humans' fleeting lifespans, it's now used as both a general descriptor for humans as well as a slur against them.
The Qun: The writings of the Ashkaari Koslun, the Qun is a philosophy as well as a social and legislative guide for the Qunari. The Qun defines the role of everyone and everything in Qunari society, and those who follow the Qun are named according to their rank and role in this society. The Qunari follow the Qun without question, and have come to Thedas to spread the good word in a way that makes the Andrastian Chantry look like rank amateurs.
Viddathari: A non-Qunari who has converted to the teachings of the Qun. Yes, it happens. Viddathari tend to be elves who have escaped slavery, although human converts are not unheard of.
Bas: Qunlat word meaning thing, bas is a derisive term referring to any non-Qunari who has not yet converted to the Qun. Bas who particularly impress a Qunari may become basalit-an, or thing worthy of respect. But crucially, still bas.
Saarebas: Qunlat word meaning dangerous thing, this is the title given to all Qunari mages. Saarebas are controlled in a way that makes the Circle look like Disneyland: their lips are sewn closed, and they wear heavy collars and visors which restrict their vision and movement. In extreme cases they may have their tongues cut out. Saarebas are given no formal magical training, and are completely controlled by a handler known as an Arvaarad, a rank which means holds back evil. Non-qunari mages are known as bas saarebas.
Tal-Vashoth, Qunlat word meaning true grey ones, this refers to Qunari who have abandoned the Qun. The majority of Tal-Vashoth are former soldiers who go on to sell their services as mercenaries, and are considered worse than bas in Qunari culture. Qunari born completely outside the Qun are just grey ones, Vashoth.
Ben-Hassrath, Qunlat word meaning heart of the many. Ben-Hassrath act primarily as enforcers of religious law, policing the populace and "re-educating" both Qunari who begin to lapse in their practise of the Qun as well as new converts. They also act as spies outside of the Qunari homeland.
Dalish: the name given to the nomadic clans of elves who travel around Thedas, seeking to preserve and recover their lost culture. Dalish travel in colorful caravans known as aravels, which are pulled by deer called halla. Clans are led by the elder or hahren. Most clans are very mistrustful of humans, and will avoid spending too long in one place in case of reprisals. An easy way to tell a Dalish elf from a City elf: are they standing in the woods and pointing a weapon at you? Then congratulations, they're a Dalish elf.
Vallaslin: literally blood writing, vallaslin are facial tattoos given to Dalish elves when they come of age. Each pattern corresponds to a deity in the elven pantheon; a full list of vallaslin and their meanings can be found here.
Shem: Derived from shemlen, an old elvish term for humans meaning quicklings or quick children. Originally supposed to refer to humans' fleeting lifespans, it's now used as both a general descriptor for humans as well as a slur against them.
Vir Tanadhal: The code of the elven goddess of the hunt, the Vir Tanadhal is a philosophy followed by many Dalish. It consists of three parts: Vir Assan or The Way of the Arrow (fly straight and do not waver), Vir Bor'Assan or Way of the Bow (bend but never break), and Vir Adahlen or Way of the Forest (together we are stronger than the one). The three parts of the philosophy are often strung together into a mantra by the Dalish, which ends with the phrase we are the last of the elvhenan, and never again shall we submit.
Dwarves: The shortest race in Thedas, dwarves are a stocky and practical people who predominantly live underground. Dwarven society is separated into rigid caste systems, in which social status is conferred by birth. They are responsible for mining and exporting the surface's supply of lyrium, and are also expert weapon- and armorsmiths. They were also one of the first races to encounter the Darkspawn, which is a somewhat dubious claim to fame if I've ever heard one. Dwarves view the surface world with fear and suspicion, especially the sky, though merchants and smiths will venture above ground in order to trade with humans. Dwarves born above-ground are automatically seen as casteless, and are therefore shunned in dwarven society.
The Stone: Dwarves believe that they are the Children of the Stone, born of the earth itself. They refer to the Stone as "she" and believe that she is a living entity that surrounds and protects them. I think they literally venerate the rock that surrounds them, which actually kind of makes sense given that for many dwarves it's the limit of their entire world. Casteless or surface dwarves are said to have been rejected by the Stone itself.
Thaig: Dwarven term for their underground settlements. Thaigs are named after prominent houses and paragons. Most of the dwarven thaigs were lost to the darkspawn during the First Blight.
Paragon: Dwarven heroes. Paragons can be chosen from any caste, and are usually picked because of some extreme form of bravery or invention. Typically a posthumous award, because the best acts of bravery are the ones that get you killed, they are often immortalized in statues around the dwarven cities. It's said that the word of a living Paragon can surpass even that of a king, despite a Paragon having no official title.
Legion of the Dead: An independent branch of the Dwarven army, The Legion of the Dead is the most intimidating force in the Dwarven military due to the fact that its Legionnaires believe themselves to be already dead. Upon joining the Legion, dwarves will hold a symbolic "funeral" in which the new Legionnaire is officially recorded as dead, before they head into the Deep Roads to fight the Darkspawn. Joining the Legion is done for a variety of reasons, ranging from atoning for a misdeed to just really, really enjoying killing Darkspawn. It's very rare for a human to join the Legion of the Dead, although not totally unheard of. The Legion of the Dead are, in essence, underground Grey Wardens, but shorter and more obsessed with death. They used to have a fortress in Bownammar known as the City of the Dead, but it was abandoned to the Darkspawn in 9:13 Dragon.
A Tourist's Guide to Thedas
It's 90% Hinterlands!

The majority of what you see here are human (or at least predominantly human) nations. These include:
Anderfels, a kingdom in northwestern Thedas. Anderfels was originally part of the Tevinter Imperium, but was abandoned during the Second Blight. People of the Anderfels are known as Anders, and they seem to stay in Anderfels through some mixture of spite and masochism. It's mostly made up of dry, barren steppes, and could very well still be undergoing a Blight without anybody noticing. Anderfels is famous for being the birthplace of the Grey Wardens and the home of their fortress, Weisshaupt. It's ruled by a monarchy from the capital city, Hossberg.
The Tevinter Imperium, a country in northern Thedas. The Imperium is the longest existing human country in Thedas, and in ancient times its power was nearly unrivalled. The Imperium was founded by mages and magic is not just practised openly there, but is seen as a status symbol. Mages believed to be descended from ancient magisters are known as altus, and are part of Tevinter's ruling elite. By contrast, non-mages are known as soporati and are the lowest rung in Tevinter society. Blood purity and interbreeding are big things in Tevinter, apparently. It's still legal to own slaves, the majority of which are elven, though they're not above enslaving humans as well. Tevinter generally has a long and illustrious history of being involved in every bad thing that's happened to Thedas ever (see: the Black City, blood magic, slavery, darkspawn, archdemons). If anybody suggests that mages should have any form of power and autonomy, somebody usually points gravely in the direction of Tevinter, and the subject is quickly dropped. The capital of Tevinter is Minrathous. It's ruled by a council of important figures, overseen by an Archon. Tevinter has its own Latinate language, known as Tevene.
Nevarra, a kingdom in central Thedas. Nevarra is notable for its unusual attitude towards death: Nevarrans believe that when a person dies, they displace a Fade spirit. In order to provide a safe host for those spirits, Nevarrans mummify their corpses and place them in elaborate crypts in the Grand Necropolis. The Grand Necropolis is tended to by mages known as Mortalitasi, who enjoy nearly as much power and status in Nevarran culture as mages in Tevinter, presumably because they're all that stands between Thedas and a full-scale zombie invasion. Nevarra has been ruled for almost its entire lifespan by the Pentaghast dynasty.
Orlais, an empire in southwestern Thedas. It is currently the largest and most powerful empire in Thedas: its capital, Val Royeux, is home to both the Templar headquarters of White Spire and the seat of the Chantry's power. Orlais is famed for the aristocracy's displays of wealth. Orlesian nobles are caught in a perpetual state of competition known as "the Grand Game", the goal of which is to advance your reputation and prestige through any means necessary. Elaborate parties are common. Assassinations are also common. Orlais is ruled by an Emperor or Empress, currently Empress Celine. It has its own French-based language, Orlesian. Basically: think of the snootiest French person you can imagine. This is what Orlais is like.
Fereldan, a kingdom in southeastern Thedas. Fereldan is the youngest human kingdom, having been formed just a few hundred years before the Fifth Blight. The kingdom is mostly made up of forests and marshes, and its people are descended directly from Alamarri tribal culture. They're a rustic people with a mistrust for authority and a national pastime of hard drinking. I think this in-game codex entry says it better than I ever could: 'There are few things you can assume safely in dealing with these people: First, they value loyalty above all things, beyond wealth, beyond power, beyond reason. Second, although they have nothing in their entire country which you are likely to think at all remarkable, they are extremely proud of their accomplishments. Third, if you insult their dogs, they are likely to declare war.' Fereldan culture prizes a breed of hyper-intelligent warhounds called mabari. If I could live anywhere in Thedas then it'd probably be Fereldan, because it's the only society where it's acceptable to have thirty puppies.
Free Marches: a group of city-states in eastern Thedas. The Free Marches are a loose confederation of cities, with an emphasis on "loose": each is ruled by a different titled official, and they constantly jockey and vie for land and power. In the event of any aggression from their neighbors, however, the Marchers can assemble a joint military force that would make even Nevarra think twice about starting shit with them. The Free Marches provides much of the continent's food, and is sometimes known as the breadbasket of Thedas. Presumably the kind of breadbasket with a formidable military inside of it. Its most important cities are Kirkwall and Starkhaven; the former was the setting for the events of Dragon Age 2, whilst the latter is a consistent source of people with bangin' Starkhaven accents (see: Sebastian Vael)
Antiva: a nation in northeastern Thedas. Officially, Antiva is ruled by a monarchy, however the majority of the power actually lies in the hands of powerful merchants. Though Antiva has few resources of its own, its location makes it a center for trade in the north. It also produces excellent wine. Antiva is a coastal nation, and an Antivan pirate armada currently controls all trade across the Waking Sea. Despite having no formal military, it has only been conquered three times in its history: once by darkspawn, and twice by qunari. This is thanks to a guild of Antivan assassins known as the House of Crows, whose skill is so great that no leader is willing to lead an attack against Antiva for fear of reprisals. I always imagine that Antiva is sort of like Tortuga in Pirates of the Caribbean, only with more vineyards.
Rivain: a nation on the peninsula in the north of Thedas. Rivain is wholly surrounded by water, and connected to mainland Thedas only by a bridge of land which borders with Antiva. Because of this, Rivain is probably the most multicultural and laid-back nation on the continent. The Rivaini have a peaceful relationship with both the elves and the qunari, and Rivain is home to Kont-Aar, the only qunari settlement on mainland Thedas. Rivain has no official religion, though many of its people have converted to the Qun. They used to have a Chantry, but it was literally just a day centre for training women to become seers, so the Chantry came and knocked it down. Their societies seem to be matriarchal, with villages led by wise women and the aforementioned seers. Their main export is tea and universally loved characters.
Par Vollen: a tropical island chain north of mainland Thedas. Par Vollen used to be part of the Tevinter Imperium (although let's be real here, what didn't use to be part of the Tevinter Imperium?) but was quickly conquered by the qunari when they arrived in Thedas in 6:30 Steel. Prior to this, Par Vollen was home to a primitive race called the Fex, who have since been assimilated by the Qunari.
Seheron: a tropical island, and the largest in Thedas, Seheron is located directly north of Tevinter. Again, it used to be part of the Tevinter Imperium until the Qunari conquered it, shortly after they conquered Par Vollen. Seheron is also home to a mysterious race of people called the Fog Warriors, who are currently attempting to drive out both the Imperium and the Qunari through the use of guerilla tactics. I would pay good money to see them succeed at driving out the Qunari with some fog machines and rocks tied to sticks, and yet...
Not pictured are the two remaining dwarven kingdoms: Orzammar, which is located beneath the Frostback Mountains, and Kal-Sharok, which is somewhere underneath the Hunterhorn Mountains.The Tevinter Imperium, a country in northern Thedas. The Imperium is the longest existing human country in Thedas, and in ancient times its power was nearly unrivalled. The Imperium was founded by mages and magic is not just practised openly there, but is seen as a status symbol. Mages believed to be descended from ancient magisters are known as altus, and are part of Tevinter's ruling elite. By contrast, non-mages are known as soporati and are the lowest rung in Tevinter society. Blood purity and interbreeding are big things in Tevinter, apparently. It's still legal to own slaves, the majority of which are elven, though they're not above enslaving humans as well. Tevinter generally has a long and illustrious history of being involved in every bad thing that's happened to Thedas ever (see: the Black City, blood magic, slavery, darkspawn, archdemons). If anybody suggests that mages should have any form of power and autonomy, somebody usually points gravely in the direction of Tevinter, and the subject is quickly dropped. The capital of Tevinter is Minrathous. It's ruled by a council of important figures, overseen by an Archon. Tevinter has its own Latinate language, known as Tevene.
Nevarra, a kingdom in central Thedas. Nevarra is notable for its unusual attitude towards death: Nevarrans believe that when a person dies, they displace a Fade spirit. In order to provide a safe host for those spirits, Nevarrans mummify their corpses and place them in elaborate crypts in the Grand Necropolis. The Grand Necropolis is tended to by mages known as Mortalitasi, who enjoy nearly as much power and status in Nevarran culture as mages in Tevinter, presumably because they're all that stands between Thedas and a full-scale zombie invasion. Nevarra has been ruled for almost its entire lifespan by the Pentaghast dynasty.
Orlais, an empire in southwestern Thedas. It is currently the largest and most powerful empire in Thedas: its capital, Val Royeux, is home to both the Templar headquarters of White Spire and the seat of the Chantry's power. Orlais is famed for the aristocracy's displays of wealth. Orlesian nobles are caught in a perpetual state of competition known as "the Grand Game", the goal of which is to advance your reputation and prestige through any means necessary. Elaborate parties are common. Assassinations are also common. Orlais is ruled by an Emperor or Empress, currently Empress Celine. It has its own French-based language, Orlesian. Basically: think of the snootiest French person you can imagine. This is what Orlais is like.
Fereldan, a kingdom in southeastern Thedas. Fereldan is the youngest human kingdom, having been formed just a few hundred years before the Fifth Blight. The kingdom is mostly made up of forests and marshes, and its people are descended directly from Alamarri tribal culture. They're a rustic people with a mistrust for authority and a national pastime of hard drinking. I think this in-game codex entry says it better than I ever could: 'There are few things you can assume safely in dealing with these people: First, they value loyalty above all things, beyond wealth, beyond power, beyond reason. Second, although they have nothing in their entire country which you are likely to think at all remarkable, they are extremely proud of their accomplishments. Third, if you insult their dogs, they are likely to declare war.' Fereldan culture prizes a breed of hyper-intelligent warhounds called mabari. If I could live anywhere in Thedas then it'd probably be Fereldan, because it's the only society where it's acceptable to have thirty puppies.
Free Marches: a group of city-states in eastern Thedas. The Free Marches are a loose confederation of cities, with an emphasis on "loose": each is ruled by a different titled official, and they constantly jockey and vie for land and power. In the event of any aggression from their neighbors, however, the Marchers can assemble a joint military force that would make even Nevarra think twice about starting shit with them. The Free Marches provides much of the continent's food, and is sometimes known as the breadbasket of Thedas. Presumably the kind of breadbasket with a formidable military inside of it. Its most important cities are Kirkwall and Starkhaven; the former was the setting for the events of Dragon Age 2, whilst the latter is a consistent source of people with bangin' Starkhaven accents (see: Sebastian Vael)
Antiva: a nation in northeastern Thedas. Officially, Antiva is ruled by a monarchy, however the majority of the power actually lies in the hands of powerful merchants. Though Antiva has few resources of its own, its location makes it a center for trade in the north. It also produces excellent wine. Antiva is a coastal nation, and an Antivan pirate armada currently controls all trade across the Waking Sea. Despite having no formal military, it has only been conquered three times in its history: once by darkspawn, and twice by qunari. This is thanks to a guild of Antivan assassins known as the House of Crows, whose skill is so great that no leader is willing to lead an attack against Antiva for fear of reprisals. I always imagine that Antiva is sort of like Tortuga in Pirates of the Caribbean, only with more vineyards.
Rivain: a nation on the peninsula in the north of Thedas. Rivain is wholly surrounded by water, and connected to mainland Thedas only by a bridge of land which borders with Antiva. Because of this, Rivain is probably the most multicultural and laid-back nation on the continent. The Rivaini have a peaceful relationship with both the elves and the qunari, and Rivain is home to Kont-Aar, the only qunari settlement on mainland Thedas. Rivain has no official religion, though many of its people have converted to the Qun. They used to have a Chantry, but it was literally just a day centre for training women to become seers, so the Chantry came and knocked it down. Their societies seem to be matriarchal, with villages led by wise women and the aforementioned seers. Their main export is tea and universally loved characters.
Par Vollen: a tropical island chain north of mainland Thedas. Par Vollen used to be part of the Tevinter Imperium (although let's be real here, what didn't use to be part of the Tevinter Imperium?) but was quickly conquered by the qunari when they arrived in Thedas in 6:30 Steel. Prior to this, Par Vollen was home to a primitive race called the Fex, who have since been assimilated by the Qunari.
Seheron: a tropical island, and the largest in Thedas, Seheron is located directly north of Tevinter. Again, it used to be part of the Tevinter Imperium until the Qunari conquered it, shortly after they conquered Par Vollen. Seheron is also home to a mysterious race of people called the Fog Warriors, who are currently attempting to drive out both the Imperium and the Qunari through the use of guerilla tactics. I would pay good money to see them succeed at driving out the Qunari with some fog machines and rocks tied to sticks, and yet...
Also not pictured: elvish kingdoms. This is because they don't exist anymore. Elvhenan (literally: land of our people) used to cover most of Thedas, until humans arrived and fucked everything up. First they gave the elves smallpox, and then the Tevinter Imperium started absorbing parts of Elvhenan and enslaving its people and then, when the elves tried to retreat into the capital city of Arlathan, the Imperium sank the entire city into the ground using blood magic, destroying centuries of elven history and culture. It would be another two centuries until Andraste led the elven slaves in rebellion, for which they got a consolation prize in the form of a small strip of land called the Dales. Unfortunately, human-elf relations had been irreparably damaged, and in 2:20 Glory the Chantry led an Exalted March against the elves which destroyed the second elven city of Halamshiral and finished off whatever history and culture the Imperium didn't get the first time around. Whilst some elves opted to convert to Andrastianism in return for shelter in human cities, others decided to give humanity a middle finger and became nomadic clans known as the Dalish, presumably operating under the assumption that if they keep moving their stuff around humans can't destroy it again.
The Story So Far
Spoiler: The Game Ends With Everything On Fire
In Dragon Age Origins, you play as a freshly minted Grey Warden, recruited on the eve of a Darkspawn assault against Fereldan. During the battle you're betrayed by Teyrn Loghain Mac Tir, who calls his forces back from the field, allowing the Darkspawn to overwhelm the soldiers fighting there. King Cailan Theirin of Fereldan is killed on the battlefield, along with most of Fereldan's Grey Wardens, including Warden-Commander Duncan. You are saved because you were lighting the signal beacon that Loghain ignored.
Loghain returns to Fereldan's capital city claiming that the Grey Wardens abandoned the battle and betrayed the King, and declares himself regent through his daughter, Queen Anora. Along with Fereldan's only other remaining Grey Warden, Alistair, and a group of terrifying misfits whom you somehow managed to ally to your cause, you must secure the assistance of the Dalish, the Dwarves of Orzammar, the Circle of Magi and the soldiers of Redcliffe, oust Loghain and end the Blight.
The game ends with the Warden defeating the archdemon, thereby ending the Fifth Blight.
In Dragon Age 2 you take on the role of Hawke, who is escaping Fereldan with their family as it's overrun by Darkspawn. You end up in the city of Kirkwall, where you befriend yet more terrifying misfits, including a pirate, an abomination, a blood mage, and an ex-Tevinter slave with lyrium tattooed into his skin. Dragon Age 2 is set across a period of about nine years, during which time you get into all sorts of shenanigans ranging from fighting a dragon, to getting trapped in the Deep Roads, to foiling a qunari invasion. The game ends with one of your companions (damn it Anders!) destroying the Kirkwall Chantry in a terrorist attack, heralding the start of a mage rebellion that quickly begins to spread across Thedas.
Dragon Age Inquisition opens with the Divine Justinia calling a summit between the mages and the templars to try and negotiate a peaceful truce between them. Unfortunately, as is the way with the Dragon Age series, something goes wrong and everything ends up on fire. The Veil between our world and the Fade tears open in the middle of the summit, killing everybody present. Everybody except you, that is. You fall out of the Fade rift with no memory of how you got there, and a cool glowing green mark on your hand. Suddenly, you're Mr and / or Mrs popular!
In order to try and discover the cause of the Fade rift and bring the perpetrators to justice, you become the leader of the newly reformed Inquisition. You begin gathering allies to your cause, including a crack team of highly skilled killing machines to accompany you on thrilling adventures.
Thematically, all the Dragon Age games center around meeting interesting people and then helping them to kill other interesting people. These people become your companions, and the decisions you make affects your relationship with them. In all three games, you're either living communally with your companions or meeting them on the regular for drinks and cards. They react to one another, starting up friendships and romances and even rivalries around you. Inquisition sees you living with your companions (and your army, and various allies, and basically any other waifs and strays you manage to pick up) in the remote fortress of Skyhold.
Loghain returns to Fereldan's capital city claiming that the Grey Wardens abandoned the battle and betrayed the King, and declares himself regent through his daughter, Queen Anora. Along with Fereldan's only other remaining Grey Warden, Alistair, and a group of terrifying misfits whom you somehow managed to ally to your cause, you must secure the assistance of the Dalish, the Dwarves of Orzammar, the Circle of Magi and the soldiers of Redcliffe, oust Loghain and end the Blight.
The game ends with the Warden defeating the archdemon, thereby ending the Fifth Blight.
In Dragon Age 2 you take on the role of Hawke, who is escaping Fereldan with their family as it's overrun by Darkspawn. You end up in the city of Kirkwall, where you befriend yet more terrifying misfits, including a pirate, an abomination, a blood mage, and an ex-Tevinter slave with lyrium tattooed into his skin. Dragon Age 2 is set across a period of about nine years, during which time you get into all sorts of shenanigans ranging from fighting a dragon, to getting trapped in the Deep Roads, to foiling a qunari invasion. The game ends with one of your companions (damn it Anders!) destroying the Kirkwall Chantry in a terrorist attack, heralding the start of a mage rebellion that quickly begins to spread across Thedas.
Dragon Age Inquisition opens with the Divine Justinia calling a summit between the mages and the templars to try and negotiate a peaceful truce between them. Unfortunately, as is the way with the Dragon Age series, something goes wrong and everything ends up on fire. The Veil between our world and the Fade tears open in the middle of the summit, killing everybody present. Everybody except you, that is. You fall out of the Fade rift with no memory of how you got there, and a cool glowing green mark on your hand. Suddenly, you're Mr and / or Mrs popular!
In order to try and discover the cause of the Fade rift and bring the perpetrators to justice, you become the leader of the newly reformed Inquisition. You begin gathering allies to your cause, including a crack team of highly skilled killing machines to accompany you on thrilling adventures.
Thematically, all the Dragon Age games center around meeting interesting people and then helping them to kill other interesting people. These people become your companions, and the decisions you make affects your relationship with them. In all three games, you're either living communally with your companions or meeting them on the regular for drinks and cards. They react to one another, starting up friendships and romances and even rivalries around you. Inquisition sees you living with your companions (and your army, and various allies, and basically any other waifs and strays you manage to pick up) in the remote fortress of Skyhold.
Skyhold
Thedas' Largest Frat House
Thedas' Largest Frat House
Built by Fereldans over a piece of important elven land (of course), Skyhold is located in the Frostback Mountains. The Inquisition moves there after their previous base of operations in the village of Haven is destroyed. It's fairly ramshackle when you move in, having been left abandoned for several years. It gets renovated as you progress through the story, making for lots of moments where you open a door and go, "wait, was that garden always there?"
Now, imagine the Inquisitor and their friends helping with these renovations. Go on, I'll wait.
Back? Okay.
Skyhold is designed to be a self-contained base for the Inquisition. The main building contains:
Now, imagine the Inquisitor and their friends helping with these renovations. Go on, I'll wait.
Back? Okay.
Skyhold is designed to be a self-contained base for the Inquisition. The main building contains:
- War Room, where the Inquisitor and their advisors plan the Inquisition's next move.
- Throne Room, where the Inquisitor can hold judgement over the Inquisition's enemies.
- Library, which is full of books.
- Rookery, which is full of ravens and also Leliana's spies.
- Kitchens, which are full of delicious food.
- Dungeons, which are full of prisoners (providing you don't execute them)
- Quarters, where the Inquisitor's bedroom is.
- The Undercroft, where the Inquisitor can craft armor and weapons.
- Garden, which can be converted into either a medicinal plant garden or a Chantry garden.
Skyhold also has a large courtyard, which contains:
- The Herald's Rest tavern, where people go to get shitfaced.
- Stables, where you keep your horses and / or horse-like creatures.
- Training Grounds, where people beat up practise dummies or each other.
- (Optional) Infirmary, where you take in sick refugees seeking shelter from the Inquisition.
- Armory, which I've never actually seen but which I assume is self-explanatory.
Your companions all have their favourite places within Skyhold. Some of them very obviously have bedrooms outside of Skyhold's Quarters, however upsetting these may be: Sera has a room in the Herald's Rest, whilst Cullen sleeps in a tower which initially has no roof. Some companions don't seem to have anywhere to sleep at all. Blackwall appears to sleep in the stables. It's all terribly tragic.
Have I mentioned that Skyhold has a tavern? Because that's really, really important.
Have I mentioned that Skyhold has a tavern? Because that's really, really important.
Meet The Inquisition
In polite society, raising demons is considered especially heinous. In the world of Thedas. The people who investigate these spooky goings-on are members of an elite squad known as the Inquisition. These are their stories. [bom bom]
The Inquisitor
The Inquisitor is the playable character in Dragon Age Inquisition, and is the lone survivor from the Fade explosion at the Conclave. You can choose from one of four races: Qunari, Elven, Dwarven, and Human. Each has their own origin story and reason for being at the Conclave:
The Inquisitor is the playable character in Dragon Age Inquisition, and is the lone survivor from the Fade explosion at the Conclave. You can choose from one of four races: Qunari, Elven, Dwarven, and Human. Each has their own origin story and reason for being at the Conclave:
- Qunari Inquisitors are part of the Valos-Kas mercenary company, and were employed by the Conclave as hired security. (And they did a great job). Qunari Inquisitors are Vashoth, meaning they were born outside of the Qun. They are often referred to by their surname, Adaar.
- Elven Inquisitors are Dalish, a member of the Lavellan Clan. They were sent to spy on the Conclave by their Keeper. Dalish elves have no surname, so the elven Inquisitor is referred to by their Clan name, Lavellan.
- Dwarven Inquisitors are members of House Cadash, a ruthless crime family in the Carta syndicate. They were sent to spy on the Conclave, as the outcome would have an effect on the demand for lyrium. Dwarven Inquisitors are referred by their House name, Cadash.
- Human Inquisitors are members of a noble family from the Free Marches, and come in two distinct flavors. Non-mage humans are sent to assist at the Conclave due to their family's close ties to the Chantry, whilst human mages were forced to flee their Circle of Magi during the rebellion, and are present at the Conclave as part of the mage delegation. Humans are referred to by their surname, Trevelyan.
The actual personality of their Inquisitor is largely left up to the player. Want to be a murderous asshole? Great! Want to be a natural diplomat? Also great! Want to be a devout Andrastian? There's dialogue options for that. Want to be a filthy heathen? There are also dialogue options for that. What this means is that the "canon" Inquisitor varies from game to game. Most fanfics tend to feature the writer's own Inquisitor, which means that Dragon Age fanfiction is basically one step up from write-your-own-OC-adventures.

Cassandra Pentaghast
"I see what must be done, and I do it! I see no point in running around in circles like a dog chasing its tail."
Yes, of the Nevarran Pentaghasts. Don't get too excited, though: Cassandra is seventy-eighth in line to the Nevarran throne, which actually says impressive things about one of her ancestors. Cassandra joined the Seekers of Truth after her brother was murdered by blood mages, and remains loyal to the Chantry even after the Seekers of Truth abandon it in the wake of the mage rebellion. Cassandra is the sword in the right hand of the Divine, seeking justice above all else.
Cassandra can come across as brash, however she is also incredibly dedicated to doing the right thing. She tends to act first and think afterwards, and is the kind of character who will do something in anger that she later regrets. During the course of Inquisition she struggles with her sense of faith and responsibility. Cassandra is the driving force behind the reformation with the Inquisition. She also has a bit of a romantic side, and enjoys reading Varric's terrible novels. (What? It's true!)
Cassandra is heterosexual, to the distress of many people in the Dragon Age tag.
You can watch one of my favourite scenes involving Cassandra here.

Leliana
"Though darkness closes, I am shielded by flame. Andraste, guide me. Maker, take me to your side."
Leliana originally appears as a companion in Dragon Age Origins, and returns in Dragon Age Inquisition. Born in Orlais, Leliana trained as a bard (note: bards in Orlais are actually thieves and assassins, in addition to being bards) before later becoming a Chantry sister. If Cassandra is the sword in the right hand of the Divine, then Leliana is the knife in her left. She joins the Inquisition as its spymaster, and typically provides slightly more sinister solutions to the Inquisition's problems by offering to assassinate people.
Seriously, it's like: got a problem? It's cool we'll just assassinate them. Leliana no.
Leliana is a complex character whose personality can differ slightly depending on choices you made in Dragon Age Origins. At her core she is incredibly smart, as evidenced by her ability to stay alive in Orlais' Grand Game; her problem is that she's never managed to leave that mindset behind her. She sees the world as a game of tactics, with threats lurking in every shadow. Despite this, Leliana also loves fashion (particularly shoes) and owns two pet nugs, one of which is called Schmooples.
Leliana is canonically bisexual, although you cannot romance her in Inquisition.
You can watch one of my favourite scenes involving Leliana here.

Cullen Rutherford
"Kirkwall's Circle fell. Innocent people died in the streets. Can't you see why I want nothing to do with that life?"
Born in Fereldan, Cullen served as a Templar for several years. Initially he was stationed in the Fereldan Circle of Magi, where he was responsible for striking down mages who failed their Harrowing. When the Circle was overrun by maleficarum, Cullen was taken and tortured. He was reassigned to the Circle of Magi in Kirkwall, where he struggles with his conscience regarding the Knight-Commander's treatment of mages and also looks like he hasn't slept in about ten years. Following the destruction of Kirkwall, Cassandra Pentaghast recruits Cullen as commander of the Inquisition's forces. He provides practical solutions to the Inquisition's problems (throw some soldiers at it!).
Cullen is your archetypal knight in tarnished armor. He readily admits that his past behavior towards mages was wrong, and that he is trying to be a better person. He struggles a lot with issues of duty and integrity. Like many Templars, Cullen is addicted to lyrium - he tries to go cold turkey during Inquisition, resulting in some delicious angst. He's a very straightforward guy with a good head for military tactics, who gets flustered by forthright women and manages to lose all his clothes playing Josephine at cards. He's darling.
Cullen is a heterosexual romance in Inquisition for human and elf females, although unused files within the game directories suggest he was originally supposed to be bisexual.
You can watch one of my favourite scenes involving Cullen here.

Josephine Montilyet
"Common ground is the start of all negotiations."
The eldest daughter of a noble Antivan family, Josephine has worked as an ambassador in the royal courts of Thedas her whole life. She is recruited to the Inquisition by Leliana, an old friend of hers, and offers diplomatic solutions to the Inquisition's problems. She also handles a lot of the Inquisition's administration. She believes that the Inquisition needs the backing of influential figures in order to succeed, and is adept at forging these relationships with a mixture of courtly grace, polite threats, and well-placed bribes.
Josephine is something of an odd woman out in Skyhold: she's one of the few nobles in the Inquisition and is also a staunch pacifist. She's cheerful and upbeat, and tends to look on the bright side of any situation. She's also got a wicked sense of humor and a terrifying poker face. She's very different to the rest of the Inquisition, and I get the sense during the game that she's a little bit lonely.
Josephine is canonically bisexual. If you don't romance her then she and Blackwall begin exchanging tokens of affection, though their relationship is never fully consummated.
You can watch one of my favourite scenes involving Josephine here.

Varric Tethras
“There's power in stories, though. That's all history is: The best tales. The ones that last. Might as well be mine."
The Tethras family was once part of the noble caste in Orzammar, until they were disgraced and exiled to the surface. Varric was therefore born in Kirkwall, where he spent most of his life until somebody managed to blow half of it up. During this time he cultivated contacts, becoming a merchant prince who maintains a network of spies and informants. To an outside observer, however, it might look as if he he spends most of his time in the tavern telling wild stories. He's a storyteller and a published author, having written several books based loosely on his friends' adventures in Dragon Age 2.
Varric in Dragon Age 2 was to be the one companion who stuck by you and got along with everybody, a role he has more or less reprises in Inquisition. However, he comes across as slightly more guarded and world-weary than he was in Dragon Age 2, which I guess is what happens when one of your friends destroys the city you grew up in. He is the only character in the game with a unique weapon: a signature repeating crossbow named Bianca.
Varric has not been romanceable in any of the three games.
You can watch one of my favourite scenes involving Varric here.

Solas
"No real god need prove himself. Anyone who tries is mad or lying."
Solas is an elven apostate (technically a hedge mage) who joined the Inquisition willingly to assist with the Fade rift. He's the one that kept you alive when your hand was trying to kill you. (There's a sentence I may never use again). Solas is an expert in the Fade, and has mastered a form of lucid dreaming in order to explore areas of it. He uses this skill to observe major events in Thedas' past. Despite not being Dalish, he's particularly knowledgeable about elven and pre-Tevinter history.
Solas' experiences navigating the Fade mean that he has a more relaxed attitude towards it compared to most people in Thedas. He believes that many entities that the Chantry labels 'demons' are actually benign spirits. Solas is a bit of an introvert, very logical, and generally peaceful and thoughtful. Fun fact: he sometimes speaks to you in metered speech, and if you respond in kind it improves your relationship with him. This is because he's a gigantic nerd.
He is heterosexual, and can only be romanced by a female Lavellan.
At the end of Inquisition you discover that Solas is actually [SPOILER: the elven trickster god Fen'Harel].

Vivienne
"Rest assured, dear Seeker. I'm never truly out of my element."
Vivienne, also known as the Madame de Fer, is a Free Marches mage of Rivaini heritage. She started out her career in a Circle of Magi, and her ambition and skill is such that she managed to rise through the ranks until she was appointed personal enchanter and advisor of Empress Celene of Orlais. This makes her one of the most powerful people in the Orlesian court.
She is terrifying.
Vivienne is powerful both politically and magically. She's very pro-Circle; she believes that Thedas needs an institution to protect and educate mages, and is frustrated by what she sees as the selfish actions of the mage rebels, which have given people a reason to fear magic. Vivienne isn't cruel, but she can be very direct with her opinions, and she doesn't tolerate fools. She has no use for sentimentality. She manages to put the fear of God into the Iron Bull within about thirty seconds of meeting him, as evidenced in their party banter.
Vivienne is not romanceable. She was in a known relationship with the Duke Bastien de Ghislain.
Vivienne has what is unarguably one of the best introductions in the game, which you can watch here.

Sera
"Mother pussbucket frigging bastard shitebag pissface!"
Born in the human city of Denerim, Sera was orphaned at a young age and raised by a Denerim noblewoman. As a result, she's not a fan of anything elvish, and gets along quite poorly with a Lavellan Inquisitor.
The best word to describe Sera is probably "childish". She's impulsive and reactionary, foul-mouthed, delights in telling crude jokes (especially if the other person reacts with horror), and often plays pranks on people around Skyhold. She enjoys humbling people in positions of power or authority, including Josephine. I suspect she stays away from Dorian because she's terrified of magic. Sera has caused a bit of controversy in fandom due to her occasionally thoughtless behavior. She's very immature and doesn't really cope with things that bother her very well. This all makes it sound like I don't like her, which isn't true: I think she's great!
Sera is a lesbian, and can be romanced by a female Inquisitor.
Sera is another character with a fantastic introduction, which you can watch here.

Cole
"They forgot about him. He starved to death. I came through to help... and I couldn't."
Okay, stick with me here, because this is about to get complicated: the original Cole was a Fereldan mage who was brought to the dungeons in the Templar fortress of White Spire and left to starve to death. Before he died he was visited by a Fade spirit, who attempted to console him in his final moments. For whatever reason, this Fade spirit went on to take Cole's identity, becoming a ghostly force of mercy who attended to mages facing execution or Tranquility in White Spire.
This is the Cole you meet in Inquisition.
Cole is a really interesting and slightly complex character, defined by his ability to hear and translate people's thoughts and memories. He often does this out loud, giving him a very unique manner of speaking. Though he spends his time listening to other people's physical and emotional pain, Cole has a very literal, almost childlike view of the world. He struggles with more adult or nuanced concepts, and becomes frustrated when trying to understand the difference between pain he can fix and pain he can't. His party banter is the best party banter. Though many of the companions view him with fear and suspicion, Cole genuinely seems to want to help people. So is he a demon, or one of the benign spirits Solas mentions? Your answer on a postcard, please.
You can watch one of my favourite scenes involving Cole here.

Blackwall
'You are who you choose to follow.' Someone told me that once. Took me years to understand what he meant."
Born in the Free Marches, Blackwall is a Grey Warden recruiter. He travels Thedas alone, ostensibly to recruit for the Grey Wardens, but when you meet him he's training a group of villages to protect themselves from bandit attacks.
Blackwall believes that it's the duty of every Grey Warden to protect the people of Thedas, at the cost of their own lives if necessary. He sees the Grey Wardens as a shield rather than a sword, and sees himself as part of that shield. He tries to exemplify the honesty and integrity of the Wardens in all he does, and is aware that the people of Thedas look up to him. Years of travelling alone have worn on him, meaning that he can come across as a little bit of an asshole at times. (Looks significantly at Blackwall and Dorian). Basically, think of your typical gruff soldier archetype. That's Blackwall.
Blackwall is heterosexual, and can be romanced by a female Inquisitor.
You can view one of my favourite scenes involving Blackwall here, though be warned it contains spoilers.
During the course of Inquisition you learn that [SPOILER: "Blackwall" is actually a former Orlesian captain called Thom Ranier, who assumed the Warden Blackwall's identity following his death].

Dorian Pavus
“I'm here to set things right. Also? To look dashing. That part's less difficult.”
Dorian is very transparantly one of my favourite characters in Inquisition so, uh, brace yourself.
Dorian Pavus is an altus mage from Minrathous in the Tevinter Imperium, part of the prestigious Pavus family. From an early age he demonstrated a skill at magic which made him the envy of his peers; he studied in the circle of Vyrantium and later under magister Alexius. He was basically the perfect heir to the Pavus legacy, except for one thing: Dorian is gay, and wasn't interested in marrying and carrying on the line. He fled when his father tried to use blood magic to change his sexuality. He joins the Inquisition to help stop the Venatori.
Squid (thetrollingchaos) and I like to describe Dorian as a baby revolutionary firebrand scholar: he's vocally dedicated to reforming Tevinter, but he also spends most of his time in the library. Having grown up in a place where magic is not just practiced but prized, Dorian is a confident and powerful mage who isn't afraid to show off a little bit. He's extremely clever, very verbose, bitingly sarcastic, and apparently doesn't give a shit about the fact that people don't trust him because he's Tevinter. His time in Skyhold is basically like a very long gap year in which he drinks terrible Fereldan beer and (providing you don't romance him with a male Inquisitor) hooks up with the Iron Bull.
You can view one of my favourite scenes involving Dorian here. If you only watch one video from this primer, please make it this one: it's a staggeringly well-acted and well-animated scene which will kick you in the heart.

The Iron Bull
"Dragons are the embodiment of raw power. But it's all uncontrolled, savage, so they need to be destroyed. Taming the wild. Order out of chaos. Have another drink."
The Iron Bull (also just known as "Bull", though he prefers "the Iron Bull") is a Qunari mercenary and Ben-Hassrath spy. Bull was tasked by Ben-Hassrath with establishing the Bull's Chargers, a mercenary company used to gather intelligence on Orlesian nobles. It's the lieutenant in the Chargers who convinces Bull to offer assistance to the Inquisition. For most of the game, Bull serves two masters: he works for the Inquisition, whilst openly reporting back to the Ben-Hassrath about them. This changes during the game, and depending on the Inquisitor's choices Bull can become Tal-Vashoth. (Most people choose this option, since the other one is to let the Chargers die and HELL NO).
Though Bull is still loyal to the Qun, he has a more relaxed attitude than most Qunari: his main hobbies include heavy drinking and casual sex, both of which are frowned on under the Qun. Though formidable in battle, Bull is surprisingly friendly and laid-back. He gets along with pretty much everybody, due to his calm refusal to rise to any kind of bait. Despite first appearances, he's also much more astute than most people give him credit for. He's very good at figuring people out, presumably because of his training as what is basically a Qunari spy.
Bull is canonically pansexual, and possibly the only character in the history of video games to issue you with a safe word before you have sex.
You can watch one of my favourite scenes involving Bull here.
Now that you're familiar with the gang, why not watch this charming video of them drinking and playing cards?
Other Characters of Note
Including Ser Not Appearing In This Game

Cremisius "Krem" Acclasi
“Least a bastard knows who his mother was. Puts him one up on you Qunari, right?”
Born in Tevinter, Krem is currently the lieutenant of the Bull's Chargers. When Krem's father sold himself into slavery to try and provide for his family, Krem joined the Tevinter military. However, he was forced to flee when his superiors discovered that he's transgender. Bull happened to walk in on Krem's superiors beating the shit out of him in a tavern and saved him. He lost an eye in the process, but Krem has worked for Bull ever since. Bull describes Krem as being Aqun-Athlok, which effectively means born one gender but living as another.
Krem gets included on this list because he's one of my absolute favourite characters. He acts as the straight man to Bull's slightly more laid-back mercenary leader, which is delightful. His speech and mannerisms are very obviously those of somebody who spent time in a formal military, but he seems to have adopted a lot of mercenary vocal tics. He can drink and talk shit with the rest of the Chargers, but if you need him to go out and turn over a fort he's never anything less than totally professional. Well, mostly. He is still a mercenary.
I... may have spent way too long mining Krem for every single scrap of conversation dialogue.
It's apparently super hard to find videos of Krem's cut-scenes on Youtube, so you'll have to settle for this video of the Bull's Chargers getting drunk. All is not lost, however: my searches also turned up a video of Bull doing a hilarious impression of Krem whilst he slowly freaks out in the Fade.

Hawke
"If this is the afterlife the Chantry owes me an apology. This looks nothing like the Maker's bosom."
God, the beards in this game are tragic.
Hawke is the player-controlled protagonist of Dragon Age 2, who makes a reappearance in Dragon Age Inquisition. Having fled the Fereldan village of Lothering during the Fifth Blight, Hawke ended up in Kirkwall, where they had a front seat to (and possibly a hand in) the events leading up to the start of the mage rebellion. Hawke is also one of the few people in Thedas who has come face-to-face with the darkspawn Corypheus.
Hawke can be either male or female; the default male Hawke is called Garrett, whilst the default female is Marian. They fall roughly into one of three personality categories: diplomatic ("blue") Hawke, sarcastic ("purple") Hawke, or aggressive (red) Hawke. Hawke has two younger siblings, twins Bethany and Carver. Depending on your choice of gender and class for Hawke, one of your siblings died during the flight from Lothering. The other is either dead, a Grey Warden, a Templar (in Carver's case) or in the Circle of Magi (in Bethany's).
It's... it's complicated, okay?
Unlike the Inquisitor, it's actually more common for fanfic writers to use a "default" Hawke. Whether this is because Dragon Age 2 offered less in the way of player customisation than Origins and Inquisition, I don't know. The most popular choice is purple or sarcastic Garrett, since he tended to be the most entertaining
You can watch a cut-scene featuring Garrett Hawke in Inquisition here.

Alistair Theirin
"What? Lead? Me? No, no, no. No leading. Bad things happen when I lead. We get lost, people die, and the next thing you know I'm stranded somewhere without any pants."
Do you have ANY IDEA how difficult it is to find a decent HQ screenshot of Alistair in Inquisition? DO YOU? Fucking criminal.
Alistair was a companion in Dragon Age Origins. He was the one you went in not intending to romance but then romanced anyway because fuck it he's adorable. Raised in a Chantry monastery from the age of ten, Alistair was originally destined to be a Templar before he was recruited by Fereldan's Warden-Commander. During the course of Dragon Age Origins you discover that Alistair is the illegitimate child of King Maric Theirin, meaning that he is the next-in-line to the throne of Fereldan. You have the option to put Alistair on the throne or not. If you don't, he continues being a Grey Warden and appears briefly in Dragon Age Inquisition.
Alistair basically like a golden retriever puppy in human form: friendly, enthusiastic, and slightly clumsy. He's single-handedly responsible for about 60% of the humor in Dragon Age Origins. There are people who have never gotten over their crush on Alistair. I should know, because I'm one of them. I don't actually know how much his character has developed in Inquisition, because I put him on the throne of Fereldan in every single one of my Origins playthroughs...
Alistair is canonically heterosexual, and can be romanced in Origins by a female Warden.
You can watch all of his cut-scenes in Inquisition here.

Morrigan
"The magic of old must be preserved. No matter how feared."
Morrigan is another returning companion from Dragon Age Origins. Morrigan is the daughter of Flemeth, also known as the Witch of the Wilds. She was raised in the Korcari Wilds, in isolation from humans. Morrigan is a mage, though her skill tends towards shapeshifting. She assists the Warden in preventing the Blight during Dragon Age Origins, and in return the Warden helps her take revenge against her mother, whom she claims was planning to possess her in order to prolong her own life.
In Inquisition, Morrigan has become advisor to Empress Celene of Orlais. She joins the Inquisition in Skyhold for... I don't know, I haven't actually got to that part yet. Morrigan has a son, Kieran (sometimes referred to in fandom as the Old God Baby... it's a long story). Depending on the choices you made in Dragon Age Origins, Kieran may either be the Warden's or Alistair's child, or possibly Loghain's. (DON'T THINK ABOUT IT).
Morrigan is clever and ruthless, and willing to do whatever she needs in order to survive. She's a bit of an ice queen. However, over the course of Dragon Age Origins she starts to thaw out and develop a friendship with the Warden and the rest of the party, proving that she is, at least, capable of experiencing human emotions (however much she may dislike it).
Morrigan is canonically heterosexual, and can be romanced in Origins by a male Warden.

Flemeth
"I nudge history when it's required. Other times a shove is needed."
Also known as The Witch of the Wilds, Flemeth is believed to be the woman from an old Thedosian legend: a powerful shapeshifting mage who is extremely long-lived, possibly even immortal, and whose many daughters are also witches. Nobody knows how Flemeth came to be, only that whenever there's a pivotal point in Thedas' history she seems to pop up like a goddamn greeting's card. Her motives for being so are often unknown. She occupies this weird grey area between ally and outright antagonist, and possibly settles on whichever one best suits her plans at the time.
Flemeth is able to transform into a dragon, amongst other tricks.

Corypheus
"Tell me... where is your Maker now? Call him, call down his wrath upon me! You cannot. For he does not exist!"
Corypheus is the main antagonist of Dragon Age Inquisition. An ancient darkspawn formerly trapped beneath the Vimmark Mountains, Corypheus is actually one of the original Tevinter magisters who attempted to breach the Golden City. He's looking to access it once more, in the hopes that it will help him ascend to godhood, or maybe because he really, really wants to steal the Maker's TV. Corypheus is served by the Venatori (a group of Tevinter nationalist supremacists), the Red Templars, corrupted members of the Grey Wardens, and a red lyrium dragon. He is referred to as the "Elder One" by his disciples.

Samson
“Templars have always been used. How many were left to rot, like I was, after the Chantry burned away their minds?”
Uh... Samson is the one on the left...
Samson is a former Templar, who was dismissed from the Order after he was found to be smuggling messages between a mage and their sweetheart. His time as a Templar left Samson addicted to lyrium, and he appears in Dragon Age 2 as a beggar on the streets of Kirkwall. In Inquisition, he reappears as the general of the Red Templar army, acting under orders from the darkspawn Corypheus. Samson willingly infected himself with red lyrium, and infected many of his subordinates despite knowing that it was rotting their minds and bodies. His concept art makes him look like the face of meth.
Fun Samson Fact: he shared quarters with Cullen when both of them were baby Templars. Cullen thought he seemed "a decent man". It's okay, Cullen, we're all wrong about something now and again... although maybe not to this degree...
Fanfiction
Be Honest, You Skipped To This Section
Dragon Age is a well-established fandom with a strong community of writers and artists, resulting in a high output of creative works. Currently the AO3 archive records almost 13000 works, roughly 2000 of which are for Inquisition specifically. There is also an active kink meme. I'm not saying I've read all 13000 works on AO3... but I've probably read about 80% of that. That's me: trawling through the archives so you don't have to.
This is by no means an exhaustive list. I tend not to read fics featuring f!Inquisitor/Solas or f!Inquisitor/Blackwall, although there are plenty of those about on AO3 if you want to read them. I tried to get a good variety of fics in here, although I did rec the requisite three Dorian/Bull fics by the same author...
This is by no means an exhaustive list. I tend not to read fics featuring f!Inquisitor/Solas or f!Inquisitor/Blackwall, although there are plenty of those about on AO3 if you want to read them. I tried to get a good variety of fics in here, although I did rec the requisite three Dorian/Bull fics by the same author...
Katie's Best Guess at Elhven Dictionary, by katiebour
Not a fanfic, but a useful resource if you plan to read a lot of fic featuring Solas or a Lavellan Inquisitor.
half the lies you tell aren't true, by radiophile (Bull/Dorian, 6000 words)
It takes a long, long time for Dorian to realize that he is still waiting for the Bull to finish what he started. Currently the most kudosed fic in the Dragon Age fandom category on AO3, this is a pitch-perfect exploration of the Bull/Dorian relationship which turns into some pretty delicious porn.
For years now, Dorian has maintained a collection of half-composed and unsent letters home, the sorts of missives one writes in one’s head when one isn’t able to sleep. Not as epistolary a fic as the summary might lead you to believe, this is a character study of Dorian through the lens of his relationships: with Bull, with his father, and with himself. There's one line in it which rips my heart out every time I read it. I'll leave you to figure out which one.
The Better Part of Everything That Doesn't Matter, by spicyshimmy (Bull/Dorian, 4000 words)
Bull and Dorian flirt poorly, get together, and make no promises at all. Yet another Bull-and-Dorian-getting-together fic. Flirts on the very edge between humor and heartfelt sincerity, with a pitch-perfect Dorian voice.
Where We Go After That, by barkour (Bull/Dorian, 5000 words)
Scorched earth policies don't leave much to work with, but Dorian and the Iron Bull just might manage. Dorian/Bull bondage porn with a side-order of feelings. There's a lot of Dorian/Bull BDSM out there, but this is the only one I've seen with Bull tied up, which makes it especially precious.
The Heart of the Labyrinth, by barkour (Bull/Dorian, 12k words)
Matters come to a head for the Bull and Dorian on an otherwise routine mission. Ensemble casefic (sort of) with Bull and Dorian getting together. Lots of snappy dialogue and lovely turns of phrase. Also, you know, it's casefic.
Under The Table, by barkour (Bull/Dorian, 2000 words)
Dorian really shouldn't doubt the Bull. Dorian and Bull have a drinking competition. That's about it. Lovely short little fic with just the right amount of humor.
Mercy, Please, by ohgeelato (Bull/Dorian, 2000 words)
Dorian wasn't particularly a hundred percent certain how this thing between him and Bull started. Not actually as porny as the title may suggest. Starts out as relatively uncomplicated bondage porn, turns into fluff part-way through. The quality of this fic is such that it took me the longest time to realize that nobody even has an orgasm in it.
Indecent Intentions, by luddleston (Bull/Dorian, 2000 words)
The expression is 'bull in a china shop,' but Dorian is certain that 'Bull in a library' is just as bad, if not worse.Sweet slice-of-life fic involving Dorian and Bull, notable in that it focuses on Dorian's preoccupation with Skyhold's libary.
Fire At The Heart, by architeuthis (m!Inquisitor/Dorian, 5000 words)
Things come to a head between Dorian and the Inquisitor after the deaths of Clan Lavellan. Technically this is the first part of a currently-unfinished WIP, but Squid is a friend as well as a writer of great skill, so he's exempt from my "no WIPs on the fic recs list" rule. Exquisitely written Dorian and Lavellan getting-together fic, set against a welcome backdrop of elven culture and politics.
Static, by aliencereal (m!Inquisitor/Dorian, 1000 words)
"I assume you don't intend for us to spend the evening dry humping like teenagers, at least?" Dorian asks. PWP, unsurprisingly. Fluffy sex between Dorian and a mage Inquisitor. Worth reading just to see Dorian kinking on the Inquisitor's magic, which is a delightful concept, excellently realized.
A Hundred Ways To Shame Your Ancestors, by byacolate (m!Inquisitor/Dorian, 6000 words)
Dorian has been by the Inquisitor‘s side for months now, and sometimes he wonders whether he‘ll ever be used to the southern chill. I have a soft spot for this fic because it's an Adaar Inquisitor, but it's just generally delightful: total fluff, and the Inquisitor mother-henning Dorian, but exceedingly well-written. Good Dorian voice, too. This is the first of a two-part series; the second part can be read here.
Curare, by littleblackdog (m!Inquisitor/Dorian, 3000 words)
Inquisitor Adaar had every intention of being sick and miserable on his own, thank you. For better or worse, Dorian has other ideas. My soft spot for comfort-oriented sickfic is well-known, and this is a particularly good one featuring a male Adaar Inquisitor catching some sort of terrible qunari-specific flu.
The Long Nights of Midwinter, by sneakertime (m!Inquisitor/Dorian, 2000 words)
A snowstorm leaves Skyhold cut off from the rest of the world, and Dorian loathes every last freezing moment of it. This is a Dorian/Inquisitor fic, but the majority of it is Dorian talking with (or, more precisely, complaining to) the other companions in Skyhold. Solid dialogue, and some nice, soul-warming fluff at the end.
draw blood from the stones, by radiophile (gen, 10k words)
Dorian is six years old when he learns what slave means. Beautifully written and appropriately heart-wrenching Dorian backstory, told through his relationship with the slaves he has known in Tevinter. Pretty angsty, so it's best to sandwich it between two nice fics. Please check the warnings in the end notes first!
The Long Nights of Midwinter, by sneakertime (m!Inquisitor/Dorian, 2000 words)
A snowstorm leaves Skyhold cut off from the rest of the world, and Dorian loathes every last freezing moment of it. This is a Dorian/Inquisitor fic, but the majority of it is Dorian talking with (or, more precisely, complaining to) the other companions in Skyhold. Solid dialogue, and some nice, soul-warming fluff at the end.
The Scarecrow and the Tin Man, by lyra_wing (gen, 7000 words)
Dorian finally stirred, turning his face away from the sunlight. “Kaffas, everyone please shut up.” He turned right into Cullen’s pauldron, pushing his nose into the fur, and it was almost comical to see him wake up more fully. He blinked, staring at Cullen’s shoulder. “Oh. Huh.” The author's take on how Dorian and Cullen might have become friends (or at least friendly enough to play chess on a regular basis). Also features Cullen/f!Inquisitor and Dorian/Bull.
a knight poorly made, by pitseleh (f!Inquisitor/Cullen, 1000 words)
That hurts the most, but it's to be expected, when you see someone-- someone you adore, someone you want desperately-- naked for the first time and you can't even manage to get stiff for them. Apparently written for a kink meme prompt which asked for fluffy and sweet erectile dysfunction. And boy, does this fic deliver. Some unusually excellent dialogue, for a f!Inquisitor/Cullen fic.
Forgetting Why, Remembering How, by queerly_it_is (gen, 3000 words)
Cole likes the tavern. There's precious little Cole genfic, and this is one of the best. The companions in this fic are somewhat more accepting of Cole than they are in canon, but it's a nice little look at how Cole watches out for people - and how they, in turn, watch out for him.
all this to say, by phollie (gen, 2000 words)
Afterwards, all that changes about Cole physically is the air surrounding him. Delightful little genfic featuring Cole and Solas, after Cole's companion quest. This author's characterization of Cole is particularly good - his lines sound pitch-perfect to me. Feels like it could be a cut-scene in the game itself.
Translation, by todestroytheuniverse (f!Inquisitor/Bull, 1000 words)
There’s this word Bull keeps using. Katrina wishes she knew Qunlat. I'm a total sucker for fluff featuring the Iron Bull, and it doesn't get any fluffier than this! Does pretty much what it says on the tin - the Bull keeps using a word on the Inquisitor, and they want to find out what it is - but does it well. Short and sweet.
pushing this luck (all the way to the coast), by alliterate (gen, 2000 words)
Krem finds himself enjoying the scene: his large and improbable saviour lit up by a flickering fire, glaring at it like he's never heard the saying about watched pots. Krem and Bull's legendary first meeting. The author lists this as Krem/Bull, but it's actually pretty platonic gen. The characterization in this is top notch, and there are a couple of Krem-specific lines that tug on the ol' heart-strings. Some nice banter between Bull and Krem as well.
i am poured out like water, by psikeval (Cullen/Krem, 2000 words)
"Tell me about Calenhad, if you want." Part two of a series, although it's not necessary to read the preceding part first (and honestly, I like this part better). Starts out with angst about Cullen's Terribly Sad Backstory, ends in fluff. This fic is listed as Cullen/Krem and based on the premise that the two are already in a (as-of-yet-nonsexual) relationship, but honestly, it's pretty much platonic. There's barely even any kissing. I recommend it here because it's difficult to find Krem-centric fic, and this fits the bill fairly well...
Say Geronimo, by cautionzombies (Krem/Harding, 6000 words)
“Small package of murder, huh?” There's a couple of fics for this pairing on AO3, but this is by far the best. Tooth-achingly sweet getting-together fic for Krem and Harding, with an especially good Krem voice.
Sensation, by skyeward (f!Cadash/Sera, 500 words)
Sera is constantly seeking new sensory input, and she finds it in Zera Cadash's facial hair. Delightful little fic which does exactly what it promises. I love that the writer has managed to make f!Cadash's facial hair (which is an option in the character-creator) central to the story without turning it into issuefic. Their Sera voice is really good, as well.
The Wicked and Divine, by dogtit (f!Inquisitor/Sera, 2000 words)
Andraste can't have her back. The Anchor can't have her at all. Finders friggin' keepers. PWP featuring Sera and a f!Adaar Inquisitor. Written beautifully from Sera's POV, which ain't the easiest thing in the world. Hot, with just a hint of sweetness.
Roses, by disdainfulavenger (m!Inquisitor/Cassandra, 1000 words)
He thinks, for a moment, that she may make one of her famous disgusted noises. Perhaps she will throw the bouquet on the ground and stamp it into the dirt. Perhaps she will throw him to the ground and stamp on him too. Complete and total fluff, in which a lovestruck Inquisitor tries to woo Cassandra with flowers. Delightful.
Posted to her tumblr, historymiss has been writing short pieces focusing on Cassandra for each letter of the alphabet. The results are delightful: short, sweet, and punchy.
no subject
Date: 2015-01-15 03:00 pm (UTC)Yeah, frankly, it is not reasonable to expect one person to know all of this. Which is why I'm here to help, I suppose. I'm still in my post-Inquisition worldbuilding meta frenzy, and I made a point of reading EVERY SINGLE codex entry I encountered, including the ones that were in previous games, so I'm freshly topped up on lore knowledge.
The thing about Solas speaking in iambic pentameter is also from the Wiki and I'm devastated to learn it isn't true. (But not as devastated as I am that you ruined my Tevinter-being-involved-in-vallaslin joke DO YOU HAVE ANY IDEA HOW LONG IT TOOK ME TO COME UP WITH THAT).
SORRY. I SPREAD ANTIJOY EVERYWHERE I GO.
I think a lot of people recognized that his speech was metered and assumed it was iambic pentameter because that's just the primary sort of metered speech a person who doesn't read a lot of poetry hears; it's the go-to, to the point of possibly being shorthand for the whole beast. That and anapaestic tetrameter, which is what A Visit from St. Nicholas is in. I am familiar with this primarily because I use meter a lot in my prose. ... er, anyway, my point is, I keep seeing the iambic pentameter thing all over the internet, even though the standard verse structure of Hallelujah is
iamb iamb iamb iamb
iamb iamb iamb iamb
iamb iamb iamb iamb amphibrach
iamb iamb iamb iamb
iamb iamb iamb iamb
iamb iamb iamb iamb amphibrach
and the rhythm of the line that ends in an amphibrach is especially prominent in Solas' speech. "And from your lips she drew the Hallelujah." "No ordinary magic would affect them." It is definitely an amphibrach and not a fifth iamb followed by a stray syllable; it's too consistent. Other Solas lines tend to start with a couple of iambs and then dissolve into normal speech.
#arguments I am internally having with people in fandom all the time
... okay, but now I want an autotuned version of Hallelujah cobbled together from Solas' lines.
I am also amused and slightly afraid by how much elven lore you seem to know.
I can't very well write pornography about a person without having an encyclopedic knowledge of their culture, can I? Ask me sometime how much I know about scripture and medieval occultism.