Ort Orzammar Terrain Höhle Typ Großer Thaig Lage Frostgipfel-Gebirge, Ferelden Gebiete Stadt des Staubs Diamantenviertel Ständeviertel Halle der Helden. Sep 1, So I was just wanting to confirm that when playing the Dwarf Noble you no longer get to keep your money after the prologue. In the past the. Sep 27, Bhelen is the "better" choice as he restores some of Ozarmmar's strength by doing away with certain traditions and increasing surface trade.
As Wynne leaves to find help in Val Royeaux, Shale disguises itself as a simple statue and stays behind to ensure nothing escapes or enters the fortress.
It later helps Wynne, Cole, and Leliana in freeing mages who had been unfairly imprisoned, and it destroys the phylacteries of all the mages in the White Spire.
Duncan is the leader of the Grey Wardens in Ferelden it is implied that he is the Warden-Commander, but never explicitly stated as such , and the only Warden tasked with finding recruits.
Cailan Theirin is the current king of Ferelden at the start of the game. Cailan has little interest in politics, but is a good man and a courageous warrior who believes in fighting for the right cause, as well as having much respect for the Grey Wardens.
While some considered him foolish and a child playing at being a king, Cailan was also seen as a moral and idealistic king, willing to make alliances with former enemies for the good of Ferelden.
He was also close to his men, as he would talk and drink with his soldiers in camp. In addition, he insisted that he fight alongside his forces and the Grey Wardens, despite the danger to his person.
He dies at the battle of Ostagar toward the beginning of the game; while fighting in the thick of the battle with the Grey Wardens to bolster his men, an ogre broke through the lines, seized Cailan and crushed him to death.
Alistair is his illegitimate half-brother. Flemeth is the legendary "Witch of the Wilds", a powerful ancient, transcendent and apparently immortal shape-shifting mage affecting the appearance of an eccentric old woman or a high dragon depending on the situation.
At the start of the game, she gives the player and their group of Grey Warden recruits a set of ancient treaties and advice for their future.
She later rescues the player and Alistair from Ostagar, and commands her daughter Morrigan to accompany them on their subsequent journeys. Flemeth makes an appearance at the start of Dragon Age II , saving Hawke the player and their party from Darkspawn while sporting a new, more menacing look.
Later in the game it is revealed that regardless what happened in Dragon Age: Origins , she survived by putting a part of her soul in a medallion that she then gave to Hawke in exchange for safe passage to Kirkwall.
The Dalish elves living near Kirkwall then use the amulet to restore her. She warns Hawke and company that the world is about to change before departing.
Flemeth appears again in Dragon Age: If Kieran does not exist, Flemeth is only curious to see who drank from the Well of Sorrows. Unlike her husband, Anora is a heavy player in politics and wants to protect the kingdom and its people, though it is clear she believes herself entitled to the position of Queen.
When Loghain takes over the kingdom as Regent, she supports him at first. If Anora is deposed, her fate is not revealed; she is presumably imprisoned or executed off-screen.
Zathrian is the Keeper a position that is a combination of tribal chief and shaman of a clan of Dalish Elves.
The player locates Witherfang in an old elven ruin and learns that Zathrian himself is responsible for the curse created to take revenge on a party of humans who murdered his family , which affects both the werewolves and, unfortunately, the Dalish elves as well when they become infected through injuries.
Depending on which path the player chooses to take upon meeting Witherfang, the player may side with the Dalish Elves and help Zathrian eliminate the werewolves and take the heart of Witherfang, side with the Dalish Elves and persuade Zathrian to release the curse and thus end his own life in the process, or side with the werewolves and persuade Witherfang to lead an attack on the Dalish camp to annihilate the elves and thus recruit the werewolves as allies in the upcoming battle with the Archdemon.
His reign is seen as bringing a new Golden age for his kingdom, but Bhelen is forced to become a dictator when rebel dwarfs nobles resist his policies and try to assassinate him.
A friend and confidant of the previous King of Orzammar. If the player chooses Pyral as the new King of Orzammar, the kingdom becomes more isolated due to his traditionalist policies, leaving Orzammar a kingdom condemned to continue its slow decay.
He is also the maternal uncle of King Cailan and therefore Alistair. He is later revived by the Warden by giving him the Urn of Sacred Ashes and becomes instrumental in helping the Warden rally support for his cause, both against Loghain and the darkspawn.
Inquistion , Arl Eamon is said to have retired, with his brother inheriting both his lands and his position. Riordan is an Orlesian Grey Warden who, due to being born in Ferelden, was sent as an advance scout by the Orlesian support forces when they were turned away by Loghain.
Riordan was a friend of Duncan having gone through their Joining together. During the final battle in Denerim, he confronts the Archdemon alone and succeeds in wounding it enough to give the player a chance to slay it, though Riordan perishes before he can join the final fight.
For the majority of the game from then on, Loghain takes up residence in Denerim and appoints himself regent to his daughter, Queen Anora and becomes the de facto ruler of Ferelden.
After the player and Loghain duel each other, the player may choose to either have Loghain executed for his crimes or inducted into the Grey Wardens.
Choosing to have Loghain killed will result in Alistair staying, but Anora refusing to marry whomever killed her father.
It is possible if the player has hardened Alistair through his personal quest to have Alistair still marry Anora and rule as king while keeping Loghain alive, in this path Loghain still replaces him as a party member.
Loghain is aware the Joining was meant to be a death sentence, and is willing to sacrifice himself to kill the archdemon, seeing it as a way of making amends for his mistakes.
Loghain makes a small cameo appearance in Dragon Age: Origins — Awakening should he survive in Dragon Age: Origins where he informs the player he is being sent by the Grey Wardens to Orlais for aid, and commands the player to treat his daughter well, if the player married Anora.
Howe is an ambitious, amoral and self-obsessed man who is determined to gain power by any means necessary. Howe is notorious for using any means to achieve his desires, including authorizing torture, slavery and mass murder, but this proves his downfall when he takes Queen Anora hostage to stop her speaking out at the Landsmeet: The second and final main antagonist of Dragon Age: An ancient and powerful dragon, Urthemiel was worshipped once as one of the Old Gods of the Tevinter Imperium; known as the "Dragon of Beauty", he was the patron deity of artists, musicians and poets.
But that changed when the Architect found and accidentally used Grey Warden blood on him in an experiment deep below the earth; this backfires and Urthemiel was tainted as an archdemon, a terrifying and deranged monster able to control the darkspawn hordes.
As the final antagonist of the story, Urthemiel unleashes the might of the darkspawn on Ferelden, causing untold death and destruction before finally being slain at the battle of Denerim.
This character can either be the Grey Warden from the previous game or a new Grey Warden from the Orlesian empire.
The only character to carry over as a party member from Origins , Oghren is the same drunken, womanizing, warrior dwarf as before. He asks to become a Grey Warden and easily survives the Joining without fainting.
His personal quest involves talking to him after his new wife makes a visit to reprimand him about leaving her and their child behind to become a Grey Warden.
Mhairi, who starts with the champion specialization, is a recent recruit to the Wardens and has yet to undertake the joining when she enters your party.
After defeating the Withered, she takes the joining alongside Oghren and Anders if the player chooses to conscript the latter into the Grey Wardens.
Of these three, Mhairi is the only one who does not survive the joining. Mhairi has no personal quest and though the player can raise her approval via gifts, there are no gifts which will trigger a dialogue with her.
A wise-cracking human apostate mage. He has escaped the Circle of Magi at least seven times, only to be brought back by the Templars. When more soldiers and the monarch of Ferelden arrive, another Templar accuses him of murder, instead.
From here, the player has the option of conscripting him into the Grey Wardens in order to save him from execution. During his personal quest, he asks the player to help him find his phylactery and destroy it.
When they meet Karl, they get attacked by Templars and Anders releases the power of Justice. Later he tells Hawke that in between Awakening and the beginning of Dragon Age II he allowed Justice to possess him and they want to have justice against the Circle of Magi.
However, Justice became more "vengeance" than "justice" after their joining. Later in the game Hawke must do personal quests for Anders to help mages to escape the Circle.
Later he tells Hawke that he has a potion to cure him from Justice, and convinces Hawke to collect ingredients for a bomb that will be later placed in the Chantry.
The bomb will be created whether or not you help him. Later while Hawke argues with the Templars and the mages, Anders blows up the chantry.
It is discovered that Knight-Commander Meredith had previously sent for the right of annulment, an order to kill all the mages in the Kirkwall circle, but after the destruction of the Chantry she activated it with out approval from the divine.
Before the final battle, Hawke can choose to kill Anders, to let Anders go, or to convince him to help with the battle. He is a rogue with the archer specialty, and has talents to bypass traps and locks.
He was caught, and it took four Grey Wardens to imprison him. The player can decide to have him executed, let him go if released he later finds the player and asks to join the Grey Wardens , or force conscription into the Grey Wardens.
He is fairly repulsed by the idea, and makes his hatred of the player abundantly clear, but will go through with it and survive the Joining.
During the events of Origins, he was away at the Free Marches, and has lost contact with most of his family that did not die. He learns that his sister still lives and is now living in the city of Amaranthine.
If he finds his sister she will confront him about his blind love for their father. She explains that Arl Howe brought things down on himself and his family, and that he was all in all a lying, traitorous murderer.
Depending on the choices made at the end of Dragon Age: A somewhat naive dwarf rogue, formerly a member of the Legion of the Dead, a Dwarven order with the same primary task as the Grey Wardens.
She specializes in dual weapon wielding and points must be added to get her the lock picking and trap detection talents.
Her entire squad was killed during their investigation of the darkspawn incursion in this thaig, but she ran away and survived, which she repeatedly expresses guilt over throughout the game, as the Legionaries are considered already dead and therefore should not value their lives anymore.
The Player offers to help her redeem herself by inspecting the thaig with her, and after the player makes it all the way through and kills the brood mothers present, eventually a dialogue option allows the player to offer her a place in the Grey Wardens.
After raising her approval to a high enough level, her personal quests triggers in Amaranthine where she bumps into someone from her past.
A Dalish elf mage who was the Keeper of her clan before it was wiped out by the darkspawn. She opens up the new Keeper talent tree which gives her some new unique abilities.
The player meets her in the Wending Wood, while investigating the mysterious attacks on the human-run caravans passing through there.
It turns out that it is she who has been attacking the caravans, but it is because she was tricked by the darkspawn into believing that it was humans who attacked her tribe and kidnapped her sister, not the darkspawn themselves.
Once the player gets things settled with her, she joins your party and the player goes into the Silverite Mine to find her sister and kill the present darkspawn.
Once the player makes it through the mine, Velanna demands that the player let her become a Grey Warden so she is better able to fight the darkspawn and find her sister again.
If her approval rating is high enough, a random encounter on the world map will trigger and more of her past actions will come to light.
A Fade spirit of Justice who accidentally possessed the body of the dead Grey Warden, Kristoff, after being forced from the fade with the rest of the party by a Pride demon and taking hold of the nearest vessel..
During the course of the game Justice undergoes arguably the most evolution as a character. He begins as a benevolent spirit that aspires to Justice as its only attribute, knowing and caring little for the world outside the fade beyond viewing everyone who does inhabit it with condescending pity.
An intelligent, sentient darkspawn emissary, the Architect is different from the rest of his kind in that he has free will: His goal is to release all the darkspawn from this compulsion, and he will do anything necessary to achieve this.
The Architect is highly intelligent, but has little understanding of other races and is completely devoid of morality; to the Architect, the end always justifies the means, regardless of the cost.
Origins , though the Architect insists freeing Urthemiel was an accident and he never intended to start a Blight. The Architect is also a character in the second novel, Dragon Age: Much as in Awakening, the Architect wished to free his darkspawn brethren from their compulsion by killing the Old Gods; however, he believed the mortal races and darkspawn would never see eye-to-eye even were they freed from the Old Gods.
Viewing the Grey Wardens, who share the same taint as the darkspawn, as a middle ground, the Architect planned to spread the taint across Thedas in order to create a similar state among the mortal races, even knowing that thousands of people worldwide would die and the survivors would be tainted; he believed the chance of peace between humanity and darkspawn was worth the high cost.
Several of the Grey Wardens agreed with his ideas and allowed their taint to be "quickened", turning them into ghouls. Although the character is not addressed directly in Dragon Age: Inquisition , codex entries heavily imply that the Architect, like Corypheus, is one of the original magisters who entered the Golden City and were cast out as the first Darkspawn.
A broodmother a woman corrupted into a monster that breeds more darkspawn freed from the call of the Old Gods by the Architect, the Mother was driven insane by the realization of what she had become and the loss of her purpose to find the Old Gods.
Calling to her other darkspawn freed by the Architect but dissatisfied with him, and a horde of unchanged darkspawn, the Mother simply wishes to destroy everything in Ferelden, mortal or darkspawn, and her armies now ravage both Amaranthine and the Deep Roads, fighting against the forces of the Grey Wardens and those loyal to the Architect.
The Mother has no greater goal than utter destruction: Hawke escaped the darkspawn invasion by fleeing north to the Free Marches, eventually rising from an impoverished refugee to become the Champion of Kirkwall and ultimately, an outcast again.
Hawke reappears in Dragon Age: Inquisition , having gone into hiding following the events of II. They work alongside the Inquisition to investigate the actions of the Grey Wardens in Orlais.
Players could recreate their own custom Hawke using an in-game editor, and import their personality, class and accomplishments using the Dragon Age Keep.
Varric first meets Hawke roughly a year after the Hawke family has arrived in Kirkwall and makes them a partner in an expedition into the perilous region of The Deep Roads.
They remain close friends until the end of the game, when they are inevitably separated. Such was the disgrace and danger to the family that the household had no choice but to leave for the surface.
Varric was born a year after House Tethras left for the surface, so he has no love for the Dwarves living underground. Varric is a black sheep amongst dwarves; his appearance, attire or conduct resembles that of no other dwarf in the game.
He is a playable character of the Rogue class and wields Bianca, a crossbow which is unique in the game. He likes storytelling, especially when he has the chance of deviating from factual accuracy to make the story more interesting.
Twice he dares risking such a feat in his narration, triggering the wrath of his interrogator. Varric disarms the traps inside before the trio are confronted by Prince Claudio Valisti.
Back at a brothel, Varric discusses what is to come next with Alistair. Varric assists in the infiltration of Velabanchel prison, opening the gates.
However, he inadvertently alerts the Antivan Crows, causing a huge battle to ensue. He accompanies his companions into the Tellari swamps, where they are attacked by a high dragon, before being met by Yavana, who calms the beast.
After speaking with Yavana, the trio are attacked by Claudio Valisti and his men. The witch places a mysterious enchantment on Varric and Isabela, and merely says that the two will "play their part" when Varric asks what she will gain from the bargain.
They go to a ball in a city in Tevinter Imperium where Titus is expected to show up. Varric interrogated the minion and tricked him into revealing to Varric that Titus is in Seheron.
After a short fight, Alistair, Varric and Isabela along with the crew was captured and was sent to a Qunari prison.
When Isabela managed to escape from her cell, she freed Alistair and Varric before she went to free her crew as well. Varric then tried to go back and find another way out but as soon as he opened the door to enter the prison again, he found a large number of Qunari guards waiting.
He cunningly told them that their Arishok is in an honorable duel with Alistair so both Varric and the guards started watching the duel instead.
When Alistair defeated Sten, he refused to kill him and instead invited him to help him in his quest against their mutual enemy, Magister Titus.
Sten agreed to the invitation of the King of Ferelden so Isabela got back her pirate ship and her crew and along with Alistair and Varric started sailing to Titius stronghold in Seheron accompanied by two Qunari dreadnoughts and Sten.
Varric infiltrates the stronghold, frees Tilani -who had been taken prisoner- and finds Marric. However, after taking down Aurelius, the party is forced to kill Maric out of mercy.
They then all go their separate ways. Varric returns as a full party member in Dragon Age: Inquisition , where he is revealed to be a professional author.
He is taken to the Conclave to give his story of the events of Dragon Age II to Divine Justinia, and later signs on with the Inquisition following the destruction of the Conclave.
One of the Hawke twins and a mage. She fled Lothering to escape the Blight with her family. If Bethany survives and the player brings her to the Deep Roads, she dies unless Anders is also brought along, who will persuade the Grey Warden, Stroud, to enlist her, effectively saving her life.
If left behind, Bethany is captured and forced into the Kirkwall Circle of Magi, a quarantine facility meant to separate mages from the normal populace.
In either case, Bethany will not be available until the end of the game or during certain DLCs. Bethany employs magic in combat.
Her specialty is Force Magic which involves the use of telekinesis to hurl, knock down, stun and harm enemies.
The elder of the Hawke twins, Carver specializes in two-handed swords. He fled Lothering to escape the Blight with his family.
Dependent on player class, either Carver if the player is a rogue or warrior or his twin sister Bethany if the player is a mage will die protecting their mother from an ogre as they flee the darkspawn onslaught of Lothering.
If Carver survives and the player takes him on the Deep Roads expedition, he will contract the Taint and die unless Anders is also taken, whereupon Carver can join the Grey Wardens.
If he is left behind, he joins the Kirkwall Templars, the military branch of the Chantry trained to control the mages under their watch.
In either case, Carver will not be available until the end of the game or during certain DLCs. Carver takes the anti-magic combat specialization of the Templars, allowing him to prevent enemies from using special techniques.
Aveline is the daughter of an exiled chevalier from Orlais who was born in Fereldan and served in the army of King Cailan before his death. She and her Templar husband Wesley meet the Hawkes on their flight from Lothering; Wesley dies during their escape in a mercy killing by either Hawke or Aveline to stop the Darkspawn taint from turning him into a ghoul.
Aveline joins the Hawkes in escaping to Kirkwall, where she eventually becomes a member of city guard. Aveline is one of the two companions with whom the player cannot initiate a romance, although she can be flirted with and will give Hawke a kiss.
Originally a warrior specializing in two-handed weapons, Aveline switches to a single-handed sword and shield when her husband falls in battle during the Prologue and remains such throughout the game.
Her default specialization is to serve as a tank , attracting and absorbing hostile fire. Unbeknownst to all, Isabela is the main reason behind the military presence of the Qunari race in Kirkwall as she stole a much-craved artifact from the Qunari.
The Arishok demands that she be taken prisoner as well. The player can either comply, duel the Arishok or engage the entire Qunari force in combat.
Isabela is scantily dressed and promiscuous. However, she confesses that as a ship captain, she must part with promiscuity and treat men under her command with extreme charisma as to not to give them a chance of mutiny.
She holds little respect for laws and considers monetary gain the only reason to embark on an adventure. She is another rogue character but prefers daggers and stealth in combat, or provoking enemies to attack her at severely weakened penalties.
Isabela is a major character of the digital comics Dragon Age: The Silent Grove , Dragon Age: Those Who Speak and Dragon Age: Until We Sleep with the second providing her with more background.
She eventually adopted the name as her pseudonym. She is originally from Rivain, but has traveled extensively throughout the world of Thedas.
Her mother converted to the Qun during the Qunari occupation of Rivain and sold Isabela into marriage with an associate of the Antivan Crows, Luis, when she refused to convert.
Luis was a rich man, and bought Isabela many fine things, but the marriage was loveless and she was treated as his "plaything".
She ultimately had Luis assassinated by Zevran Arainai after he asked her to "entertain" his friends. Isabela became extremely promiscuous, and soon became a feared raider—the "Queen of the Eastern Seas".
Isabela assists in infiltrating Velabanchel, and - along with Varric - holds off the Antivan Crows while Alistair goes after his target.
Isabela captains the ship she and her companions use to escape Velabanchel, later navigating through the Tellari swamps.
Isabela swears to hunt Claudio down and kill him. Isabela engages Claudio in a duel with him taunting her with her past and allegations.
Isabella, however, kills him. In Those Who Speak , Isabella and her companions travel to a Tevinter city and attend a ball, where she meets a person she appears to be familiar with - Lord Devon.
She seems to have a long-lasting hatred for him. Devon in his turn is surprised that she is alive. In a conversation "eye-to-eye" he mentions that Isabela owes him and threatens to reveal to Alistair what happened at the Venefication Sea.
She intimidates him into silence by drawing out her dagger. Finally, Aurelian Titus arrives. Alistair confronts him, but he flees, leaving his minions to fight for him.
The last of them occasionally wounds Devon. She is eventually captured by the Qunari with Sten as their new Arishok along with Alistair and Varric.
She is interrogated by a qunari named Rasaan who tries to forcefully convert her to the Qun. She escapes, frees Alistair, Varric and her crew before defeating Rasaan.
They eventually find Maric but are forced to kill him out of mercy after taking down Aurelius. Isabela and her companions then go their separate ways.
Isabela appears as a downloadable character in the Dragon Age: Merrill is a mage and the "First" to the Keeper of her Dalish clan. She originally appeared in the Dalish Elf origin story in Dragon Age: Origins , at a time when her clan was traveling through Ferelden.
The clan travelled north to escape the Blight shortly afterwards and settled at Sundermount, a peak to the north of Kirkwall.
Merrill is a companion and potential love interest for Hawke. She eventually requests Hawke to help her requisition a needed tool from the Keeper in exchange for a service to the clan, which the player can later refuse to give to her.
In Act III she requests that Hawke to help her contact the demon that gave her power in order to finish restoring the mirror.
Knowing that it is trap, the Keeper intervenes and allows the demon to possess her, leading to her death.
Despite her rich knowledge of Dalish history and magic, Merrill is ignorant to the non-Dalish world around her. Her naivety and inability to consider broader repercussions of her actions leads to much of the tragedy in her life; however, by the end of the game, she is shown to have learnt from it.
Merrill develops strong friendships with Isabela and Varric, and has adversarial relationships with Anders and Fenris.
Merrill uses magic in combat, and her specialization is "Dalish Pariah", a combination of nature magic and blood magic.
Anders is a Grey Warden mage and returning companion from Dragon Age: Origins — Awakening companion, to help mages fight for freedom from the Chantry.
He is a companion and potential love interest for a Hawke of either gender. He convinces Hawke to help rescue a friend from the Templars in return for maps of the Deep Roads, but finds him turned Tranquil effectively lobotomized.
In his anger, it is revealed that Anders merged with Justice and unintentionally turned him into Vengeance.
As such, Anders struggles to maintain control of his own body and mind. Anders will usually develop feelings for Hawke even if they do not initiate a full romance with Anders.
Hawke has the option of executing him for his crime, banishing him, or ordering him to fight and make amends. Yeah, I definitely think the best experience in DA2 is as a mage, hands down.
I think non-mage Dalish get a pretty cool experience in DA: I too, considering some plot developments.
It adds quite a bit of depth and it almost feels like Dwarf is the intended race for the inquisitor since Dwarfs are so under represented in Inquisition.
Even with little things - at the Winter Palace you get relation and people mutter about you being a Dwarf. I went with a female dwarf my first playthrough!
They look way better in this game. Also, you can have stubble as a female dwarf, I will throw that out there. Why not full beards?!
I played a two-handed warrior dwarf. I really like how the american voice fits him. Dwarf or bust I say. When my dwarf took over, guess where she was hitting?
It was fun to fiddle with religious views when they were asked about. My dwarf was not a "un-believer" of Andraste, just skeptical, at first. Then, near the end, I made it so my dwarf truly did believe he was the herald.
This really surprised me! My first and only, thus far character was a female dwarf warrior. I rolled her for two reasons:.
I know the Qunari character was part of a mercenary company that was hired to keep the peace at the conclave. Not sure what the Carta dwarf was there for though.
That is a way better excuse than what dwarves got. I think Carta dwarf was sent to the Conclave to spy on the proceedings because the outcome would affect the lyrium trade, which is what the Cadash crime family specializes in.
His clan wanted a spy in the conclave. Why the fuck would the dalish care about that? Also, there are way too few options for Dalish dialog.