A list of the major organizations and factions in the Franchise/DragonAge franchise. For a list of the various races in the setting, '''[[DragonAge/DragonAgeRaces go here]]'''.

[[foldercontrol]]

[[folder: The Grey Wardens]]
http://static.tvtropes.org/pmwiki/pub/images/grey_wardens_heraldry_da2_2_7453.png

->''In peace, vigilance. In war, victory. In death, sacrifice.''

A multi-species organization dedicated to protecting the world from the [[TheDreaded darkspawn]], [[IDidWhatIHadToDo by any means necessary.]]
----

* AllPowerfulBystander: While each Grey Warden is a OneManArmy, their political neutrality means that they cannot get directly involved in political matters. Unless it's darkspawn-related, they either feel obligated not to entangle themselves in politics and risk blunting their effectiveness, or really ''don't'' see it as [[BystanderSyndrome their problem]].
** AwakeningTheSleepingGiant: During a Blight, however, Wardens tend to see the situation as being [[GodzillaThreshold dire enough]] that they are prepared to throw most of the rules - [[NeutralNoLonger including their neutrality]] - right out of a five story window.
* AnimalMotifs: The griffon. It's their heraldry, and is depicted everywhere in their architecture. In past Ages the Wardens used them as their signature [[HorseOfADifferentColor mounts]], allowing them to [[IHaveTheHighGround rain down]] on the darkspawn horde. Sadly, they've since gone extinct.
* BadassArmy: These guys have saved Thedas on multiple occasions, and recruit only the toughest and brightest to serve.
* BadassCreed: The above quote, which sums up all the things that are wanted from a Warden.
* BadDreams: Due to their connection to the Darkspawn, all Wardens experience these to varying degrees. The lucky ones only get them rarely, while the unlucky have trouble sleeping their entire lives. Alistair mentions that it's supposedly ''worse'' for those who join during a Blight, due to the Archdemon being active, although he's unsure if it's true or not.
* BrokenBase: An in-universe example occurs in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'', when the Warden-Commander's decision to possibly [[spoiler: ally with the Architect]] is considered ''very'' controversial amongst their companions, as well as with Wardens in other countries.
* BloodMagic: The Joining Ritual that new recruits must undertake is technically BloodMagic. Unlike the rest of Thedas, the Wardens don't really have a problem with BloodMagic, considering it just yet another weapon in their arsenal.
** TheGlovesComeOff: For Mage Wardens who don't resort to Blood Magic, they are still actively encouraged to go full pelt against the darkspawn.
* BoxedCrook: Many of the Wardens featured in the franchise, including [[TheObiWan Duncan]] and [[LoveableRogue Daveth]] (as well as the City Elf, Dwarf Commoner, and Dwarf Noble Wardens from ''Origins'') were criminals brought into the Order by the Right of Conscription.
** ArmyOfThievesAndWhores: As noted above, some of the Grey Wardens had less than humble origins before either joining or being conscripted. As long as someone is prepared to spend the rest of their life hunting down and killing darkspawn, the Wardens don't discriminate.
* CommandingCoolness: The Warden-Commander is the highest ranking Warden in each country. They are also sometimes known as "the Commander of the Grey."
* CreatureHunterOrganization: The Grey Wardens' mission is to fight the darkspawn. In particular, Wardens are key to ending Blights (when the darkspawn corrupt an Old God into an Archdemon and attack the surface of Thedas); they are the only ones capable of killing Archdemons.
* DarkIsNotEvil: Due to having taking [[TheCorruption the Taint]] into themselves via the Joining, Grey Wardens are technically high-functioning, [[TokenHeroicOrc specialised ghouls]] that turn the darkspawn's own power against them.
* DeadManWalking: Besides the insane odds and dangers the Wardens go up against, the darkspawn blood they drink as part of the Joining will eventually kill or [[FateWorseThanDeath turn them into ghouls]] [[YourDaysAreNumbered within about thirty years.]]
* DidYouJustPunchOutCthulhu: Killing PhysicalGods in the form of the Archdemons is part of the job description.
** BrokeYourArmPunchingOutCthulhu: Killing an Archdemon normally ends up killing the Warden who did so.
* TheDreaded: Feared by any darkspawn who are intelligent enough to understand ''the concept of fear''. Even '''[[MadGod the archdemons]]''' are terrified of them, so much so that [[DangerouslyGenreSavvy they seem to make any and all wardens priority targets during a blight]]. To a much lesser extent, the rest of Thedas is generally smart enough not to screw with the wardens, either.
* GodzillaThreshold: When the Grey Wardens were formed, the First Blight had already ravaged Thedas for over 90 years. A group of seasoned veterans from darkspawn campaigns decided to gather in Weisshaupt, intending to pool their knowledge and research other ways to combat their enemy, [[TheUnfettered with nothing being left off the table]], even BloodMagic. As such, when Nakiri of the Donark Forest suggested consuming darkspawn blood to make them immune to the Taint, no one objected. This would eventually lead to the Joining Ritual and the creation of the first Wardens.
* GotVolunteered: If need be, the Wardens can use the Right of Conscription to bolster their numbers.
* HorseOfADifferentColor: Griffons, although they're extinct in the present age.
* IDidWhatIHadToDo: When the Wardens swore to defend humanity from the Darkspawn by any means necessary, they meant it. A major thematic element in ''Literature/TheCalling'' novel is the question of what takes priority: stopping the darkspawn or protecting people from them?
* ImpartialPurposeDrivenFaction: The Grey Wardens kill the darkspawn, first and foremost. While they strive to maintain good relations with governments and other factions, they mostly rely in this on everyone's understanding that it's either them or the darkspawn. Sophia Dryden's failed coup is the perfect example of why Grey Wardens getting too involved in politics is a bad idea.
* TheImmune: Played with. Those who survive the Joining Ritual are rendered immune to [[TheCorruption the Taint]], since they are now partially tainted themselves. However, as the effects of ghoulification are merely delayed by about thirty years, this could count as a subversion.
* IntelligibleUnintelligible: Due to the advanced progression of the Taint within them, some of the Senior Grey Wardens are capable of understanding the BlackSpeech of the Archdemon. This is one of the first signs that their Calling is soon to be upon them.
* JurisdictionFriction: Historically, the Templars have often clashed with the Wardens over the Right of Conscription, which allows Apostates and Maleficarum to find safety within their ranks, with no Chantry oversight.
* MembershipToken: All newly-Joined Wardens are presented with the Warden's Oath, a small medallion worn around the neck, as a symbol of their membership in the order and also as a memorial to those who didn't survive the initiation ritual. It contains a drop of the mixture which candidates drink in order to become Wardens.
* MultinationalTeam: Besides having chapters in every surface nation on Thedas (with the exception of [[ScaryDogmaticAliens Qunari]]), membership in the Wardens is also open to all peoples and faiths.
** While no Qunari have joined the Warden ranks, it's rumoured that some Tal-Vashoth and other members of their species outside of the Qun may have undergone the Joining in recent decades. Whether this is true, any survived and if they still might live, remains currently unknown.
* NGOSuperpower: The Wardens wield a lot of diplomatic power, though they attempt to remain apolitical for the most part.
** However, due to the Anderfels being a hotbed of darkspawn activity even between Blights, the Wardens tend to wield more power there than the [[AuthorityInNameOnly actual]] [[PuppetKing King]], who is fully aware that it's better to just to sit back and let the Wardens do what they need to do.
** In ''Awakening'', the First Warden takes special interest in the appointment of the Warden-Commander as the new Arl of Amaranthine, believing this could set a precedent of Grey Wardens wielding political power and demonstrating that despite [[ThePiratesWhoDontDoAnything belief to the contrary]], they ''can'' have a vital function even between Blights.
* OneManArmy: Each Warden is this, and when fighting alongside each other, are just about unstoppable.
* RagtagBunchOfMisfits: The Wardens don't care about race, social class, religion or even if you're a condemned criminal, so expect to see a wide variety of people serving in their ranks.
* ResignationsNotAccepted: Very few Wardens manage to leave, and the side-effects stay with them anyway (except for Fiona, possibly).
* TheLastDance: Faced with the choice of either death via Taint or becoming a ghoul, Senior Wardens nearing the end of their thirty years choose to head to Orzammar for their Calling; there, they enjoy a final night of feasting with the dwarves and other compatriots before venturing into the Deep Roads to launch a [[TakingYouWithMe suicide attack]] against the darkspawn, in the hopes of [[DoNotGoGentle killing as many as possible before they die]].
* ThePiratesWhoDontDoAnything: Unfortunately, due to the long stretches between Blights and the common (mistaken) belief that the darkspawn were wiped out after the Fourth Blight, the Grey Wardens were largely considered an antiquated relic by the time the Fifth Blight began in Ferelden.
** According to the Codex, despite the First Warden being the Supreme-Commander of all Grey Wardens, he's mostly just a [[AuthorityInNameOnly figurehead]] and more interested in the muddy politics of the Anderfels than actually running the organisation. He delegates most of the major decisions and work to each country's respective Warden-Commander.
* TokenHeroicOrc: The Wardens could be considered this compared to the darkspawn, due to their use of the Taint to turn them into essentially high-functioning ghouls, allowing them to better fight the horde and become the only ones capable of permanently slaying an Archdemon.
* TheUnfettered: When it comes to the darkspawn, the Grey Wardens are actively encouraged to be this, giving themselves ''carte blanche'' to do whatever it takes to take them down, regardless of the [[DestructiveSaviour civilian death toll]] it might amass in the process.
* WellIntentionedExtremist: The Wardens are prepared to do many morally questionable things in their eternal fight against the Darkspawn. A good example of this is the belief that it's more merciful to burn down an entire village about to be attacked by Darkspawn, rather than let the inhabitants suffer the depravities and FateWorseThanDeath that the Darkspawn would unleash on them.
** This mindset is also deconstructed in that their unfettered approach to fighting the Darkspawn means they take the path of least resistance in every situation, even when it's not always intelligent in the long run. A lot of better solutions are closed off in ''Origins'' when the Warden chooses to indulge in extremism, and the best endings are often found when the Warden rises above this trope.
[[/folder]]

[[folder: The Templar Order]]
http://static.tvtropes.org/pmwiki/pub/images/templars_heraldry_da2_5116.png

->''Magic exists to serve man, and never to rule over him.''

An order of [[KnightTemplar warrior-monks]] in the service of [[TheChurch the Chantry]], designed to police the [[WizardingSchool Circle of Magi]] and [[TheWitchHunter hunt down rogue mages.]]
----

* AlternateCharacterInterpretation: Often invoked in-universe. [[ANaziByAnyOtherName Fascists in plate armour]] whose heavy-handed treatment of mages causes more problems than it solves, or a NecessaryEvil needed to prevent the havoc and destruction that apostates, maleficarum, or even young mages newly come into their power can (accidentally) unleash upon Thedas?
* AlwaysChaoticEvil: The Red Templars of ''Inquisition'', a RenegadeSplinterFaction of hardliners that split off from the main order after they went rogue following the events of ''Literature/{{Asunder}}''. Note that this is fully justified, their use of [[MayContainEvil red lyrium]] to supercharge their powers actively [[WithGreatPowerComesGreatInsanity makes them paranoid and hyper-aggressive]].
* AddictionPowered / FunctionalAddict: The Templars use lyrium to augment their AntiMagic abilities, and withdrawal turns them into strung-out wrecks. Subverted, in that multiple characters have stated that lyrium only serves to make their abilities ''easier'' to use, and that its primary purpose is to keep them in check. Certainly, multiple characters have made use of templar abilities without it.
** WithGreatPowerComesGreatInsanity: Long-term use of Lyrium, however, is detrimental over time, causing them to slowly lose their mental faculties. ''Red'' lyrium is even worse.
* CapeBusters: Serve this role towards the Mages of Thedas.
* ChurchMilitant: More than a few Templars demonstrate this tendency, justifying their harsh treatment with dogmatism.
* DirtyCop: Happens rather frequently, especially since the Chantry is willing to accept any measures, so long as they prevent a mage rebellion. The chapter in [[WretchedHive Kirkwall]] is notorious for being full of them.
* FairCop / ReasonableAuthorityFigure: There are Templars who are reasonable and even willing to look the other way for apostates that are no danger to anyone. Sadly, they're in the minority and more often than not end up being either killed or ReassignedToAntarctica for their troubles.
* {{Foil}}: To the Grey Wardens. While the Grey Wardens are a morally ambiguous, apolitical ArmyOfThievesAndWhores with little or no [[NGOSuperpower regulation or oversight]], they are still commonly regarded as heroes across the face of Thedas. The Templars, meanwhile, are a [[ChurchMilitant religious order]] of [[ThePaladin knights]] who uphold and enforce Chantry Law, yet often appear to be treated with disdain and scorn by the common-folk.
* GeneralRipper: Both Knight-Commander Meredith and [[InternalAffairs Lord Seeker Lambert]] fit this mould.
* GoodCounterpart: While hard to believe given their more militant members, the [[AntiMagicalFaction Qunari's]] treatment of ''Saarebas'' by their ''Arvaraad'' makes the Templars' treatment of their Mage charges appear positively benign in comparison.
* HeWhoFightsMonsters: There are quite a few good Templars. Unfortunately, many of them seem to believe that since mages can be dangerous, they don't deserve to be treated like people.
* KnightTemplar: No kidding. For the Templars, anything, including [[ThePurge wiping out entire Circles]] [[NoKillLikeOverkill to eliminate any suspected blood mages]], is better than a possible mage revolt.
* LawfulStupid: Templars have often been accused by people in-universe, even non-mages, of going by this trope. This commonly manifests in overzealous Templars assuming that any Apostate outside the Circle is guilty of being [[BloodMagic Maleficar]] by default, leading to many cornered and desperate Mages resorting to BloodMagic to try and escape.
* MageKiller: Officially, the Templars are there to protect mages from ordinary people, and ordinary people from mages, but many of their duties revolve around executing mage dissidents or escapees. [[KickTheDog Or anyone who might fail their Harrowing.]] More than a few Templars in the setting are of the KillEmAll mindset when it comes to problems with the Circle.
* MagicKnight: They can use a variety of AntiMagic abilities to protect them from mages and disrupt their spellcasting. That being said, against regular opponents, they are forced to rely on their martial training due to being, as Alastair put it, "just a guy in a metal suit".
* MugglePower: As noted above, they have no magical abilities (aside from AntiMagic) and are simply regular people in armour.
* TheNeedsOfTheMany: What they claim to do. If they are justified is heavily debated both in and out of universe.
* RabidCop: By the end of ''Dragon Age: Literature/{{Asunder}}'', the entire Templar Order has gone rogue, abandoning the Chantry in order to quash the mage rebellion.
* ReassignedToAntarctica: A frequent fate of those Templars who end up displeasing their superiors.
* WhenAllYouHaveIsAHammer: A great deal of problems in the Circle are started because the everyday Templar cannot find a solution to a conflict that does not involve mass murder, imprisonment, MindRape, or violence in general.

[[/folder]]

[[folder: The Circle of Magi]]
http://static.tvtropes.org/pmwiki/pub/images/circle_of_magi_a_heraldry_da2_5262.png

->''It is no simple matter, safeguarding ordinary men from mages, and mages from themselves.''

The primary MagicalSociety in the setting and overseen by [[TheChurch the Chantry]], the Circle is responsible for training and securing the world's mages, both so they can use their talents to benefit others (or at least the Chantry) and ensuring that cannot harm "ordinary" society.
----

* AlwaysChaoticEvil: The Resolutionists, terrorist mages who broke away from the Libertarian Fraternity.
* BadassBookworm: Usually, the only times the Chantry lets the mages out en-masse are in the event of Blights or Exalted Marches, and they more than prove how powerful they can be.
* BlindObedience: The hat of the Loyalist Fraternity, [[LawfulNeutral who reject all attempts]] [[LawfulStupid at either internal reform or rejection of the Circle and Chantry.]]
* ComesGreatResponsibility: The Aequitarians are this in a nutshell, [[NeutralGood and sincerely believe that mages should use their powers for good.]]
* DemonicPossession: Since it's an organization made up entirely of mages, this is one of the greater concerns. Of course, since there are huge concentrations of mages in closed locations, this can lead to some unusual circumstances, such as at least one situation where a ''cat'' was possessed by a Rage demon.
* FictionalPoliticalParty: Numerous "Fraternities" exist within the Circle, each advocating a different position on the role of mages and how they should be treated. Whenever a First Enchanter is replaced, expect to see power struggles as they try to place one of their own candidates in the position. That said, Loyalists and Aequitarians are the biggest fraternities and generally have a lock on Circle politics.
** This starts to change by the time of ''Origins'', as several codex entries make mention of the growing influence of the Libertarians, and the fears of a potential civil war within the Circles. By ''Awakening'', the Libertarians have gotten enough influence to try and propose a motion of secession from the Chantry, though this is defeated by Wynne.
* GodIsGood: The Loyalists, who are often referred to merely as Chantry apologists.
* JerkassHasAPoint: The Libertarian Fraternity believe that the Circle is nothing more than a GildedCage, and that mages deserve better than to be persecuted simply for being different. It's a shame then, that ''every single one of them'' ever featured in any ''Dragon Age'' media is either [[TheRevolutionWillNotBeCivilized a terrorist, a psychotic,]] [[{{JerkAss}} or just a sanctimonious and judgmental asshole.]]
* MageTower: Due to many Circles being located in former Dwarven and Tevinter fortresses.
* MoneyDearBoy: The motives of the Lucrosian Fraternity.
* MutantDraftBoard: Mages don't really have a choice about joining the Circle.
* OrderVersusChaos: The general source of conflict within the Fraternities. Also, the main act of the conflict between the mages and Templars fits this mould (with the Templars representing Order).
* PrisonRape: An unfortunate fate for many Circle mages. The Kirkwall Circle in particular becomes infamous for this over time, with some corrupt Templars such as Ser Alrik using the Rite of Tranquility to turn Mages into compliant [[SexSlave sex slaves]].
* ScrewThisImOuttaHere: The general attitude of the Isolationist Fraternity. Mundane society is never going to accept them, so why bother trying to fit in, when they could just live out their lives on an island somewhere?
* SuperRegistrationAct: The end result of one. While the Circle began as a self-imposed exile by Mages who wanted to learn how to safely control their powers under Templar supervision, over the years the Templars' role shifted from guardianship to ''containment'', turning the Circles into more of a prison than a magical institution.
* ThenLetMeBeEvil: One of the reasons why so many mages turn to BloodMagic is because the Circle system is so harsh and punitive to begin with. If the Templars are going to kill or imprison them for relatively minor offenses, why not go whole hog?
** Many Apostates who either live outside or escaped from the Circle are ''immediately'' branded as Maleficarum by default. When backed into a corner by Templars who are more likely to run them through than take them (back) to the Circle, many figure they might as well [[TakingYouWithMe go down swinging]].
* WeirdTradeUnion: The Formari fill this role in the Circle, disdaining the politics in favour of mercantile efforts, enchanting, potion-making, staff creation and generally using their magic in a craftsmanship role.
* WizardingSchool: A subversion. The Circle is as much about imprisoning mages and segregating them from mundane society as it is about teaching how to use their powers effectively.
** Played straight in [[{{Magocracy}} Tevinter]], where admittance is not mandatory and gaining a place is considered a great privilege.

[[/folder]]

[[folder:The Seekers of Truth]]
http://static.tvtropes.org/pmwiki/pub/images/seekers_heraldry_da2_2134.png

->''When a Seeker steps from the shadows, templars run for cover.''

An organization that answers directly to the Divine in Val Royeaux. They act as a check and balance to the power of the Templar Order, acting in a secretive, investigative, and interrogative capacity to root out corruption and defend the Chantry from internal and external threats.
----

* BlackKnight: Their armors are mostly black.
* TheDreaded: Templars are said to greatly fear the appearance of any Seeker agent because of the punishments for unruly templars their presence usually foreshadows.
* DarkIsNotEvil: They are Thedas' equivalent of the Spanish Inquisition.
* InternalAffairs: A less effective version thanks to the Chantry's reluctance to investigate abuses of templar power unless unavoidable.
* NiceJobBreakingItHero: Too often, the Seekers only get involved when problems with the Templars spiral out of control, like in Kirkwall.
* TheMenInBlack: The existence of the agency and identities of their agents are well guarded secrets to most of Thedas.
* SeekerArchetype: To the extent that it serves as both the name of their organisation and chief function.

[[/folder]]

[[folder: The Chantry]]
http://static.tvtropes.org/pmwiki/pub/images/chantry_heraldry_da2_1210.png

->''Blessed are they who stand before the corrupt and the wicked and do not falter.''

[[TheChurch The primary religious institution]] on Thedas, the Chantry was created following the death of [[RebelLeader Andraste,]] an Alamarri barbarian and [[CrystalDragonJesus the Bride of the Maker]] at the hands of [[EvilEmpire the Tevinter Imperium.]]
----

* BiblicalBadGuy: Maferath, the mortal husband of Andraste who betrayed her to the Tevinter Imperium, out of jealousy of having to share his wife with the Maker himself. While he was later filled with regret by what he had done, the Canticle of Maferath that dealt with his penance and being forgiven by a vision of Andraste was later removed from the Chant of Light.
* TheCaligula: Some of the Divines, Ambrosia II and Amara III being examples. The first tried to declare an Exalted March on her own cathedral because mages were peacefully protesting, and the second loved to create bonfires fueled by burning maleficars. She didn't last long in the post.
* TheChurch: Can also be considered a SaintlyChurch, a CorruptChurch, or a ReligionOfEvil, depending on whose perspective you're looking through, and which aspect you're examining.
* FemalesAreMoreInnocent: This trope is part of why women are administrators in the Chantry, and it's supported by the narrative. The patriarchal Imperial Chantry is a den of blood magic and corruption, little more than another arm of the Magisterium. The Orlesian Chantry, on the other hand, has an about even chance of being good, and is at the very least neutral.
* MugglePower: The very first commandment of Andrastianism is "Magic is meant to serve man, and never to rule over him."
* NoSuchThingAsWizardJesus: One of the gifts for Wynne in ''Origins'' is a book speculating whether Andraste was merely a particularly powerful Mage, which is mentioned to have been rescued from several book burnings. Assuming there's perhaps a grain of truth in its claims, it would certainly put [[AlternateCharacterInterpretation a new spin]] on both her rebellion against the [[{{Magocracy}} Tevinter Imperium]] and the precise meaning of [[ComesGreatResponsibility the first verse]] of the Chant of Light.
* OrwellianEditor: The Chantry has a habit of editing its own history and removing verses from the Chant of Light to suit its political ends. The most notable example of this is the Cantacle of Shartan, the verses relating to the Elven general who led Andraste's army and founded the Dales, which ended up being completely exercised when the Chantry declared an Exalted March against the Dalish.
** The sections are collectively referred to as the Dissonant Verses, which includes Shartan as noted above, as well as the redemption of [[BiblicalBadGuy Maferath]], the husband and betrayer of Andraste.
* [[{{Matriarchy}} Patriarchy Flip]]: The Chantry is governed by exclusively by women, while men are judged by the example of [[TurnCoat Maferath]] and can only accept lesser, non-administrative positions. This is inverted in Tevinter.
** In the village of Haven in Ferelden, the Priesthood was also dominated by men, due to being an offshoot of the early Chantry before it was fully organised under the first Divine. Unfortunately, the precise belief structure and traditions of this branch is unknown, as in the many centuries since it was founded, its members had devolved into an insane dragon cult that worshiped a nearby High Dragon as "[[HaveYouSeenMyGod the reborn]] [[SadlyMythtaken Andraste]]".
* ReasonableAuthorityFigure: Not uncommon in-setting. The current Divine (as of the end of VideoGame/DragonAgeII), Divine Justina V, was trying to reform the Circle and Chantry from within before everything went tits-up.
* [[DistaffCounterpart Spear Counterpart]]: The main Chantry has one in the form of the Imperial Chantry in Tevinter, which is ruled over by men (and mages).
* {{Theocracy}}: The Chantry is actually an Orlesian creation, originating from the Andrastian cult followed by the first emperor, and the goals of the Empire and the church are very tightly intertwined. For example, one interpretation of the ousting of Viscount Perrin Threnhold of Kirkwall was that the Chantry acted on behalf of Orlais when he tried to charge higher tariffs on trade through Kirkwall's harbor.
* WrittenByTheVictors: Because of their dominant state of power in Thedas, a lot of morality and history is ultimately defined by them.

[[/folder]]

[[folder: The Inquisition]]
http://static.tvtropes.org/pmwiki/pub/images/inquisition_heraldry_da2_1431.png

The Inquisition were an ancient group of mage-hunters that protected Thedas from demons and blood mages during the chaotic early days of the Chantry. They were eventually absorbed into the Chantry, splitting into the Seekers of Truth and the Templar Order. The Inquisiton is reformed during the Mage-Templar War in order to seal the tears in the Fade and stop the hidden mastermind responsible for them.
----

* AntimagicalFaction: The original Inquisition was this, though it appears they were much more lenient towards mages then the Templars.
* AppropriatedAppelation: Some sources claim that the original Inquisition was simply an early form of the Seekers of Truth. 'The Inquisition' was simply a derogatory nickname that stuck.
* JesusWasWayCool: The original Inquisition was a group of Andrastian hard-liners, which is why they eventually joined up with the Chantry.
* ImpartialPurposeDrivenFaction: Though the Divine was responsible for creating it, this is the Inquisition's nature. Their job is to stop Thedas's slide into destruction by any means, whether they support mages or templars, humans or elves, the Chantry or the Qun, try to make peace between them or crush them all. Anyone could be behind this plan, and so they can't be tied down by loyalty to any one faction.
* MotifMerger: The Inquisition symbol combines the "Eye in a Sunburst" of the Seekers of Truth and the "FlamingSword" of the Templar Order. Justified as both factions derived from the original Inquisition and apparently adopted their preferred aspect of the logo when they broke off.
* NayTheist: Bioware has stated that the restored Inquisition is a faction strictly separate from the Chantry and even possesses some anti-Chantry ideals in its doctrine.
* OrderReborn: The Inquisition is restored during the Mage-Templar War, since the Templars are too busy fighting to deal with the Fade tears.
* SeekerArchetype: Their purpose is to find out who is opening the Veil tears and is causing the general unrest and upheaval and find a way to stop them. Though it was founded by the Divine, the new Inquisition has no real Chantry oversight or control; the idea is to let no outside influences interfere with their mission. Yes, she's aware this could end badly. But there aren't really any better options.
* ShroudedInMyth: Records on the original Inquisition are scarce, due to the general hysteria of their time period. Some say they spread a reign of terror, others that they policed mages with a fair hand and their poor reputation was the result of [[WrittenByTheWinners pissing off influential people who wrote the history books]].

[[/folder]]

[[folder: The Qunari]]

->''Victory is in the Qun.''

The Qunari are the fanatical followers of the Qun, a spiritual and social belief system which calls for absolute adherence and a detachment from personal worth. Feared by the nations of Thedas, the Qunari can technically be any species, though the system was created and is perpetrated and run by the nameless race of horned giants from across the sea.

'''For examples, please see the entry on the [[DragonAge/RaceTropes Races]] page.'''

[[/folder]]


[[folder: The House of Crows]]

A legendary and infamous [[MurderInc guild of assassins]] based out of the country of Antiva.
----

* ChildSoldiers: Crow 'recruitment' often involves buying children on the margins of society and putting them through TrainingFromHell.
* ContractOnTheHitman: The usual punishment for failure.
* MurderInc: The biggest example in the series, with an appropriately nasty reputation to boot. Fear of being murdered by the Crows has even kept ambitious generals from invading Antiva.
* NGOSuperpower: Counted as one of the more influential factions in Antivan politics (at least, more important than [[PuppetKing its royalty]]), and effectively the country's national military.
* PaperTiger: For all their dire reputation, there are signs that the Crows aren't as powerful as they like to pretend. They certainly can't stand up to the likes of [[PlayerCharacter the Warden and Hawke]], for one thing, and should Zevran survive the events of ''Origins'', it's discovered that he's waging a one-elf war against the Crows... and winning. Lampshaded in ''Mark of the Assassin'':
--> '''Tallis:''' You'd think the Crows would be better at this, they've been doing it for ages.
** Antiva in general is a study in this trope. According to the Codex, they have never won a war without foreign help, have been invaded and conquered multiple times, and acknowledge their military strength to be laughable at best. The Crows being as easily killed, contrary to their invincible reputation, could merely be a demonstration of a lie being told so often everyone assumes it to be true.
* TheWorfEffect: See above.
* YouHaveFailedMe: "No-one fails the Crows and lives!"...in theory.

[[/folder]]

[[folder: The Mages' Collective]]

An organization of "apostates", ie renegade mages, operating in Ferelden, who work protect to other apostates and assist them where necessary.
----

* LaResistance: Subverted; they do operate outside of the Chantry's control and collaborate with other apostates, but they have no real interest in bringing down the Chantry. They're more of a support network than a guerrilla organization.
* MagicalSociety
* [[ScrewTheRulesIHaveMoney Screw The Rules, I Have Lyrium!]]: They're certainly not above using the Templars' addiction to the stuff in order to protect themselves.
* UndergroundRailroad
* UndyingLoyalty: Part of their activities include protecting the families of apostates from Chantry reprisals.

[[/folder]]

----------