[[caption-width-right:335:[[RunningGag That's a nice blood motif you got going there.]] Be a shame if anything happened to it...]]

''Dragon Age'' is a [[HeroicFantasy fantasy]] [[WesternRPG RPG]] [[TheEpic epic]] by the Canadian video game developer Creator/BioWare, set in the original ConstructedWorld of Thedas. The series began in 2009 with ''VideoGame/DragonAgeOrigins'', a SpiritualSuccessor to [=BioWare=]'s own ''TabletopGame/DungeonsAndDragons''-based ''Franchise/BaldursGate'' series, which became a runaway success and was quickly followed by a number of expansions, sequels, and supplemental media.


[[folder:The Dragon Age Media]]
!!Official media
See also the '''[[Timeline/DragonAge series timeline]]'''.

!!!Core role-playing games

* ''VideoGame/DragonAgeOrigins'' (2009)[[/index]]
** ''The Stone Prisoner'', ''Warden's Keep'', ''Return to Ostagar'' (additional {{DLC}} levels for ''Origins'')[[index]]
** ''VideoGame/DragonAgeOriginsAwakening'' (the 2010 ExpansionPack)[[/index]]
** ''Darkspawn Chronicles'', ''Leliana's Song'', ''The Golems of Amgarrak'', ''Witch Hunt'' (standalone DLC campaigns)
* ''VideoGame/DragonAgeII'' (2011)[[/index]]
** ''The Exiled Prince'', ''Legacy'', ''Mark of the Assassin'' (DLC)
** ''Dragon Age II: Exalted March'' (a canceled expansion pack)
* ''VideoGame/DragonAgeInquisition'' (2014)[[/index]]
** ''Jaws of Hakkon'', ''The Descent'' (additional DLC levels)
** ''Trespasser'' (epilogue DLC campaign)

!!!Other games
* ''Dragon Age Journeys'' (2009), an UsefulNotes/AdobeFlash game.
* ''Dragon Age Legends'' (2011), originally a Facebook strategy RPG app, now available offline.
* ''Heroes of Dragon Age'' (2013), a free online turn-based strategy game for iPad and iPhone.
* ''The Last Court'' (2014), a free text adventure RPG made in collaboration with Creator/FailbetterGames. Included as part of Dragon Age Keep.


[[folder: Due to a large freedom of choice found in the games and the fact that saved games (including all story-relevant choices) are [[Old Save Bonus transferred between games ]]
, the canonicity of the official media set after ''Origins'' is a murky matter. It is best to think of these ancillary media as part of the "[=BioWare=] canon", which complements but does not override a player's personal game canon.]]

* ''Literature/TheStolenThrone'' (by David Gaider, 2009) is a prequel to ''Origins'', depicting the struggles of the future King Maric Theirin (father of King Cailan in the game) and Teyrn Loghain Mac Tir to lift the Orlesian occupation of Ferelden
* ''Literature/TheCalling'' (David Gaider, 2009) is another ''Origins'' prequel, again focusing on King Maric, who accompanies a group of Grey Wardens on a risky expedition into the Deep Roads to uncover the mysteries of the Darkspawn.
* ''Literature/{{Asunder}}'' (David Gaider, 2011), set in Orlais between the main events of ''[=DA2=]'' and its epilogue, describes the escalating conflict between the Circles of Magi and the Templar Order and the outbreak of the Mage-Templar war.
* ''Literature/TheMaskedEmpire'' (Patrick Weekes, 2014), taking place concurrently with ''Asunder'', focuses instead on the Orlesian civil war between Empress Celine and Grand Duke Gaspard and the city elf uprising led by Briala.
* ''Literature/LastFlight'' (Creator/LianeMerciel, 2014) follows a Grey Warden scholar named Valya who researches the Fourth Blight and the fate of the last griffons.
* ''Hard in Hightown'' (Varric Tethras and Mary Kirby, TBR 2018) is a {{Defictionalization}} of an in-universe blockbuster novel featuring a hard-bitten Kirkwall guard investigating a conspiracy.

!!!Comic books

* ''ComicBook/DragonAge'' (2010) exists somewhat outside of the main continuity and follows the adventures of a Ferelden apostate mage named Gleam (who doesn't appear, nor is ever mentioned in other media).
* ''Dragon Age Library Edition Volume 1''[[/index]] is a collection of the three post-''[=DA2=]'' mini-series comprising a single continuous storyline that follows Alistair, Varric, and Isabela on a quest to discover the fate of Alistair's DisappearedDad.[[index]]
** ''ComicBook/TheSilentGrove'' (2012), set in Antiva between the main story and the epilogue of ''[=DA2=]'', sees the trio infiltrate the [[MurderInc Antivan Crows']] prison, then head out into the swamps to speak with the Witch of the Wilds, a daughter of Flemeth.
** ''ComicBook/ThoseWhoSpeak'' (2012) picks up where ''TSG'' left off, with the party sailing for Tevinter, only to be captured by a Qunari fleet, forcing Isabela to confront her past, while Alistair negotiates with ex-Sten, now the new Arishok.
** ''ComicBook/UntilWeSleep'' (2013) concludes the trilogy with Alistair convincing the Qunari to help them storm the Tevinter fortress of Ath Velanis, where he believes his father is being held captive.
* ''Dragon Age Library Edition Volume 2''[[/index]] contains both post-''Inquisition'' mini-series ([[spoiler:which aren't as unrelated as they appear at first glance, since Tessa and Marius show up in Vaea's series]]):[[index]]
** ''ComicBook/{{Magekiller}}'' (201516) chronicles the adventures of a mercenary duo, Marius and Tessa Forsythia, who undertake odd assassination jobs in Tevinter and join the Inquisition to fight off the demonic invasion after the Breach opens.
** ''ComicBook/KnightErrant'' (2017) follows a wandering Fereldan knight Ser Aaron and an elven cat-burglar Vaea posing as his squire, as the latter gets roped by the Inquisition into stealing an occult document from their ostensible ally, Prince Sebastian of Starkhaven.

!!!Non-interactive visual media

* ''WebVideo/WardensFall'' (2010), a WebVideo series explaining the backstory of Kristoff, a PosthumousCharacter in ''Awakening''.
* ''WebVideo/DragonAgeRedemption'' (2011), a WebVideo series starring Creator/FeliciaDay as [[Characters/DragonAgeIIPostReleaseCharacters Tallis]].
* ''Anime/DawnOfTheSeeker'' (2012), an {{anime}} movie explaining the backstory of [[Characters/DragonAgeInquisition Cassandra Pentaghast]].

!!!Other media

* ''TabletopGame/DragonAge'' (2010), a TabletopRPG [[TheRolePlayingGame adaptation]].
* ''Webcomic/PennyArcade'' had produced two canonical tie-in mini-webcomics: a [[http://dragonage.bioware.com/dao/pennyarcade/ prequel]] to ''Origins'' and [[http://dragonage.bioware.com/dao/awakening/comic/ one]] for ''Awakening''.
* ''The World of Thedas'' is the official UniverseCompendium of ''Dragon Age''. Two numbered volumes have been released so far, in 2013 and 2015.
* [[https://dragonagekeep.com/ Dragon Age Keep]] (2014), an online app that stores players' personal canons from previous installments for import into later ones, succeeding and replacing the classic [[OldSaveBonus save file import]].

[[folder:The Dragon Age Setting]]
!!Introduction to the setting

[[folder: The summary below is based on in-game information, which has proven [[Unreliable Expositor unreliable in certain aspects before ]]
, especially in regards to the parts before the Second Blight.]]

The [[TheChurch Chantry]] says that in the beginning, TheMaker created the [[SpiritWorld Fade]], an ever-changing realm populated by never-changing creatures, the [[OurSpiritsAreDifferent spirits]]. Over time, however, He grew displeased with His first children and created the material world--a new, immutable realm separated from the Fade by the Veil. He populated the new realm by the ever-changing mortals, who only saw the Fade in their dreams and whose [[OurSoulsAreDifferent divine souls]] returned to His Golden City in the middle of it upon death. Some spirits (particularly [[OurDemonsAreDifferent the ones associated with negative emotions]]), however, found a way through the Veil, spreading [[FunctionalMagic the secrets of magic]] and DemonicPossession into the material world.

Eight thousand years ago, the continent of Thedas[[note]]Actually an acronym of '''The D'''ragon '''A'''ge '''S'''etting.[[/note]] belonged to the Elvhenan, the civilization of [[OurElvesAreBetter a beautiful immortal race calling themselves "elvhen" or "elves"]]. They worshiped their own pantheon of gods, traversed into the Fade, and mastered the art of magic. BeneathTheEarth, in the meantime, the [[OurDwarvesAreAllTheSame dwarves]] built a great empire of the underground cavern cities, or "thaigs", connected by a vast tunnel network known as the Deep Roads. For over six thousand years, their civilizations flourished--until the first humans arrived from across the north-eastern sea.

Although initially friendly, the relationship between elves and humans, particularly the Tevinter tribe, rapidly deteriorated when the elves realized that prolonged contact with the [[WeAreAsMayflies "quicklings"]] cost them their {{immortality}}. By then, however, the Tevinters already learned the secrets of elven magic and, turning on their teachers, crushed the Elvhenan culture. The surviving elves were reduced to nomadic outcasts or slaves, a shadow of their former glory. The dwarves fared better, especially since they supplied the Tevinters with [[AppliedPhlebotinum lyrium]]--outcroppings of the Fade in mineral form that they used to power their magic.

With their knowledge of the Fade and an extensive use of BloodMagic, the [[TheMagocracy Tevinter Magisters]] forged an [[TheEmpire Empire]] that spanned all of Thedas. But man grew proud and eventually set out to commit the ultimate sacrilege: to enter the Fade in the flesh and to set foot into the Golden City itself. By spending most of the world's lyrium (and [[HumanResources slave blood]]) supplies, a group of Magisters infiltrated the City but were cast out by the Maker, cursed and irreversibly corrupted. They became the first Darkspawn, mindless creatures existing solely to exterminate all other life. The City itself was corrupted, as well, henceforth known as the Black City, and the Maker abandoned His second children, just as He did with the spirits before.

The Darkspawn fled underground and it wasn't long before they grew in number, using the Deep Roads of the Dwarven Empire to quickly breed a horde. Soon, they found and corrupted one of the [[OurDragonsAreDifferent draconic Old Gods]] of Tevinter, Dumat, who was locked in an underground prison by the Maker millenia ago. The first to face the assault of the [[TheHorde Darkspawn Horde]] led by Dumat were the dwarves. Thanks to the invention of {{golem}}s, they managed to hold on for decades but when the secret of golem-making was lost, the dwarven civilization collapsed, losing all but a handful of thaigs. Meanwhile, on the surface, the Horde laid siege on all of Thedas, splintering the Tevinter Empire into many disjointed enclaves. After almost two centuries of continuous strife, TheOrder of the [[ImpartialPurposeDrivenFaction Grey Wardens]] emerged to lead the combined armies of Thedas to victory over Dumat and his Horde. The entire conflict became known as "the Blight".

The Tevinter Empire survived the Blight, if only barely, but soon thereafter, a massive barbarian invasion from the south, led by the [[JeanneDArchetype lady warrior and prophetess Andraste]], dealt it the final blow. Andraste was eventually betrayed and executed by the Tevinters, but her followers compiled her teachings into the Chant of the Light and formed the [[TheChurch Chantry]] to spread it. The newly-founded southern kingdoms were quick to embrace the new religion and to cut ties to the Tevinters, whose reputation was forever soiled by their role in starting the Blight and by Andraste's execution. By association, magic itself became ostracized and viewed as pure evil by the Andrastian congregation.

Before anyone in Thedas could catch their breath, another Darkspawn horde rose from the Deep Roads, led by another corrupted Old God. Although only half as long as the First, the Second Blight had far-reaching consequences. One of them was the rise of the Orlesian Empire in the south and its propagation of the Andrastian faith, even into the Tevinter Empire remnant. Another was the [[FantasticRacism popular resentment against the elves]], who, despite having been granted rights and land for the first time in centuries for their support of Andraste, did little to help other nations defeat the new Blight. And perhaps the most significant event was the formation of the [[MagicalSociety Circles of Magi]] as a compromise between the public distrust of mages and the benefit of having them fight the Darkspawn. Ostensibly [[WizardingSchool places of learning]], all Circles were controlled by the Chantry and closely guarded by the paranoid {{Mage Killer}}s of the Templar Order.

The growing hostilities and religious friction between Orlais and the new elven homeland of the Dales ultimately escalated into an open war. Who precisely fired the first shot [[WrittenByTheWinners varies between sources]], with the Chantry claiming the Dalish attacked the town of Red Crossing, while the Dalish claim the Chantry sent Templars in response to the expulsion of missionaries from their borders because the elves refused to convert to their religion. What is known is that after Dalish forces sacked [[HolyCity Val Royeaux]], the Chantry called for an [[UsefulNotes/TheCrusades Exalted March]] and successfully rallied neighboring nations to their aid, crushing the Dalish resistance and forcing the elves to either relocate into the [[FantasticGhetto Alienages]] or return to the nomadic lifestyle. The rift between the "[[GoingNative City Elves]]" and the "[[RacialRemnant Dalish Elves]]" grew ever wider in the following centuries since the Chantry prohibited the elves of the Alienages from following their religion, forcing them to adopt the Andrastian faith.

The Third Blight had come and gone, serving only to deepen the conflict between the two empires, Tevinter and Orlesian. Eventually, even the Chantry itself was split along these lines when the "Imperial Chantry" of Tevinter broke off (notably taking a much more liberal stance on magic and slavery) and the Orlesian Chantry called for not one but four Exalted Marches against it. All of them, however, failed to complete their objective of bringing the Tevinter congregation back into a unified Chantry before the Fourth Blight put an end to them.

Almost as soon as the Fourth Blight was repelled, a new invasion swept from the north-east: the Qunari, followers of the religion/philosophy of Qun, crossed the sea and captured a bulk of northern Thedas (including most of Tevinter), converting the locals by force. The Chantry called for more Exalted Marches, which eventually beat the Qunari back from the mainland. A truce, limiting the Qunari presence to the northern islands, was signed by all human nations except the Tevinters, who continued to wage a ForeverWar for their old lands. Meanwhile, trouble stirred in the south again, where the Orlesian Empire conquered and installed a puppet on the throne of Ferelden, the birthplace of Andraste. Lasting for half a century, the Orlesian occupation was resisted by the local nobles and finally overthrown some thirty years before the start of ''Origins''.

[[folder:The Dragon Age Tropes]]
* [[Characters/DragonAge Character Sheets]]
* [[DragonAge/DragonAgeOrganizations Organization Tropes]]
* [[DragonAge/DragonAgeRaces Race Tropes]]
* [[DragonAge/DragonAgeDeitiesAndLore Deities And Lore Tropes]]

!!Other tropes common to the series:
* ActionGirl: [[WorldOfActionGirls Extraordinarily common]]. Thedas is a run-of-the-mill StandardFantasySetting with enormous amounts of gender equality, and you'll run into badass ladies by the cartload who fight with you and against you. Female party members include [[ArcherArchetype Leliana]], [[TokenEvilTeammate Morrigan]], [[CoolOldLady Wynne]], [[spoiler:Shale]], [[GuestStarPartyMember Mhair]]i, [[CantArgueWithElves Velanna]], [[BadassAdorable Sigrun]], [[DaChief Aveline]], [[PirateGirl Isabela]], [[BlackMagicianGirl Merrill]], [[SheFu Tallis]], [[ReligiousBruiser Cassandra]], [[IceQueen Vivienne]], and [[JustLikeRobinHood Sera]], plus potential female player characters [[VideoGame/DragonAgeOrigins the Warden]], [[VideoGame/DragonAgeII Hawke]], and [[VideoGame/DragonAgeInquisition the Inquisitor]].
* AddictionPowered: The Templars' abilities are boosted by [[AppliedPhlebotinum Lyrium]], which is highly addictive. All warriors can learn Templar abilities without ever getting to the lyrium-eating stage, which raises questions about how essential it is. Of course, the Chantry keeps its Templars almost as tightly leashed as the mages to prevent too many people learning their secrets.
* AerisAndBob:
** There are a lot of real-world names mixed in with the more fantastic fare, ranging from (for example) "Cassandra" and "Alistair" to "Morrigan" and "Solas". Non-humans, and to a lesser extend humans from other cultures such as the Avvar, are more prone to having unusual names because they have their own languages Qunari don't even technically ''have'' names, only titles (e.g. "Arishok" or "Viddasala"). And of course, the {{PlayerCharacter}}s can have almost any name.
** The names of the four main types of darkspawn: genlocks, hurlocks, sharlocks, and... ogres. Justified in the codices: [[spoiler: Genlocks, Hurlocks, and Sharlocks (labeled in-game by the nickname "Shrieks") are the ancient terms for Blight-mutated Dwarves, Humans, and Elves respectively.]]
** Magical beings such as spirits/demons and deities are sometimes named after concepts (e.g. Justice, Compassion, Pride, Desire). Those with proper names tend to be unique entities; examples include the Avvar God Hakkon, the Old God Urthemiel, the Elven God Mythal, and the Forbidden One Xebenkeck.
* AlwaysChaoticEvil: The darkspawn (except for the Architect and the Messenger, who are morally ambiguous). Demons as well, though some appear to be simply amoral. Plenty are pure evil though, and even the nicest ones are totally indifferent to the suffering they and their ilk cause.
* AndManGrewProud: According to the Chantry, it was men trying to conquer the "Golden City" in the heart of [[SpiritWorld The Fade]] that first drew the darkspawn, and caused The Maker, their creator deity, to shun them. However, the first thing that caused Him to shun them was when they started worshiping dragons instead of Him. Then they entered the Golden City, and He shunned them harder. Still later, he shunned them again for the death of Andraste. He is a very passive-aggressive deity.
* AntiHero: The Grey Wardens' mission statement is to "protect the lands from the Blight, no matter the cost". They are expected to sacrifice themselves without a second thought. They'll sacrifice others just as easily. Let's just say that no one will look twice at Duncan for [[spoiler:killing Jory]]... In gameplay terms, this means that no matter what action you take, it's the right one if it helps you in stopping the Blight. Hence the lack of KarmaMeter.
* AntiMagic: The Glyph of Neutralization does this. Templars, who are trained to fight mages, have higher resistance to magic and can dispel status effects and glyphs. Dwarves get a very low resistance as well, a trade-off for not being able to use magic themselves.
* ApocalypseHow: The Blights are regular occurrences in Thedas that have been mostly Class 1, causing continental-wide devastation with massive loss of lives, but the civilizations have always been able to rebuild themselves in the aftermath. Blights can go on for years and the first one in existence lasted nearly two centuries and caused the downfall of the greatest superpower at the time, the Tevinter Imperium which still exists at the start of the game, but as a shadow of its former self.
* ArcWords: 'Songs' and 'singing' are important events or concepts throughout the series. Ranging from the Calling that lures darkspawn and Grey Wardens to the buried Old Gods, to the 'singing' of red lyrium [[spoiler:(which is actually the same song as the first)]], to Cole repeatedly referring to abstract concepts as songs or singing, to Flemeth referring to events as the steps of a dance and stating her inability to not follow the music.
** Normal lyrium (which is about the only thing that naturally exists in the physical world and the Fade) also has a "song". The word "lyrium" (at least out of universe) is related to the words "lyrics" "lyrical" etc. in other words it basically means "singing mineral".
** Taking it further, the Chantry is named for the Chant of Light, which is divided into canticles. The holy book of the primary religion in Thedas is effectively one long song.
* ArmorAndMagicDontMix: Magic and heavy armor don't mix for two reasons: heavier armor sets tend to have [[LevelLockedLoot high requirements on Strength]], which the mages generally don't develop, and also make casting spells more expensive, effectively reducing their mana pools. It is, however, possible to subvert this in ''VideoGame/DragonAgeOrigins'' if you manage to unlock the [[MagicKnight Arcane Warrior]] [[PrestigeClass mage specialization]], which checks Strength restrictions against your [[OneStatToRuleThemAll Magic score]] instead.
** In ''VideoGame/DragonAgeII'', Mages tend to stick to wearing robes or clothing adorned with the bare minimum amount of armour, such as gauntlets, bevots and spaulders; they sacrifice protection for more flexibility in spellcasting.
* AsteroidsMonster: in ''VideoGame/DragonAgeII'' at the climax during the third act. If Hawke sides with the mages, First Enchanter Orsino [[spoiler: eventually turns into an Abomination, and multiplies after Hakwe and his/her party defeat his initial form]].
** [[spoiler:Orsino turns in the same Abomination created by the dwarves in the Amgarrak's thaig: The Harvester. The Harvester is easily the most powerful Boss in the entire franchise]]
* {{Autosave}}: ''VideoGame/DragonAgeOrigins'' has the game autosave at certain predefined locations while ''VideoGame/DragonAgeII'' pretty much saves automatically each time the player enters a new area. Both have up to four autosave slots.
* BadassGay: Another surprisingly common character type. Homosexuality is practically a non-issue in Thedas, since there appears to be no religious or moral stigma against it. The only real problems you'll face for being gay are if you're part of a prominent noble family, but that's because of the pressures of marrying and continuing the family bloodline. Badass openly gay or bisexual characters include [[VideoGame/DragonAgeOrigins Leliana and Zevran,]] [[EveryoneIsBi all of the romance options]] in ''VideoGame/DragonAgeII'', and [[VideoGame/DragonAgeInquisition Dorian, Sera, and Iron Bull]]. A PlayerCharacter romancing a same-gender LoveInterest in all three games also counts. There's a lot of random NPC characters who also fit.
* TheBard: The series uses bard as code for infiltrator/spy/assassin well versed in playing The Great Game, or DeadlyDecadentCourt. You will encounter numerous participants to the point where a character may have to specify they are a mere singer or minstrel.
* BlackMagic: BloodMagic is considered this due to its ghastly power source, ability to take control of people (like, say, a king or a noble [[spoiler:which Avernus admits he did to help the Grey Wardens in their rebellion long ago]]), and just being creepy in general. Due to the Chantry's constant preaching against the very real dangers of magic, almost everyone in Ferelden who isn't a mage (and even one mage NPC) considers ''all'' magic BlackMagic. The Qunari have an even harsher stance against magic, and just ''cut out the tongues'' and ''chain to leashes'' any potential mages born to them to prevent them from ever casting spells.
** It's worth noting that ''VideoGame/DragonAgeII'' shows that even non-Mages are capable of using magic if they've made a deal with a demon, such as in the case of [[spoiler: Lady Harrimann]]. Presumably however, the demon itself was responsible for providing the magic and they were merely responsible for directing it.
** Similarly, certain forms of magic are able to be tapped into by non-Mages, such as warriors who can become Reavers via ritually consuming the blood of Dragons. Similarly, [[spoiler: Avernus' research into the Taint actually allows Wardens to ''weaponise'' their own blood]]. A non-Mage Hawke uses a limited form of BloodMagic in the ''Legacy DLC'' for ''VideoGame/DragonAgeII'', since their blood is the only thing capable of breaking the seals of an Ancient Grey Warden prison.
* BlackSite: The [[TheAlcatraz Aeonar]], a Templar prison for blood mages and collaborators whose location is a highly guarded secret among high ranked Templars and so much so its not listed anywhere in the FantasyWorldMap, though its presumed to be located within Chantry jurisdiction in Western or Southern Thedas and outside of Tevinter or Qunari control. So far, it has only been referenced in the first one during the Mage Origin when the Warden is threatened to be sent there for assisting a apostate, though its never actually visited in any of the games. Why would the Templars even need a special prison for blood mages in the first place is anyone's guess given they just use lethal force for any mage that looks at them funny, but according to the people who discuss it being sent to the Aeonar is considered AFateWorseThanDeath which raises some [[FridgeHorror disturbing implications]] about this place.
* BlackSpeech: While it never shows up outside of cutscenes, the appearance of the Darkspawn is frequently heralded by an ominous whispering. Possibly this is meant to indicate that the Warden is sensing them.
* BlessedWithSuck:
** Being a mage pretty much means you have a big neon sign reading "POSSESS HERE" in the eyes of Demons. This isn't ''quite'' as great a danger as the Chantry makes out, however, so long as you're properly trained. Of course, every religious person you encounter would pretty much gladly burn you at the stake if they weren't terrified by your powers -- the first thing they usually assume is that you'll turn them into frogs.
** It's not easy being a Grey Warden either. The first test of your mettle is the Joining: be out of luck and die horribly. Be lucky and die horribly too -- only this time it takes about thirty years to drive you mad from being able to sense darkspawn thoughts, if you don't commit suicide-by-darkspawn in the Deep Roads first. In the interim, you'll have insane dreams about the Archdemon talking to you: if you're lucky, you, too, may be able to understand it one day! Unless a Blight is happening. Then you can throw yourselves against the Archdemon, hoping to slay it in a process that completely annihilates your soul! Oh, and one more teeny tiny detail: Ever wanted to have a kid? [[FantasyContraception Good luck with that,]] especially with another Grey Warden. And in the first game, the Grey Wardens of Ferelden are composed of two new recruits who are being hunted down as criminals.
** Being a Grey Warden means you can sense the darkspawn, giving you adequate warning of when they are near. The downside, that very ability also allows the darkspawn to find ''you''. Even if you try to run away, the darkspawn ''will'' find you... they ''always'' find you!
* BloodKnight: Qunari, as part of their culture, take pride in their class, so soldiers and warriors want nothing more than to be soldiers and warriors. Also, the dwarven Legion of the Dead, who take dedication of their life to battle to its logical conclusion, and get a head start on the inevitable, by holding their funerals right after they take their vows. Dwarven warriors in general display a positive attitude towards prospects of combat, though it may be more complicated in their case; victory in battle leads to greater social standing in their profession, and one's degree of social standing is ''very'' important to how one is perceived in Dwarven society.
* BloodMagic / ThePowerOfBlood: Blood has power in it, and is a pretty big motif in the games. The box art depicts images made of blood, there's Blood Magic, there's the Gray Wardens' Joining ritual (involving drinking darkspawn and Archdemon blood), the Reavers drink Dragon blood to empower themselves, and Lyrium is called the "raw blood of the Earth" by the dwarves.
* BondCreatures: Mabari hounds imprint on a single master until death (either their own or the master's, whichever comes first).
* BornUnderTheSail: The ''Dragon Age'' series has two nations that are almost synonymous with sailing: Antiva and Rivain. Antiva is a coastal nation that operates a huge merchant fleet, while Rivain is located entirely on a huge peninsula and is best known for their sea smugglers and pirates. Sailing is their hat to such a degree that in the [[TabletopGame/DragonAge pen-and-paper adaptation]], "wayfarer" and "merchant" are basically the only [[MultipleChoicePast backgrounds]] available to Antivan and Rivaini [=PCs=], respectively.
* BothSidesHaveAPoint: A major theme in the [[GreyAndGrayMorality Mage-Templar conflict]]:
** Mages understandably feel extremely oppressed by the fact that they are forced to spend their lives locked in towers under constant supervision for things that they ''might'' do. If they escape or have never been part of the Circles, they are relentlessly hunted down, with being sent to the towers being the most merciful outcome, with many killed on the spot or [[FateWorseThanDeath made tranquil]]. This is in addition to the disturbing number of Templars who abuse their power over them, with the mages often frightened of speaking out.
** On the other hand, the Templars rightly point out just how destructive a rogue mage could be and the fact that all mages are essentially demon-magnets, who are under constant temptation to give in. The Tevinter Imperium also serves as a textbook example of the worst possible outcome of granting mages the same freedoms as everyone else, with the mages there ruling everything, regularly dabbling in human sacrifice, demon-summoning, etc.
* CanonIdentifier:
** The protagonist of ''VideoGame/DragonAgeOrigins'' is referred to as the Hero of Ferelden or simply as "the Warden" in later installments.
** The protagonist of ''VideoGame/DragonAgeOriginsAwakening'' is known as the Warden-Commander of Ferelden, unless it happens to be the same person as in ''Origins'' thanks to OldSaveBonus.
** The protagonist of ''VideoGame/DragonAgeII'' is known mostly by their surname, Hawke, but is also often referred as the Champion of Kirkwall, or simply "the Champion".
** The protagonist of ''VideoGame/DragonAgeInquisition'' has many monikers, including the Inquisitor, the Herald of Andraste, and simply the Herald. They are also often referred by their race-specific surnames (Trevelyan for humans, Lavellan for elves, Cadash for dwarves, and Adaar for qunari).
* ChildSoldiers: The Antivan Crows prefer to recruit orphans for training, though it is unclear whether they are actually employed in assassinations. In any case, many of them die during training, and those that make it out alive are usually completely detached from their emotions or conventional morality.
* TheChurch: The Chantry
* ChurchMilitant: So very, very many. The Templars are an entire order of Church ([[CallARabbitASmeerp well, Chantry]]) Militants. The Qunari also have some.
* ChurchPolice: The Templars and Qunari again, the former carefully guarding and watching the mage towers while the latter seek to spread their own brand of religion by force. The Seekers serve as essentially InternalAffairs and investigate after the Kirkwall chantry is blown up and the Templars and mages go to war. Subverted with the Inquisition, initially called by Cassandra and Leliana to find out who destroyed the Temple of Sacred Ashes, after pursuing one lead it turns out to be a matter less about religion and more political, about power, trying to save the whole world regardless of faith.
* ColorCodedForYourConvenience: The three protagonists of each game so far have had a distinct color associated with them: blue, as in Warden blue, for the Warden. Red, which both is used frequently for the Amells and Kirkwall, for the Champion. Green, which primarily is the color of the Anchor and Fade, for the Inquisitor. Inadvertently this means they make a ChromaticArrangement.
* ColorCodedItemTiers: Items are color-coded by their [[http://dragonage.wikia.com/wiki/Material material]]. ''VideoGame/DragonAgeOrigins'' plays this trope straight, which every material corresponding to a particular item tier (e.g. from the grey tier 1 iron to the golden tier 9 Volcanic Aurum). ''VideoGame/DragonAgeII'' subverts this: despite having material and color tiers for the items, the real power/quality of an item is determined by a hidden statistic. ''VideoGame/DragonAgeInquisition'' plays it straight again, albeit with just three tiers: grey-coded Common items, blue Rares, and purple Uniques.
* TheCorruption: Darkspawn spread the taint which corrupts the land, kills most plants and animals, and drives the animals and people that don't die insane wherever they pass. Sometimes if lots of them have been in the area it can take decades for it to be habitable again. Grey Wardens drink a concoction consisting of darkspawn blood mixed with lyrium during their Joining ceremony, which (if they survive) makes them immune to immediate effects of the taint but dooms them to a slow death (or [[FateWorseThanDeath worse]] when they eventually succumb to it in thirty-odd years and gives them the power to sense darkspawn, among others).
* CrapsackWorld: Let's face it: It's a fun world to ''visit'' via this video game, but none of us would want to ''live'' there.
* CriticalHitClass: The Rogue class in the series, particularly Duelist and Assassin [[PrestigeClass specializations]], [[GlassCannon maximizes critical chance at the cost of defense]].
* CrystalDragonJesus: Andraste, who has the cultural role of Jesus, theologically resembles Mohammed, historically looks like a mishmash of Joan of Arc and Boudica, and is named for the goddess worshiped by the Iceni. [[spoiler:There's also a ''literal'' dragon named Andraste, but that's [[PathOfInspiration not the same individual]].]]
* TheDarkSide: Demon magics.
** DarkIsNotEvil: Not all maleficars are evil. [[MySpeciesDothProtestTooMuch Just most of them.]]
* DeadlyDecadentCourt:
** Dwarven noble society ain't a very nice place. In fact, it almost qualifies as ''drow'' noble society, only reskinned with dwarves. Which, given the mythical origins of drow, is kind of appropriate.
** Orlesian society is even worse. This seems to be the only purpose ''to'' their nobility in the first place. They call it "The Game." How deadly is it? According to Vivienne in ''VideoGame/DragonAgeInquisition'', she has no idea if [[FormalFullArrayOfCutlery using the wrong fork at supper]] is worse than death or just social suicide...because anyone who has so mis-stepped is immediately stabbed to death with the proper fork.
** Antivan society fits as well. Zevran pretty much spells it out for you.
** Ferelden is a nobles' republic with elected kings (that have traditionally descended from a single bloodline nonetheless). Thus, under [[spoiler:Loghain]], to secure the throne requires a mix of intrigue, murder, and brute force.
* DeadManWalking: All Grey Wardens, due to the Taint. Also, the entire purpose of the Legion of the Dead, to the point of ''holding a funeral for them when they join up''.
--> "Since we're dead, we can give our all in the fight against the darkspawn. We have nothing to lose."
* DeathOfTheOldGods: The Old Gods of the Tevinter Imperium were struck down by the Maker. Most of the world now worships the Maker and his prophet Andraste, and the Old Gods slumber beneath the Earth until they're awoken, one at a time, to lead the corrupted darkspawn in a Blight. One imagines they are not too wild about this arrangement, given that "awoken" means being [[TheVirus tainted]] by the darkspawn and more or less forced into being their leader. It was the Tevinter Imperium searching for the Old Gods in the first place that caused the creation of the darkspawn. This version of the story, primarily [[UnreliableExpositor promoted by the Chantry]] is at least partly true: according to the former Tevinter Mage (now Darkspawn Emissary) Corypheus in ''Dragon Age II'', he and a number of other Tevinter magisters did in fact enter the mythical Golden City. However, his account differs from the Chantry's in his claim that when they entered the City, [[HaveYouSeenMyGod it was already the twisted, blackened hell that can be seen from anywhere in the Fade]].
* DeathSeeker: The Legion of the Dead are dwarves who all did something they feel must be atoned for with their lives. The moment they join the Legion, they are considered dead to the rest of dwarven society, and they spend the rest of their lives fighting darkspawn in the Deep Roads. When Grey Wardens sense that the taint will soon overcome them, they follow the Legion of the Dead's example and go into the Deep Roads to die while taking as many darkspawn with them as they can. Most of the Legion have at least some grudging respect for Wardens for this.
* DeliberatelyPainfulClothing: Qunari mages, called ''saarebas'', all wear heavy chains and masks to make it hard for them to move freely. It causes them a considerable amount of pain, but being Qunari, they willingly submit to such treatment.
* DominantSpeciesGenes: Human-elf children are, for all intents and purposes, biologically human--which is a blessing for many of them, since half-elves are discriminated against by both humans (who generally [[ScrewYouElves view elves as a lowly species]]) and elves (who are heading towards extinction and thus shun any crossbreeding with humans, as it never results in elves being born). WordOfGod is that there is a very specific reason for this and it has more to do with elves themselves than with humans (so this trope is inverted: it's the elven genes that are universally recessive).
* DragonsAreDemonic: While genuine dragons in the ''Dragon Age'' series are basically large, bad-tempered carnivores, there are some elements of this: dragon blood can defile holy relics in spectacular fashion, the dragon cult you encounter is evil and practices human sacrifice, and most notably, the Archdemons that lead the darkspawn Blights take the form of enormous dragons (as does AmbiguouslyEvil witch Flemeth, but that's mostly because it's powerful; Archdemons don't appear in any other form).
* DragonsAreDivine: ZigZagged: regular dragons are mindless beasts hunted to near extinction in modern times. However, at the height of the Tevinter Imperium, most humans worshiped seven draconic OldGods (and there are still holdouts of the dragon cult to this day), who had been fully sentient and actively communicated with their priesthood.
* EldritchLocation: The Fade, realm of dreams and where everything is a pure reflection of thought instead of materials like the mundane world.
* ElementalPowers: The primal schools revolve around this.
* TheEmpire:
** The Tevinter Imperium was once this before [[spoiler:the first Blight wiped most of their territory out.]] This is mirrored by what happened to the dwarves.
** The Orlesian Empire fits this trope the best in the backstory, as it is the biggest and most powerful nation on Thedas and had no qualms with invading and pretty much enslaving Ferelden. They've (mostly) mellowed out by the time of the events of the game, but relations with Ferelden are still a bit rocky. [[spoiler: It's his paranoia about King Cailan requesting aid from Orlais that drives Loghain's madness.]]
** Though it isn't common knowledge to the surviving elves, ''Literature/TheMaskedEmpire'' reveals that the ancient Elven empire was like this, including a rigid caste system that even practiced ''slavery'', keeping lower-class elves in conditions not unlike the alienages of the present day.
* EmptyShell: The Tranquil are one of the more pleasant versions. Cursed to never feel emotion, the Tranquil themselves do not express any discontent with their condition. They also do not express any other feeling about any other subject. They are conscious and rational, but not capable of "feeling" as emoting beings understand it. If you accuse them of not being people, they merely provide a polite counter-argument.
** The second game, however, puts the Tranquil in a different light. [[spoiler: When one of them is briefly brought back, he claims that being a Tranquil is a FateWorseThanDeath and begs you and your party to kill him before he forgets how to feel again. A moment later, the effect that allowed him to feel again wears off, and he asks you "Why are you looking at me like that?" in the Tranquil's usual monotone voice.]]
* EnslavedElves: The elves used to have a highly advanced society and culture, complete with immortality. Then humans showed up, and everything went to hell. Modern elves rank just above slaves in society (and ''are'' slaves in some parts of the world), and most don't even know they used to be a powerful race. Even the Grey Warden can do only a little to improve their lot.
* EthnicGod: The elves worship a pantheon of deities known as the Creators ([[spoiler:revealed to have been ancient elven god-kings in the third game]]), while the dwarves venerate their ancestors and a mysterious female being named "the Stone", which represents the entirety of the earth ([[spoiler:who may be a massive slumbering Titan]]). Humans and the qunari/kossith lack such a deity, since the most common human faith is that in TheMaker, which proclaims universality, and the qunari follow the quasi-religious philosophy of the Qun, which is likewise not specific to their race. In ancient times, however, the human tribe of Tevinters worshiped a pantheon of seven Old Gods (giant magical dragons).
* EvilDetectingDog: The codex on werewolves states that mabari became popular in Ferelden due to their ability to sense werewolves, a necessity in an age where packs of werewolves roamed freely across the landscape and anyone you invited into your home could be afflicted with the curse. Dog demonstrates this ability a few times in-game, and not just with werewolves.
* EvilSorcerer: The Tevinter Magisters.
* EvilTaintedThePlace: [[TheCorruption The Blight]] corrupts everything it touches. Even after the Archdemon is dead the lands the Darkspawn ravaged never fully recover as a result of the corrupting effects.
* FantasticGhetto: Alienages for elves who live in Southern Andrastian human cities; walled off communities filled with disease and squalor due to the poverty and oppression most city elves suffer from. Interestingly, there is a protective element to them since elves aren't technically ''required'' to live there, but the few elves who try to leave are almost always driven back by their violently bigoted human neighbors.
* FantasticRacism:
** Humans look down on elves.
** Some Dalish elves themselves pity the Alienage elves and are mystified why they remain in the human cities. Meanwhile, the Alienage elves also look down on "flat-ears", elves who have left their walled ghettos and attempt to integrate themselves further within the human settlements, believing they are abandoning their community.
** The higher castes of Orzammar treat the casteless as lower than dirt.
** Dwarves also look down on humans and elves, considering themselves to be superior. And they also hate "surface dwarves", fellow dwarves who have left Orzammar for the surface world, who are officially considered casteless and exiles.
** The Qunari look down on all non-Qun followers as ''bas'', literally "things." The Qunari are also scared shitless of mages, making mages even within the Qunari society tightly controlled slaves within their own bodies, and dubbed ''Saarebas'', literally "dangerous things."
* FantasticCasteSystem: The Dwarves have one. Sten suggests [[ScaryDogmaticAliens the Qunari]] see this as a step in the [[FantasticRankSystem right direction]].
* FantasticRankSystem: The Qunari have one; see the trope page for details.
* FantasyCharacterClasses: Warrior/Rogue/Mage.
* FantasyCounterpartCulture:
** Orlais is the most overt nature, borrowing from a number of different French stereotypes. It is especially done to contrast Ferelden, the England counterpart.
** Ferelden is basically "Scotland/Anglo-Saxon England" as a foil to the whole high medieval "Ancien Régime" thing Orlais has going.
** Antiva is "a fictionalized version of a medieval Italian city-state like Venice"... where everyone has a Spanish accent for some reason.
** Word of God says that the Tevinter Imperium is based off the Byzantine Empire, complete with a schismatic version of the Chantry. (Ancient Tevinter was clearly Rome, without a doubt. Modern Tevinter is much smaller, and has converted to Andrastism, but is in religious schism with the other Andrastian nations, and thus...)
** The Chasind Wilders are clearly based on Celtic tribes from Pre-Roman Britain.
** [[http://the-gaider-archives.tumblr.com/page/17 Word Of God]] has stated that Thedas elves are based on the Jewish people (lost homeland, Jewish ghettos in many medieval cities, etc), and has admitted that their situation is easily comparable to Native Americans and other historically oppressed minorities.
* FantasyCounterpartReligion: The Andrastrian Chantry is a fantasy version of the Catholic Church, except with a Gender Flip on the power dynamics with women at the center with Andraste, the martyr who founded it, its priestesses being required to be celibate, and a female leader known as The Divine. It also underwent and internal fracturing, with Tevinter having its own version of the Chantry with a male leader, rather like the split between the Catholic Church and the Eastern Orthodox Church.
* FantasyGunControl: Dragon Age's society has the engineering capacity to produce smokeless coal or build entire cities underground, but only the Qunari have invented gunpowder. Dwarves know a little about explosives, but Qunari assassins have been known to hunt down and kill anyone who looks like they might give the secret of controlled explosions to those not of the Qun.
* FantasyKitchenSink: Averted, mostly. While there are plenty of standard fantasy creatures about, the writers did a decent job in coming up with [[OurOrcsAreDifferent alternate]] [[OurZombiesAreDifferent backstories]] for [[OurDragonsAreDifferent each]] [[OurDemonsAreDifferent of]] [[OurGryphonsAreDifferent them]] that explain coherently how they can all exist in the same setting.
* FemmeFatalons: Desire Demons.
* FromBadToWorse: The series as a whole makes a pretty good posterboy for this trope. It ''starts'' with a Blight, which is bad enough, but it manages to be one of the shortest and least damaging Blights in recorded history in spite of all the political turmoil in Ferelden mucking things up.
** Fast-forward to [[VideoGame/DragonAgeII DA2]]: A minor kerfluffle with some stranded Qunari in the city-state of Kirkwall (and a long-lost ArtifactofDoom) sets up an already fragile Mage/Templar relationship for a dive off the deep end and [[spoiler:then the one mediator that could have saved it goes boom.]] In response the Templar commander goes batshit, the mages follow suit and now it's on between the mages and templars all across Thedas.
** Next comes [[VideoGame.DragonAgeInquisition DA:I]]. At this point, the Mage-Templar War has lost almost all sense of meaning to either party; they're just out to kill as much of each other as possible. One last peace talk is called and then the one mediator that could have saved it goes boom. On the plus side, most of the mages and templars that were at each others throats also die in the explosion effectively ending the war, only now there's an [[spoiler: ancient Tevinter magister]] running around with aspirations for godhood and a giant rend in the Veil provides an ample opportunity for demons to invade the material world and make things (even more) miserable. *''deep breath''* And we're not done yet.
** TheStinger and the ''Trespasser'' DLC reveals [[spoiler: the return of the elvhenan mage that created the Veil and he is none too happy with how the future has turned out for his people. DA:I closes with rumblings of a new Qunari invasion building in Tevinter and Solas/Fen'Harel's oath to tear down his creation to once again merge the Fade with the waking world, an event which would be cataclysmic ''at best''.]] CrapsackWorld indeed.
* FunctionalMagic: A person has to be born with the ability to use magic. Magic is performed by drawing power from the Fade. Device magic is also present in enchanted items created by the Tranquil as well as most of the items you create with higher-tier poison-making and trap-making.
* FunWithAcronyms: The name of the game's world, Thedas, comes from the general working name "THE Dragon Age Setting."
* GiantSpider: The series ''loves'' these and feature in all three games. The standard ones resemble skinned cows, in the first game could use webbing to entrap the player and use Overwhelm: [[NightmareFuel overpower and pin you before biting you to ribbons.]] The poison ones, well, poison, and are a simple PalateSwap in ''Origins,'' resemble Black Widows in ''II'' and a hairless Tarantula with Huntsman or Maneater coloring in ''Inquisition.'' Then there is corrupted spiders, much the same except based on the Australian Funnelweb and even more aggressive, giant ''giant'' spiders as guest bosses and the Nightmare Demon, it and it's minions are a cross between spiders and scorpion and invoke SpidersAreScary for intimidation. Rogues can summon them and mages can turn into them.
* {{God}}: The Maker has a lot of similarities with the Abrahamic God. Even comes with his own [[CrystalDragonJesus Jesus]], who also doubles as Mohammed.
** Then again, he has a lot of differences, too. In fact, to anyone well versed in Christian theology it seems like the Maker was specifically meant to be as opposite a monotheistic deity to the Christian God as possible without being a GodOfEvil.
*** The Maker wanted his creation to go out and make their own lives and got upset when they decided to spend all their time giving him praise, while God (partly) created so that there might be something other than themselves that could return their love, and got upset when Satan tried to turn away from him.
*** The Maker abandoned humanity because of their sin, while not only does the Bible emphasize how God [[{{Determinator}} ''Will NOT'' give up on us]], but it's the central aspect to all of Christian Cosmology.
* GoodVictimsBadVictims: Most Southern Thedas humans detest the [[TheEmpire Tevinter]] [[TheMagocracy Imperium]] and Orlesian Empire for conquering and enslaving ''them'', but could care less about the elves enslaved and exploited beside them. [[spoiler:When ''VideoGames/DragonAgeInquisition'' reveals that Ancient Elvhenan was TheEmpire not unlike Tevinter and fell to internal strife rather than conquer, and that the elven attack on Red Crossing actually did happen, most characters [[VictimBlaming treat this as complete justification for humans enslaving elves]].]]
** In particular, [[FullCircleRevolution not too long from being freed from Tevinter, Orlais conquered and occupied its neighbors for centuries]], most famously Ferelden and the Elven Dales. While Orlais' occupation of Ferelden is condemned as unforgivable, its occupation of the Elven Dales is praised in-unvierse since the elves were "isolationist" and "unfriendly" in the years leading up to the war.[[note]]Not aiding humans during the Second Blight, turning away trade caravans and missionaries, and fighting in border skirmishes that ended with the alleged [[spoiler:confirmed]] elven attack on the small human village of Red Crossing.[[/note]]
* GossipEvolution: The series has some fun with how stories mutate and become changed in the telling. For example, in Dragon Age Keep, Varric will tell of how a City Elf Warden "joined a fight for elvish rights"; which is a funny way to say [[spoiler:killed a bunch of people rather than be raped/have their fiancee raped by the son of a human lord.]] It's technically accurate but sure makes it sound more noble than it was.
* GreatOffscreenWar: So many it's hard to pick out a single defining one. The oldest known example is the Tevinter Imperium versus the elves of Arlathan [[spoiler:though according to Abelas in ''Inquisition'' Arlathan was actually destroyed in a ''civil'' war]]. Then came the first four Blights, Andraste's rebellion against the Imperium, the Exalted March on the Dales, and the invasion of the Qunari.
* GreenRocks: As if the green-blueish veins of lyrium itself weren't enough, Dragon Age also has lifestones, a rare rock that has existed in close proximity to lyrium ore, and as such, they have absorbed some of its traits. Crushing a lifestone gives the user a small bonus to nature resistance for a short time -- reasonable enough. But in addition, lifestones enhance the natural properties of other materials used in item creation, and how! These magic rocks are used as natural property 'enhancers' in all sorts of antidotes, salves, poisons, and grease traps, of all things, conveniently making things more healing, more deadly, more acidic, or more greasy just by mere presence, it seems.
* GroundPunch: The golems repeatedly punch the ground with their fists as their primary area-of-effect attack.
* HalfHumanHybrid: An odd subversion. Humans and Elves can have children with no problem, but the child is always indistinguishable from a human except for vague facial traits. There are a few references to possible human-dwarf or elf-dwarf crossbreeds, but no details are given and no examples have been confirmed.
* HarmfulToTouch: Lyrium.
* HereThereWereDragons: Griffons have died off, the elves have been subjugated and lost their immortality and most of their cultural heritage, magic is rare, dragons were thought to be extinct until a very few were seen at the start of the age, the Tevinter Imperium fell in all but name long ago and its gods were turned into Archdemons, and perhaps the most fantastic thing is the advent of an apocalyptic horde led by said Archdemons and hellbent on destruction. Oh yeah, it's the sticks all right. Of course, main characters being what they are, they'll uncover plenty of special things that are still in the world.
** TheDragonsComeBack: The game is actually called "Dragon Age" because that's the age the story takes place in. Each age is named at the end of the previous one based on portents and signs. It's called the Dragon Age because dragons just recently started reappearing after being nearly hunted to extinction. Hell, one of the endings has [[spoiler:Morrigan setting up an old god to be reborn, uncorrupted, as a human]]. And [[spoiler:some Grey Wardens found a few griffon eggs as well]].
* HiveMind: Possessed in some form by the dwarves in the distant past. This has long been lost along with connections to [[spoiler: the Titans.]]
* HoldYourHippogriffs: Dwarven curses include "Go take a long breath out of a short shaft," which from context and phrasing probably means "Go die in a hole." It might be a modification of "go take a long walk off a short pier", or even "go suck a prick", basically, "shut up" or "go f*ck yourself".
** The above saying most likely refers to the breathing of lyrium dust in the mines. Lyrium is basically the setting's magical macguffin, but it is very toxic to mortal beings. Breathing lyrium dust can, even in the best of circumstances, reduce you to a gibbering idiot, at worst, well...you don't want to know.
** They also use "Nug-humping" where a modern person would probably use "Motherfucking."
** In addition, there's the phrase "by the maker", as well as a few references to Andraste throughout the games.
* TheHorde: The darkspawn. They especially like to leave people completely burned, hanging on display, or stuck in the ground with a large object lodged in the body.
* HornedHumanoid: Desire demons. The Qunari also have horns -- although the rare ones without horns are actually considered special in their society.
* HornyDevils: Desire demons, whose idle animations during conversation include acts such as feeling themselves up.
* IdiosyncraticCoverArt: All covers of the core games prominently feature a dragon on them, although on the ''VideoGame/DragonAgeInquisition'' cover, its shape is formed very subtly in the negative space in the midst of a cloud of demons descending from the sky. Also, until ''Inquisition'', all covers featured a lot of blood, even on the ''VideoGame/DragonAgeOriginsAwakening'' cover that didn't have a dragon on it.
* ItemAmplifier: The series allows you to improve various aspects of your weapons with runic enchantments (removable in the first game, overwritable in the second).
* InformedAbility: Abominations are said to be so powerful that just one is enough to take down an entire squad of Templars, but both the Warden and Hawke kill dozens of them with little fanfare.
** Mages are said to be so dangerously powerful that a single blood mage can take out a whole squad of soldiers with ease, and a dozen mages can rival a whole platoon. As of the [[VideoGame/DragonAgeII second game]], the mage class is now mechanically fairly equal to the warrior and rogue classes, making rogue mages that Hawke and the Inquisitor encounter not much harder to kill than random bandits.
* InformedAttribute: The Joining is stated to be fatal to most recruits who attempt it, but of the 8 Joinings we have seen so far[[note]]The Warden, Daveth, Mhairi, Oghren, Anders, Sigrun, Nathaniel Howe, and Velanna[[/note]], 6 survived. It also raises the question of how the Wardens would maintain a presence (which is strong, even a decade past the Blight) as an organization if the initiation rites killed off so many recruits.
* InterspeciesRomance: While rare, this does happen in the setting and can produce offspring. It is generally seen as taboo among elves to breed with humans as the resulting offspring will always be more human than elf. The player characters of all three games can potentially enter into such a relationship.
* JerkassGods:
** The Chantry treats the Maker with absolute reverence and makes the quest for His forgiveness of mankind's sins its primary goal, even though their canon makes the Almighty sound like a fickle, rather short-fused deity with a penchant for DisproportionateRetribution, lack of any actual love (or even vague sense of parental responsibility) for His creations, and no problem playing favorites for a girl in ways even Zeus might have called out of line. The Chantry preaches that He is God, but doesn't really make a very good job of painting Him as a ''good'' god. Ironically, it's the less orthodox if not borderline-blasphemous interpretations like Leliana's that attempt to paint the Maker as a God who someone may actually want to revere.
** If the Old Gods of the Tevinter Imperium didn't fit this trope before, they definitely do after they become insane Archdemons that lead the darkspawn in a bid to kill everything. Certainly Corypheus's account, if it can be trusted, indicates that if Dumat knew what the results of his goading would be, he was a complete jerkass.
* JustAMachine: Many people regard Tranquil mages in such a manner.
* JustAStupidAccent: The human nations all speak English with an accent and a few words of the appropriate real life language sprinkled in. The dwarves and Dalish do the same, with North American and Welsh accents respectively. This isn't translation convention either, it's acknowledged in-universe; the CommonTongue has gradually superseded the local languages over centuries.
* KnightTemplar:
** Unsurprisingly, the Templars themselves fit this trope perfectly. While they do hunt down bad mages, many of them have a hard time differentiating a bad mage from a perfectly good one, and are all too willing to completely purge the Circle if anything goes wrong. This has happened ''at least once per century'' for the last seven hundred years. According to the Codex, candidates for the order are chosen first and foremost for religious conviction and martial aptitude. They're administered lyrium in order to assist them in fighting evil mages -- but a conversation with Alistair implies that the entire purpose of the lyrium is to get them addicted, ensuring their loyalty. They track and destroy dangerous rogue mages -- but a conversation with Wynne implies that many mage-hunters take a sadistic pleasure in their work. Whether the Templars are ''necessary'' is a matter of debate in-game as well as among the fandom.
** Many mages however also fall into this category, most prominently Anders. Which is exactly the point, as both sides are often NotSoDifferent.
* LegendaryWeapon: Any weapon (or, indeed, any item) that unlocks a [[EncyclopediaExposita Codex]] entry. Additionally, if you acquired the weapon Vigilance in ''[[VideoGame/DragonAgeOriginsAwakening Awakening]]'', the epilogue mentions that it went on to become one of these.
* LeftJustifiedFantasyMap: Inverted (literally) in two ways. First in that it's right justified, second in that [[NorthIsColdSouthIsHot unlike most]] MedievalEuropeanFantasy lands it gets colder as you get further south and warmer up north. The combination means either [[http://dragonage.wikia.com/wiki/File:ThedasMap.jpg the setting]] is in it's planet's southern hemisphere... or this trope is being played straight and the map's upside down.
* LegionOfLostSouls: The Dwarven Legion of the Dead, who will accept anyone into their ranks no matter their background and hold a funeral for the new recruit upon their induction.
** The Grey Wardens themselves are a bit of this too, since they have no objections to drafting anyone - regardless of race, background, or criminal history - who they think will be strong enough to fight the darkspawn.
* MageKiller: Templars. Although they have shown on multiple occasions they aren't too competent in their job.
* MageTower: The Circle of Magi is housed in one. First Enchanter Irving [[LampshadeHanging lampshades]] the trope when he grumbles about all the stairs that it necessitates. (Unusually, the tower itself predates the Circle.)
** A tower seems to be a mage's natural habitat in this setting. The Tevinter magisters are said to have lived in towers since long before the Chantry was founded, and Wilhelm, Avernus, and the Mad Hermit all either built or claimed towers as their homes after slipping the Circle's leash.
* MagicalSociety: The Circle of Magi, naturally. Unlike some instances, not all mages are happy to belong to it.
* MagicIsAMonsterMagnet: All magic is tied to the Fade; in fact, in ''Inquisition'', it's revealed that magic is cast by calling pieces of the Fade into the real world and willing it into a defined shape. The problem is that the Fade also happens to be where spirits and demons reside (and it's highly implied that spirits and demons are themselves pieces of the fade given definition). Therefore, using magic tends to get their attention.
* MagicMirror: The ancient elven civilization of Arlathan used mirrors called Eluvians to communicate over long distances and, very likely, other purposes whose secrets have been lost over millenia.
** ''Literature/TheMaskedEmpire'' and ''Videogame/DragonAgeInquisition'' reveal that [[spoiler: it was a veritable portal network, replacing tens or perhaps hundreds of miles' worth of travel with the length of a leisurely stroll.]]
* MagicPoweredPseudoscience: Everything in the ''Dragon Age'' universe draws power from two magical sources: the Fade and Lyrium. Since Dwarves are cut off from the fade, Dwarven technology tends to be built entirely on Lyrium. Ancient Arlathan technology may have been powered by both.
* TheMagocracy: The Tevinter Imperium, of course. Officially, it's a Republic complete with a bicameral legislature and actual elected officials. It just so happens that all the wealthy families who hold the real power are the product of centuries of eugenistic marriages meant to increase the magic prowess of the oligarchs.
** As was [[spoiler: Elvhenan, with a slight subversion: in the ancient elven empire, '''everyone''' was a mage, but the most powerful ruled over the rest]]. Inquisition and Trespasser heavily hint that [[spoiler: Tevinter didn't destroy the ancient elven civilization (at most it conquered the crippled rump state that remained after Elvhenan destroyed itself in a civil war) but '''mimicked''' it]]
* {{Mana}}: One of the few fantasy tropes Dragon Age plays straight, though [[AntiFrustrationFeatures it regenerates quickly]].
* MaximumHPReduction: Traps and {{Non Lethal KO}}s inflict [[http://dragonage.wikia.com/wiki/Injuries injuries]] on the characters. In the [[VideoGame/DragonAgeOrigins first game]], these included both permanent health damage and other stat penalties, but only the former was present in the [[VideoGame/DragonAgeII sequel]]. Injuries can generally only be removed by returning to the PlayerHeadquarters or consuming a specific item. In ''DAO'', only Spirit Healers could remove injuries magically (but not from themselves); in ''[=DA2=]'', Spirit Healers can instead protect the entire party from injuries with a high-level perk.
* MeaningfulName: The [[ProfessionalKillers Antivan Crows]]. A group of crows is referred to as a [[IncrediblyLamePun murder.]]
* MedievalEuropeanFantasy: With some alterations, of course.
* MedievalStasis: As explained [[http://greywardens.com/2010/04/dragon-age-technology-and-the-passage-of-time/ here]], magic pretty much prevents progress, while the Qunari, who are squeamish at best with regard to magic, have access to gunpowder. The dwarves, completely unable to use magic, are advancing too, but slowly. The smokeless fuel they use was invented within living memory, and the ancestral Shield Of Aeducan is pretty much identical to early-game junk shields. Conversely, Cullen in the third game interprets "held up against the Darkspawn for hundreds of years" to mean "not reinforced to withstand modern siege engines". And how true it is when put in practice...
** It is zig-zagged in that, while some technologies are improving, others still haven't regained their previous heights. Human and Dwarf culture were at the height of their power about 1200 years before the Dragon Age, and after both civilizations were beaten to the brink of extinction by the first blight much was lost that has yet to be relearned. Armor and weapons from that time are of the same kind as the modern equivalents, but beyond the craft of even the most gifted modern craftsmen in quality. The Imperial Highway, a construction of ordinary (but cunningly made) masonry aided by magic, is beyond the ability of the modern kingdoms to even maintain.
* MentalWorld: The Fade, a place of dreams and imagination, where those connected to the Fade go when they sleep.
* MilitaryMage: Knight-Enchanters are mages who serve in the military (mainly the [[TheEmpire Orlesian]] armed forces), often without [[MageKiller Templar]] supervision. This is very rare, however, because mages are distrusted by the general population, and it takes a lot of dedication and effort to receive that rank for a mage. Vivienne, a companion in ''VideoGame/DragonAgeInquisition'', has received Knight-Enchanter training, although it is unknown where, if at all, she had served before.
* {{Mithril}}: While mithril itself (or anything similarly named) doesn't appear to exist within the Dragon Age setting, its traditional role seems to be taken by the metal silverite. It is exceptionally rare and valuable, is a beautiful, clear silver color, hard enough that it serves as the second best armor material in almost every game it appears in (normally surpassed only by dragonbone) and light/flexible enough that in Inquisition, armor made of it has the unique property of being wearable by members of any character class regardless of type (so even silverite plate armor could be worn by a rogue or a mage. Mind you, this is still rarely done as these classes aren't expected to need heavy armor anyway, wearing their own unique types mostly for the stat bonuses). In Origins, it also appears to be extremely harmful to the darkspawn - likely the reason that Grey Warden weapons and armor are traditionally made of it.
** Silverite is also not unbreakable, which leads to another reason it is usually only used by the rich: it is nigh impossible to repair completely. Any attempt will leave flaws in the armor or blade that will inevitably break again, and far more severely the next time. Hence, damaged silverite needs to be replaced completely, which is, naturally, expensive.
* MoralityKitchenSink: Present in the first game, ramped up in the second.
* MuggleMageRomance: Actually quite common in the series, despite a heavy social stigma on dallying with mages (magic is viewed as evil by the dominant religious groups and children of mages are more likely to develop magical abilities themselves), although most end in a lot more tragedy than Malcolm and Leandra's (he died of natural causes after raising three kids with her).
* MutantDraftBoard: The Circle of Magi, which is mandatory for all mages in human settlements on pain of being hunted down by Templars. Unlike most examples of the trope, the Circle ''don't'' control themselves; [[TheChurch the Chantry]] does, though there's a Fraternity of Enchanters who at least get to argue on their charges' behalf. When Wynne appears in ''Awakening'', she mentions that there are factions who want to pull away entirely from the Chantry, which even Anders (who has at least seven escape attempts to his name) considers a recipe for disaster. After six years in Kirkwall, however...
* MysticalPlague: The Blight disease spread by the darkspawn is said to be a curse by the [[{{God}} Maker]] upon the Tevinter Magisters, who turned into the first darkspawn themselves under its influence.
* {{Mythopoeia}}
* TheNarrator: After his successful tenure as one in ''Dragon Age II'', Varric becomes the ''franchise's'' official narrator, as his voice actor Brian Bloom provides the narration in ''Dragon Age Keep''.
* NGOSuperpower: The Grey Wardens.
* NoBiologicalSex: Spirits of the Fade are technically genderless. Even [[HornyDevils Desire Demons]] only appear to be female to make tempting mortals easier, and, while not seen in-game, they are mentioned to take male forms if that would work better on their targets.
* OhMyGods: Most swears in the series are by the [[{{God}} Maker]] or [[CrystalDragonJesus Andraste]] ("By the Maker!", "Andraste's blood!", etc.), exceptions including the dwarves, who swear by their ancestors, and Dalish elves, who swear by the creators. Most of the ones involving Andraste tend to involve her body.
** A favorite:
-->'''Shianni:''' ''Andraste's ass'', you'd think I'd learn some social graces.
** Andraste's Knickers also make an appearance. Isabela adds "Andraste's granny-panties!" to the list in "Mark of the Assassin".
** Varric's reaction to finding out that [[spoiler:Meredith had the mind-warping lyrium idol forged into a sword]]? "Andraste's dimpled buttcheeks!"
** One of Alistair's curses overlaps with UnusualEuphemism: "Andraste's knicker-weasel!"
** Lots of enemy mooks will shout "Andraste's tits, they got me!" when injured in ''VideoGame/DragonAgeII''. ''VideoGame/DragonAgeInquisition'' adds Blackwall's "Maker's balls!"
* OnceAnEpisode: The recurring lines "Swooping is bad." and "Your glibness does you no credit." show up at least once a game. Both lines only occur in the presence of jokes.
* OneGenderRace: The descendants of [[CrystalDragonJesus Andraste]] have all been female; her only biological children were daughters, who only had daughters themselves, and so on. As such, nobody knows who her present-day descendants are because historians lost track of the families her great+ granddaughters married into. [[ArtisticLicenseBiology In reality]], it's the father whose genetic material determines the child's sex, but this ''is'' Andraste we're talking about, so AWizardDidIt applies.
* OneMythToExplainThemAll: The series is leaning in this direction, as of ''Franchise/DragonAgeInquisition''. It seems that all (or most) of the belief systems in the story have a grain of truth to them somewhere, but the common thread that links them all hasn't been revealed yet.
* TheOrder: The Grey Wardens, the Templars, the Circle of Magi, the Legion of the Dead...
* OurDemonsAreDifferent: They've got a few of the standard [[DemonicPossession traits]] and [[DealWithTheDevil tactics]], but rather than being diabolical monsters, they're merely the evil half of the population of spirits inhabiting the Fade, the setting's SpiritWorld.
* OrwellianEditor: The Chantry and southern Thedosian historians took historical figures that were elves and/or mages and changed them to be... not elves and/or mages. So far, by the time of ''Dragon Age: Inquisition'' and its [=DLCs=]:
** It has been revealed that Tyrdda Bright-Axe, the foremother of the Avvar barbarian civilization, was [[spoiler:a mage, and that "axe" was likely deliberately fudged by Andrastian scholars from "Hafted weapon". This was discovered because Tyrdda's "bright axe" is actually a mage's fire staff]]. The Avvar themselves knew this all along, not being subject to Chantry doctrine.
** Lord Inquisitor Ameridan, the leader of the first Inquisition, is portrayed as a chaste human warrior in Chantry doctrine. [[spoiler:None of those three words are applicable to the real deal: He was an elf mage who had an elven lover who was also a mage.]]
** The Canticle of Shartan, a part of the Chant that details the leader of the elves who followed Andraste, is apocryphal and does not exist according to the Chantry.
** Cassandra laments this, that she will be remembered as the one who slew the dragon in ''Anime/DawnOfTheSeeker'', and none of the mages who were combat support will be remembered simply because they're mages. One wonders just how many ''other'' valorous deeds by elves and mages were erased from history by the Chantry.
* OurDragonsAreDifferent: Dragons in ''Dragon Age'' are quite a rare sight overall, having only recently reappeared after they were long believed to be extinct - heck, the present Dragon Age was only named as such ''because'' of the dragons' reappearance! Most of them are fairly small juveniles and drakes; only impregnated female dragons get huge like the beasts of legend and grow wings, and are ''extremely'' rare. [[spoiler:(In ''Origins'', there's a single true dragon, in the classical fantasy sense, in the game; there are at least two other winged females, but they're much younger and smaller.)]]
** [[spoiler:There's one in ''Awakening'', or two if you reawaken the Queen of the Blackmarsh.]]
* OurDwarvesAreAllTheSame: Subverted. Although they still possess a few of the standard traits (mostly living underground and with a heavy focus on smithing), their rigid caste society and customs make them very different from Tolkien-esque dwarves. One of the classics is completely avoided: dwarven beer is ''horrible'' because it is brewed from ''lichen''. The dwarves also have American accents, as opposed to the traditional Scottish ones. Only a third of them have huge beards as well.
** They also seem to be quite sexual for standard fantasy dwarves. "Noble hunting", which is a nice way of saying "gold digging", is openly encouraged in dwarven society. There are as many dwarven prostitutes at the Pearl as there are elven prostitutes. And tellingly, the PC can get shagged in only two of the six origin stories, but only the Dwarf Noble origin lets the main character have a three-way with two noble hunters. [[spoiler: And you may later find you got one of them pregnant. ''And'' the kid got stripped of his caste after you were exiled. So, good luck dealing with that!]]
** ''VideoGame/DragonAgeII'' introduces us to Varric, a charismatic, cunning and compassionate crossbowman, who did not build his own crossbow and thus does not qualify for GadgeteerGenius status, and ostentatiously refuses to sport a beard.
* OurElvesAreBetter: Inverted. Elves are discriminated against, have lost their immortality (according to ''elvish'' folklore), and were enslaved for a thousand years. The slavery may have ended, but the discrimination, segregation, and second-class citizenry certainly didn't.
** This is so in terms of stats, too. Instead of having superior physical grace like typical fantasy elves, ''Dragon Age'' elves only have bonuses to Willpower and Magic, meaning humans are physically superior to elves in every way; larger, stronger, tougher, ''and more agile!''
** According to lore, this held true in the distant past however, with elves being immortal beings with a strong connection to the Fade and a shining beacon of civilization. [[spoiler: They also enslaved their own people and were remarkably power hungry, making them possibly worse than the current Tevinter Imperium.]]
* OurGhoulsAreCreepier: Ghouls are people and animals infected and driven mad by the darkspawn's taint. They are called ghouls because the taint tends to make them cannibalistic. They also suffer from physical deformations; humans, elves, and dwarves suffer blotchy, rotten-looking skin, while animals can be much more heavily deformed, including [[SpikesOfVillainy spikes]] protruding from the flesh. Humanoid ghouls end up joining the darkspawn HiveMind and becoming slaves of the darkspawn, including forging weapons and armor for them. Unless they are women. Then they get to become [[MotherOfAThousandYoung Broodmothers.]]
* OurOrcsAreDifferent: Darkspawn fit the classic Tolkien Orc criteria enough to fit and look enough like Orcs as well. Indeed, they're closer to Tolkien Orcs than most of the ProudWarriorRace Orcs now in fantasy. The Deep Roads is Moria, and [[spoiler:the Broodmother hints at the idea in ''The Silmarillion'' that orcs are corrupted elves.]] And it manages to [[SerialEscalation get even worse]] when you meet The Mother in ''Awakening'', who [[spoiler:is different from broodmothers in that she is 1) fully sentient, 2) capable of commanding other darkspawn, including broodmothers, and 3) cacklingly insane.]]
* OurVampiresAreDifferent: They're people possessed by hunger demons. Since hunger demons are barely sentient, they're not as cunning as traditional vampires.
** NotUsingTheZWord -- they're never referred to in-game as vampires. Indeed, they're counted more as walking corpses, rather than their own kind of undead, though they are among the most powerful of the walking dead.
* OurWerebeastsAreDifferent: Said to be the result of demonic interference [[spoiler:which may be true, but the ones you meet are the innocent victims of an indiscriminate RoaringRampageOfRevenge who were brought back to sanity by the very spirit who was forced into it. [[DarkIsNotEvil They can even join you]].]]
* OurZombiesAreDifferent: There's two kinds of zombies in the ''Dragon Age'' franchise. The first are corpses possessed by hunger demons that don't spread a virus of any kind, but they are still hostile and will devour people alive if given the opportunity. The second ones are ghouls, which are people who contract the [[TheVirus Darkspawn Taint]] and instead of dying become indoctrinated by the Archdemon. Most of the ghouls are docile, mindless husks that just shamble around and are unable to spread the Taint, but a number of them become darkspawn themselves.
* PassionIsEvil: Spirits and demons are attracted to extraordinary persons, places, things and ideas. They can take interest in a particular person, or group of people, if they demonstrate powerful or complex emotions or take interesting actions. It's noted, also, that personal passions, dreams and desires both attract, and ''create'', demons.
* PotionBrewingMechanic: Potion making usually revolves around discovering recipes for various potions and collecting ingredients for them.
** In ''VideoGame/DragonAgeOrigins'', potion-mixing is tied to the Herbalism skill, which every party member can learn and use. More powerful recipes require higher levels in the skill, and ingredients are found or bought in individual samples that are consumed to produce potions.
** In ''VideoGame/DragonAgeII'', Hawke no longer needs any alchemical skills and instead orders potions and poisons from a friendly herbalist for a small fee. Ingredients are no longer collected in individual samples, but marked as "resources" and can be exploited indefinitely, although more powerful potions require multiple sources of the same ingredient and some unique ingredients like Ambrosia can only be used once.
** ''VideoGame/DragonAgeInquisition'' mixes the two previous games' approaches in that you once again need to collect individual components for each potion, but not longer need any potion-making skills, as the Inquisitor, like Hawke, orders the potions from the Inqusition's herbalists at Skyhold or the field camps.
* ProudWarriorRaceGuy: The Qunari; to a lesser extent, the Warrior and Noble Caste Dwarves. Although we've only seen the Qunari invasion vanguard and rogue Qunari mercenaries in game. It's strongly suggested Qunari who fulfill a non-warrior role in Qunari society according to the Qun are also respected... unless they're mages.
* PubertySuperpower: Though not a hard and fast rule, mages generally come into their powers at the onset of puberty. (Some do get them earlier; [[spoiler:Connor Guerrin]] is one example, and Wynne remarks in party banter that she entered the Circle of Magi at the age of nine. In the Mage origin, Jowan mentions being abandoned at the Chantry and living in the Circle since the age of five or six, and the starting narration of that same origin states the Mage Warden was found to have magical skills at an early age without mentioning an exact year. Though Jowan does say about the Harrowing that the Mage Warden is done with it and they never called Jowan for ''his'' Harrowing, "and I've been here longer than you have.")
* ThePunishment: According to the Chantry, the mages who tried to usurp heaven were turned into the first darkspawn by the Maker and that the darkspawn taint is the physical embodiment of their sin. Considering everything that happened afterwards, it makes one wonder why the Maker simply didn't smite them with lightning instead. Apparently, it's because he ''wanted'' their punishment to be all of humanity's punishment as well. One thing the Chantry's lore (if accurate) makes perfectly clear about the Maker: he's a real bastard.
* RecruitedFromTheGutter: Happens to a lot of Gray Wardens in ''Franchise/DragonAge''. Depending on the Origin you choose in ''VideoGame/DragonAgeOrigins'', this could be how your character ends up in the Wardens, with backstories involving everything from a lift of crime and poverty to being exiled for a crime they didn't commit to being orphaned.
* ReligionIsMagic: Averted. Although the dwarves, the elves, and the humans all have their own faiths, none of these faiths are actualized with their own magics. The Chantry's templars, for instance, merely wield anti-magics. While [[spoiler:the Urn of Sacred Ashes]] is capable of performing miracles, Oghren suggests the possibility that the large, unusually pure [[AppliedPhlebotinum lyrium]] vein not too far away inside the rock [[MaybeMagicMaybeMundane may be responsible for its powers]].
** The entire Urn of Sacred Ashes quest is problematic for an otherwise aversion to this trope. Sure, the Ashes' ability to break curses can be chalked up to all that undiluted lyrium surrounding it for 900 years... but then we face problems with things like, say, the Guardian, who explicitly says that he's been alive for almost a full millennium out of sheer devotion to the Prophetess. It also does nothing to explain the spirits of Andraste's associates who just stand around asking riddles, or the apparition that appears to the Warden that somehow can read their minds and take on the form of a loved one. The only explanations that would possibly make sense in the context of the DA universe is that there really ''is'' something to this whole "Andraste, Bride of the Maker" thing... or [[EpilepticTrees that Andraste was a blood mage and all the spirits around her tomb are demons she's bound to that place]]. Or [[AWizardDidIt extend the lyrium explanation a bit more]].
*** Dragon Age Trespasser finally has an implied explanation to cover this without subscribing to this trope: [[spoiler: like a deceased Leliana in II/Inquisition, the many spirits encountered by the Warden in the Gauntlet are spirits who have broken through the veil (which is greatly weakened due to the sheer amount of lyrium) and took on the various physical forms. An explanation that fits very nicely with the lore, seeing not only do Cole and Leliana exist, but a similar, milder case can also be seen at Warden's Keep)]]
* RivalsTeamUp: The first time the Orlesian Empire and the Tevinter Imperium joined forces, they stopped the Third Blight in just 15 years. The second time, they beat back the Qunari from the mainland. Too bad their cooperation never lasts.
* RuleThirtyFour: Happened InUniverse to, of all people, one of the '''[[HighPriest Divines]]''':
-->''Records of Rosamund describe her as a radiant beauty, and she captured the hearts and imaginations of the Orlesian public almost immediately. Not long after she was crowned Divine, erotic art and literature featuring her began to make an appearance in noble Orlesian circles. The situations depicted in these works were entirely fictional; Divine Rosamund led a life that was beyond reproach, but it seemed that purity only served to fan the flames of creativity in her "followers." To them, reality was a meddlesome creature to be punted off the nearest cliff, and they showed no restraint in portraying the Divine in the midst of activities both forbidden and [[AnatomicallyImpossibleSex often physically impossible]].''
* RunningGag:
** A variation. In every ''Dragon Age'' game so far, someone can (possibly) die by taking an ogre to the face. Cailan dies this way in ''Origins'', Varel can die this way in ''Awakening,'' and Bethany or Carver in ''VideoGame/DragonAgeII''.
** Much like the above, if a Templar is shown to be nice, reasonable and not a KnightTemplar, chances are they're going to end up dying. ''VideoGame/DragonAgeII'' in particular was bad with this.
** Another gag is foreign characters commenting that Ferelden "smells like wet dog", to which the player character can respond in variants of "It does not smell like dog!"
--->'''The Warden''': And garbage!
--->'''Sten''': Yes, I was trying to forget that.
** There are a ''lot'' of references to cheese, particularly the infamous, stinky Orlesian kind.
** Ham from the Anderfels [[ItTastesLikeFeet tastes of despair.]]
-->'''Tallis:''' How can ham taste like despair? [[FridgeLogic And why would anyone eat it if it did?]]
** Spiders. In the first game they were vicious, frightening foes, in the second the various characters would joke around about them being a threat anywhere and the third had codex entries that both played them up for humor and drama, several quests revolved around them and SpidersAreScary becomes weaponized. It's reached the point where ''Tevinter Invasion'' could well have a spider RomanceSidequest as they have maybe even more focus than dragons.
* SacredScripture: The Chant of Light is the holy word of the Chantry, but just like the Qu'ran it's meant to be spoken, not read. While people obviously read the Chant, they only do so in order to memorize and recite it.
* ScaryDogmaticAliens: The Qunari have a very strict caste system and don't really understand or like the idea that there might be other, equally viable, social organizations.
--> '''Sten''': I don't understand your people. Your smiths want to be merchants, your merchants want to be nobles, and your nobles want to be royalty. Why is no one happy in their station?
* SceneryGorn: There's an awful lot of wreckage encountered throughout the series. Notably, people going through the Deep Roads will be lucky to find one intact structure in any given area.
* ScrewYouElves: In the time most of the media is set, elves are second class citizens to the humans and in past were slaves of theirs. The elves claim to have been immortal before humans came along but there's no hard evidence one way or another. There is definitely evidence that they had access to incredible magic, and that they even lived in harmony with the humans at one point.
* SecondComing: Mostly within the lore of the game series itself: The Maker is prophesied to return and make his world a paradise once the Chant of Light has been sung from all the corners of the world.
* SevenDeadlySins: Condensed into the main five types of demons encountered in the Fade: Rage (wrath), Hunger (gluttony), Sloth (also, according to the codex, envy), Desire (greed and lust), and Pride. Just as in real-life Christianity, Pride is considered the most evil of all by the Chantry because they are the most likely to gain full sentience and therefore more freely amass power.
* ShockwaveStomp: Ogres and Golems tend to be frequent users of this.
* SinglePreceptReligion: The [[http://dragonage.wikia.com/wiki/Chantry Chantry]] is an unusual example. It has immense detail in its history, hierarchy, style and so on, but its actual teachings are pretty much limited to "Magic exists to serve man, not to rule over him." This seems rather odd in a role playing game which often asks the player to express either devotion or disdain for the chantry, despite knowing virtually nothing about it beyond it being the religion of the land.
** The Chantry's main reason for existing is spread the teaching of its prophet Andraste to the entire world in the hopes that their creator-god will return to humanity after leaving when Andraste was betrayed and executed.
* SlidingScaleOfContinuity: Level 4 (Arc-Based Episodic). The series is notably more lax about its continuity than its sci-fi sister series ''Francise/MassEffect'': while there are definitely several enduring {{Myth Arc}}s, each installment so far (including supplemental novels and comic mini-series) is a largely self-contained story that happens to push one or more overarching plots along. This is helped by the fact that individual installments usually focus on different (albeit often [[CharacterOverlap overlapping]]) main characters and are set in different parts of the world at different times; also, an occasional {{retcon}} by the writers prevents the established canon from being too reliable.
* TheSoulless: The darkspawn. Except for the Archdemon, since it was formerly an Old God, and "essence" is apparently synonymous with "soul", since there's no room for both in one body.
* SpeaksInShoutouts: The Chanters, who can only speak in quotes of the Chant of Light.
* SpiderSense: Once a person becomes a Grey Warden, they can sense the darkspawn -- and vice versa. Your character may even say "Warden senses tingling!" Mages all have the ability to detect disruptions in the Veil that can, with practice, allow them to detect spirits and especially powerful spells.
* SpiritWorld: The Fade.
* StandardFantasySetting: As [[WebAnimation/ZeroPunctuation Yahtzee]] emphatically called it; just compare the setting elements to the trope title.
** Dwarves/Elves/Humans -- other races are present, but these are the provided player character options.
*** Inquisition adds the Qunari as a player option, a slightly minotaur like race who have been around since the first game where you could have one in your party.
** OurMonstersAreDifferent -- Thedas's demons and werewolves are different. Dragons seem to occupy the same role in Origins, but backstory reveals more and more differences.
** FunctionalMagic and MagicAIsMagicA -- as per necessity, when magic is a game mechanic.
** LinearWarriorsQuadraticWizards -- a single Templar to execute a potentially dangerous Mage early will save dozens of Templar lives later.
** TheEmpire (Orlais) and several kingdoms, with StandardRoyalCourt, modeled off of [[MedievalEuropeanFantasy historical feudal]] and imperial societies. And then there's TheHorde (darkspawn).
** FantasyCharacterClasses - FighterMageThief
** OurDwarvesAreAllTheSame is played with. Noble dwarves obsessed with tradition hew closest to the archetype but many dwarves are beardless, nearly all have american accents and their society leaves something to be desired. Though they still live in mountains and work stone.
** OurElvesAreBetter is completely averted. They may once have fit this trope but contact with humans led to them losing their immortality, their kingdom, their freedom and consequently their history. They only have scraps of lost lore to go off of and most know little if any of their language. They are smaller than humans and in no way shown to have greater ability though the Dalish do have a typical elvish affinity for nature.
* StrongerWithAge: Dragons function this way.
** The Darkspawn, due to the Taint getting stronger with time. [[spoiler: Unfortunately, this is what [[YourDaysAreNumbered eventually dooms]] Grey Wardens.]]
* StarCrossedLovers: Trysts and affairs between Templars and Mages within a Circle of Magi are not as uncommon as one would think, given the at-best low-key animosity between the two groups. The Templars are forbidden to become so involved with their charges, and any mages that bear children have them taken away. Wynne bore a son by a secret Templar paramour in her younger days, and that son Rhys himself is romantically entwined with a templar, Evangeline [[spoiler:(who now is [[BackFromTheDead alive]] only because of Wynne's HeroicSacrifice).]]
** Red Crossing is revealed to have all been fueled by this. [[spoiler:An Emerald Knight fell in love with a female human villager, leading to him DefectingForLove and ConvertingForLove. However, he didn't tell his fellow Emerald Knights what he was doing, so when they saw him convert they assumed he had turned spy or switched sides. They followed him to the village, saw his human lover running toward them with [[PoorCommunicationKills what they thought was a weapon in her hand, and shot her in a panic]]. When her fellow villagers saw her lying dead at their feet, [[KickTheDog they killed her elven lover in retaliation]] and [[ZergRush tried to kill the Emerald Knights]], [[NoSell who slaughtered them in self-defense]]. Then they saw that the "weapon" in her hand was actually a LoveLetter from their fallen comrade. [[MyGodWhatHaveIDone Filled with remorse for what they had done]], the Emerald Knights set up a tomb to honor the StarCrossedLovers and set the record straight... [[ShaggyDogStory and then the tomb lay forgotten for centuries after the Emerald Knights were wiped out in the Exalted March against the Dales, and the Dales annexed by Orlais]]. To think, the elven homeland was taken back by the humans all because an elf wanted to marry a human.]]
* SuperpowerfulGenetics: Magic is known to run in families, though there are exceptions - sometimes you get a MuggleBornOfMages, or a mage with no immediate mage relatives. This is a source of angst for the Amell family, particularly Leandra's cousin, and the basis of the entire Tevinter aristocracy.
* TautologicalTemplar: The Templars will execute anyone who is a mage but not a member of the Circle of Magi because there is a chance that they may know forbidden magic. However, they are revered as heroes since they are the militant wing of the setting's dominant religion.
* TechnicalPacifist: The Dalish are nomadic and never stay in one place too long to avoid conflict since the Chantry outlawed their religion, making them targets of human attacks. The Keeper even says that they ''could'' destroy a nearby Human village who are rallying a mob to drive them out, if they so wished, but that would only cause King Cailan to send soldiers next time, thus it is wiser to simply move on.
* ThinDimensionalBarrier: The Veil between the physical world and the [[SpiritWorld Fade]] is weaker in some places than in others. This is especially true for places where a large loss of life or suffering has occurred, such as Blackmarsh in ''VideoGame/DragonAgeOriginsAwakening'' or the entirety of [[WretchedHive Kirkwall]] in ''VideoGame/DragonAgeII''. The most obvious consequence of the Veil weakening is that it allows demons to enter the waking world much more easily, but it also enables much easier entrance to the Fade, as well, even for people who are normally incapable of doing so (e.g. dwarves, who normally cannot enter the Fade at all, have been able to briefly do so in both Blackmarsh and Kirkwall).
* TooDumbToLive: Practically everyone who know how the Warden and Hawke both become The Hero of Ferelden and The Champion and still, voluntarily attack them. [[spoiler:Lampshaded by Zevran in ''VideoGame/DragonAgeII'': 'Why they insist on thinking they can kill people like you and The Warden, I will never guess.', and Sergeant Kylon in ''VideoGame/DragonAgeOrigins'': 'And people actually voluntarily attack you? Are they just stupid?.']]
* TitleDrop: "Dragon Age" refers to the current century. The Chantry declares the name of the next century (or "age") based on omens, and a sighting of High Dragons near the end of the previous age after it was thought they were extinct for several centuries was considered the omen for this one. Hence, the TitleDrop.
* UnEqualRites: A long time ago, a powerful nation called the [[TheEmpire Tevinter Imperium]] once conquered nearly all of the known world by using an extremely dangerous sorcery called Blood Magic, which allowed them to broker deals with and summon demons as well as use a powerful form of MindControl. Eventually, their reign was toppled by the appearance of [[TheCorruption the Blight]], which struck the Empire from nowhere and left them crippled. Most of the world's nations were formed by barbarian clans that rebelled against the weakened Empire, and the followers of those early rebels quickly formed a religion called the Chantry. The Blight continues to plague the world to this day, and the Chantry teachings blame magic for unleashing it. Because of this, mages in general are treated as worse than dirt, and any mage that is not under the direct control of the Chantry is labeled as an apostate who are to be killed on sight. Worse than them are the "Maleficar", which are simply apostates who use the hated Blood Magic which unleashes demons and once enslaved the world.
** This also exists between fellow mages, ranging from Fraternities with different political viewpoints to nerdy debates over which spell school is better (e.g, Entropy fans vandalizing books on Spirit Magic).
* UniverseCompendium: ''The World of Thedas'' (''[=TWoT=]'' for short) is a multi-volume encyclopedia about the ''Dragon Age'' setting. Volume one was released in 2013, and volume two was released in April 2015.
* UnreliableCanon: A major draw of the ''Dragon Age'' verse is the fact that almost all rules about how the lore and mechanics of its world works comes from unreliable sources, but still manages to feel consistent. Established knowledge about how magic, spirits, and demons work, as well as the history and culture of entire races or countries, are gradually revealed to have either gaping holes or a small misconception that changes everything you know about how things work. However these {{Revision}}s slowly peel away a more consistent truth, which leaves fans speculating and theorizing as to how it all works.
* UnreliableExpositor[=/=]WrittenByTheWinners: Basically, there is no InfallibleNarrator in this series. Everything, from the opening voiceovers to the Codex entries are written/spoken by in-universe characters. For nearly every major (or even minor) event in the history of the game, there are multiple contradicting accounts with absolutely no indications as to which is the right one. So, rule of thumb for this series: if someone is telling you about something or someone you haven't seen for yourself? Take their opinion into consideration, but don't put too much stock in it. It doesn't help that the narrator for the second game is an admitted and unashamed liar.
** For example, early elven history. Pretty much all historical accounts agree that the original elven empire was destroyed by the human Tevinter magocracy, the humans ruthlessly crushing the elven cities. The Dalish take umbrage over the destruction of their original homeland by Tevinter and the occupation of the Dales by the Orlesian Empire. However, in the third game, [[spoiler: the player potentially speaks to an elf who is still alive from those days, and ''he'' says that the elves destroyed themselves through civil war, with Tevinter only coming along later, sweeping up the remaining elves and sifting through the rubble, destroying what was left of the elven homeland and enslaving the elven survivors.]]
* VillainsActHeroesReact: While ''VideoGame/DragonAgeOrigins'' is a strong case of HeroesActVillainsHinder (with the Grey Wardens trying to stop the Blight and Loghain hindering your every effort), ''every game since then'' has fallen into this trope, with antagonists trying to enact dramatic changes (often for [[WellIntentionedExtremist sympathetic reasons]]) while the hero is heroic ''simply'' for trying to stop them.
** ''VideoGames/DragonAgeOriginsAwakening'': Unusually intelligent darkspawn are causing trouble in Amaranthine, and the Warden is here to stop them. [[spoiler:The Mother then reveals that the whole Fifth Blight was this, since the Architect tried to make the Old God Urthemiel immune to the taint, but wound up corrupting and waking it instead, which kicked off the entire Fifth Blight that you had to stop in the last game.]]
** ''VideoGames/DragonAgeII'': The entire game runs on the tried-and-true formula that some fanatical extremist tries to launch widespread changes in [[WretchedHive Kirkwall]] by force, Hawke stops them, then Hawke is hailed as a hero afterwards. The Arishok tries to conquer Kirkwall to bring racial and class equality under the Qun; Hawke stops him, Hawke is named Champion of Kirkwall. Anders [[spoiler:tries to overthrow the Circles by blowing up the Chantry to force mages to rebel]]; Hawke does damage control afterwards. Meredith [[spoiler:decides to cull all mages for Anders' crime, then turns on Hawke in paranoid fury]]; Hawke stops her, Hawke is named a worldwide hero.
** ''VideoGames/DragonAgeInquisition'': The entire game involves [[spoiler:The Elder One]] trying new ways to TakeOverTheWorld, which the heroes thwart at every turn. The game opens with [[spoiler:The Elder One]] blowing up the Conclave, so the heroes launch the Inquistion to control the ensuing chaos. [[spoiler:The Elder One]] tries to gather a mage and Templar army, the Inquisition recruits either the mages or the Templars, then [[spoiler:The Elder One attacks Haven]] in a fury, which leads to the Inquisition acquiring Skyhold. From there, the entire game is a game of Mad Libs: "[[spoiler:Corypheus]] tries to do X, the Inquisition stops them." [[spoiler:Corypheus and the Venatori try to assassinate Empress Celene, use the Grey Wardens to raise a demon army to invade Orlais, go to the Arbor Wilds to drink from the Well of Sorrows, all of which the Inquisition discovers and puts a stop to. In the end Corypheus threatens to destroy the world wholesale to force you to fight him to {{kill or be killed}} in single combat; [[BeCarefulWhatYouWishFor and it works]].]]
*** ''Trespasser'' involves a Qunari plot that the heroes have to stop. At the very end [[spoiler:Solas reveals his true identity and intention to tear down the Veil that he originally created in order to restore the world to its original state, at the cost of this world being potentially catastrophic.]] ''Trespasser'' ends with the Inquisitor declaring their intention to stop him, one way or another.
* VestigialEmpire:
** The Tevinter Imperium, which never recovered from the First Blight, Andraste's rebellion, and the Qunari invasion.
** The Dwarven empire is even worse. It's down to two city-states that hate each other, and the darkspawn are slowly but surely encroaching on their territory. Fortunately, if you're playing a Dwarf Warden, [[spoiler:in the epilogue you can convince the ruler of Ferelden to send military aid to Orzammar, and they begin reclaiming a lot of lost territory.]] Even a non-dwarf Warden can [[spoiler:put Bhelen on the throne; he militarizes the casteless and lets the dwarves begin to push the darkspawn back.]]
* TheVirus: The Blight is a taint carried by the darkspawn that poisons the lands they inhabit. People tainted by this go crazy and die, or become decaying ghouls in the thrall of the Archdemon -- or worse, [[spoiler:if they're women, become broodmothers]].
* WalkingWasteland: The darkspawn spread a curse/disease called "the taint" wherever they go that slowly kills everything around them.
* WorldsBestWarrior: Though not without contention, [[VideoGame/DragonAgeII Hawke]] seems to fit this trope above any other character--even the other {{Player Character}}s. Hawke is renowned worldwide (thanks largely to Varric's ''Tale of the Champion'' book) as one of the greatest fighters alive and even with this renown, many people still express disbelief in some of the victories s/he won, particularly his/her defeat of the Qunari Arishok in single combat and an ancient Tevinter magister, possibly in a WizardDuel.[[note]]Although the magister in question was NotQuiteDead, and it took the Inquisitor to finally put him down for good in ''Inquisition.''[[/note]] Even other members of his/her own party acknowledge his/her superiority in terms of battle prowess. [[VideoGame/DragonAgeOrigins The Hero of Ferelden]] and [[VideoGame/DragonAgeInquisition the Inquisitor]] are both other contestants for the title, though both of them had an additional edge (one was the only person that could stop the Fifth Blight and the second is the only one that can fight The Breach). Hawke is known ''only'' because of their combat ability.