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Characters: Dragon Age II – Non-Playable Characters

This page is for listing the tropes related to Non Playable Characters who are found in Dragon Age II.

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     Chantry 

Cassandra Pentaghast

"I'm not interested in stories. I came to hear the truth."

A Templar Seeker who interrogates Varric about the Champion.
  • Action Girl: As you can see from Dawn of the Seeker, she can take down an Ogre single-handedly, kills numerous blood mages and a couple dragons, along with beating down several templars.
  • Bad Ass: Much more apparent in Dawn of the Seeker, where her Establishing Character Moment has her cutting down Blood Mages like they were nothing and finishing off a drake with a dagger.
  • Boyish Short Hair: Given that she's ostensibly a soldier, she presumably finds long hair to be somewhat impractical.
  • Character Development: Despite only being a part of the framing device, Cassandra seems to mellow out as Varric tells the story. In the beginning, she's rude and nasty, even threatening Varric with a near-Groin Attack by plunging a knife through a book on his lap. By the end, she's quite willing to hear out Varric's story, and even lets him go without incident.
    • Furthermore, Cassandra and Varric apparently teamed up after the events of the second game, having been confirmed to appear in Inquisition as companions of the Inquisitor.
    • Initially, she assumes that Hawke was the Big Bad and responsible for instigating the Mage-Templar War, but because of Varric's tale, realises instead they were a heroic figure, who simply tried to do the best they could with an already bad situation. By the end, she realises that Kirkwall was a ticking time bomb, one that was way out of control to begin with.
    • In Dawn of the Seeker, she initially hates mages because of her Dark and Troubled Past, but slowly learns to grow out of it and realises they are people, too. That said, her prejudice isn't completely gone by II, since her initial assumption was that Mage Hawke was an apostate dissident who intentionally sowed discontent to bring down the Chantry.
  • Conspiracy Theorist: Maybe not so much as the Chantry in general, but some of the ideas the Seekers have about the events of the game are a bit... out there.
  • Dark Is Not Evil: She's basically part of Thedas' equivalent of the Spanish Inquisition, wears all black, and is extremely grouchy... and she's also trying to stop a major war from breaking out for entirely selfless reasons.
  • Decoy Protagonist: Cassandra can be arguably considered the protagonist of the Framing Device set in the present, attempting to learn the truth of Hawke's tale as told via Varric's recollections.
  • Defrosting Ice Queen: Over the course of the Varric's tale, she becomes less irritable, softer-spoken and in the end, even decides to let Varric go.
  • Dual Wielding: Favours this style of combat in Dawn of the Seeker.
  • Foe Yay: Invoked. Varric insinuates she develops a crush on a male Hawke after a point in his story. She denies it.
    • Particularly if male Hawke is a Mage, since Cassandra is technically on the other side of the Mage-Templar conflict.
  • Freudian Excuse: As Dawn of the Seeker shows, she hates mages (and blood mages in particular) because maleficars killed her brother.
  • General Ripper: She initially assumes that Hawke is the mastermind of the war that's about to tear the world apart and that everything that has led up to this point was all part of his/her Evil Plan. However...
  • Good Is Not Nice: While she's initially portrayed as antagonistic to Varric and implied to want to bring Hawke to justice, she's revealed to actually be trying to prevent the Mage-Templar war and wants to recruit Hawke to help stop the fighting.
  • Great Big Book of Everything: Her book, as shown in the above image. It apparently contains character portraits of Hawke's companions, (presumably) Varric's exaggerated version of Hawke's tale, as well as images of Flemeth, Morrigan, and for some reason, Shale chasing pigeons...
  • Groin Attack: Comes close to doing this to Varric Tethras during the introduction when she shoves a dagger through a book to get him to start talking about the Champion of Kirkwall.
  • Hero of Another Story: She is the main character of Dawn of the Seeker.
  • Hero-Worshipper: Varric implies that Cassandra is being swept up in Hawke's legend. She'll deny it (and Varric's belief she's developing a crush) if it's male Hawke, but with female Hawke she will admit she has respect for a woman who built herself up from nothing.
  • Jerk with a Heart of Gold: Even though she's kind of a bitch to Varric in the beginning, it turns out that she's trying to prevent the Mage-Templar war.
  • Hot-Blooded: Her initial reaction to Varric throwing out Blatant Lies at her is to pull a knife on him and threaten him with a Groin Attack.
  • Internal Affairs: The job of a Seeker is essentially to keep an eye on the Templars and ensure they do not abuse their powers and/or stray from the will of the Chantry. The events of the game serve to indicate how bad things can get when the Seekers drop the ball.
  • Magic Skirt: Wears this in Dawn of the Seeker.
  • Reasonable Authority Figure: Despite being essentially part of the Chantry's Inquisition, she does seem quite willing to hear Varric out, even if what he has to say doesn't put some parts of the Chantry in a very good light.
  • The Reveal: Finding out that she's working with Leliana in the last scene of the game.
  • Royals Who Actually Do Something: She is both a member of the Nevarran royal family and a Templar Seeker.
  • Throw the Book at Them: Does this to Varric to get him to start talking.
  • Tsundere: Especially if Hawke is male, as Varric will imply that she has a crush on him. Which she promptly denies. She also has this relationship with Regalyan in Dawn of the Seeker.
  • Wrong Genre Savvy: Between narrations she adamantly tries to pin the blame of all the events of the game on a Big Bad. There is none. Varric even says that Meredith, corrupted by the Artifact of Doom, was irrelevant.
  • Zettai Ryouiki: Her Dawn of the Seeker outfit.

Grand Cleric Elthina

"We will never have peace unless we try to understand one another."

The Grand Cleric of Kirkwall. She is the only authority that both sides of the Mage-Templar divide respect. Her presence in the city is the only thing that has stopped tensions from boiling over.
  • Badass Pacifist: Elthina is able to look Orsino and Meredith in the eyes and basically tell them to go to their rooms. They will comply.
  • Big Good: The only person keeping Meredith and Orsino from straight-up murdering each other. Once she's gone, all hell breaks loose.
  • Cool Old Lady: She remains friendly, polite and level-headed at all times. She barely even raises her voice, even when dressing down some of the most powerful people in the city.
  • Good Is Not Dumb: Even if you side with Petrice and don't speak out against her claims against the Qunari, Elthina sees right through it. Whether you agree with her actions (or lack thereof) in the rest of the game, this moment certainly cements she is no fool.
  • Good Shepherd: Cares deeply for the people of Kirkwall and will not abandon them, even if it means assassination.
  • Killed Off for Real: One of the casualties of Anders' destruction of the Chantry.
  • Head-in-the-Sand Management: A very sympathetic example, but she is increasingly characterized by her passivity in the face of a situation that requires proactive leadership. Her inaction leads to the Templars turning Kirkwall into a draconian police state, and radicalizes the mages, already frustrated by the status quo and perceiving her passivity as tacit approval.
  • The Mentor: To Sebastian.
  • Morality Chain: To Meredith, Orsino, and Sebastian, as once she dies he forgets the lessons of peace and forgiveness she taught him and swears vengeance on Anders.
  • Neutrality Backlash: Her insistence on remaining neutral eventually gets her killed.
  • Non Answer: If you question her about Petrice and Varnell abusing her seal, she gives an extremely uninformative response and promises to step in "when it's time." In this case, "when it's time" apparently means "too late".
  • Not Afraid to Die: Will not leave Kirkwall and abandon her flock, even as things start to get really bad and Sebastian and even the other branches of the Chantry warn her of the danger of staying.
  • Parental Abandonment: Was adopted by the Chantry after her parents passed away due to illness.
  • Parental Substitute: Again, to Sebastian.
  • Reasonable Authority Figure:
    • Willing to listen to Hawke despite the fanatical rantings of Sister Petrice and is opposed to violence against the Qunari despite their mass conversions. She's also one of the very few powerful people in the Chantry willing to give consideration to the mages.
    • While certainly one of the most levelheaded leaders in Kirkwall, she could actually be seen as a subversion; while she will hear out both sides of an issue, she does very little to soothe tensions, fostering more anger and resentment all around and pushing things closer to the boiling point.
  • Team Mom: By Sebastian's account, she's "like a mother to everyone in the Chantry".
  • The Plot Reaper: One of the only people in Kirkwall that could keep Orsino and Meredith from trying to kill each other. Then Anders went and blew up the Chantry with her in it.
  • Unflinching Walk: When a Qunari assassin kills Mother Petrice right behind her, she doesn't even blink, except to pause and tell Hawke to inform the Viscount.

Sister/Mother Petrice

"My order will soon realize the Qunari presence is more than a test of faith - it is an open challenge. But for now, I must act on my own."

A seemingly benign Chantry priestess who is working to have the Qunari removed from Kirkwall so they don't interfere with Chantry rule.
  • The Bad Guy Wins: Even if she gets her comeuppance, Kirkwall eventually comes to war with the Qunari, which ends with them leaving: exactly what she wanted.
  • Bitch in Sheep's Clothing: A pious Chantry priestess on the surface, but a dangerous fundamentalist underneath.
  • Blatant Lies: She thinks she's good at this whole fibbing thing but, with the application of a bit of common sense, it turns out that she's really not.
  • Blondes are Evil: Very, very evil.
  • The Chessmaster: Thinks of herself as one, attempting to use Hawke as an Unwitting Pawn to further her plan to eradicate the Qunari "heathens". Hawke, already suspicious of her motives to begin with, quickly puts the pieces together.
  • Corrupt Church: She's been spreading suspicion of the Qunari using her lectures, in and out of Chantry services. Many of the listeners end up her rather violent followers later, spurred by promises of "earning their place at the Maker's side".
  • Deceptive Disciple: If she survives Act II, dialogue in Act III indicates that she's planning to instigate a schism in the Chantry to regain power, against Elthina.
  • Devil in Plain Sight: Openly flaunts the fact that no-one would believe a mercenary like Hawke over a Chantry priest.
  • The Fundamentalist / Sinister Minister: One of the worst examples thus far in the series.
  • Gray Eyes: Cold and unfeeling ones, to contrast with Elthina's.
  • Karmic Death: If you side against her. She's denounced by Elthina and then killed by a qunari.
  • Karma Houdini: Possibly subverted. If you side with her, she gets no serious comeuppance beyond a stern lecture from Elthina and a demotion. However, it's possible that she was killed in the Chantry explosion. Granted, that would be overkill on karma's part, but take what you can get.
  • Kick the Son of a Bitch: Fans cheered when Sister Petrice was shot in the head by a Qunari.
  • Knight Templar: A different flavor than the actual Templars, and directed at a different place. The real moment that cemented it was killing Seamus for being "corrupted" by the Qun and using false information about the incident to try to start a holy war.
  • Manipulative Bastard: Although not as much as she'd like to believe she is.
  • Oh Crap: If you side against her, you can expose how much of a colossal bitch she is before Grand Cleric Elthina. Her expression afterwards reeks of this trope.
  • Obviously Evil: There's no way any player mistook her for a good person.
  • Smug Snake:
    • It's obvious she considers herself a Magnificent Bitch, and even more obvious that she doesn't have the chops.
    • Though when you first meet her, she admits she's new to the whole chessmaster thing.
    • It's actually possible for her to succeed in her plans... but only if Hawke decides to work with her. Considering that Petrice goes out of her way to antagonize Hawke early on... yeah, she didn't think this through.
  • Too Dumb to Live: When you first meet her she walks down an alley with a bunch of thugs. Subverted, in that she was testing the skill of her rescuers.
  • Underestimating Badassery: When you first meet her, she hires you fully expecting you to die to advance her agenda. When you get back, after killing a squad of Qunari, she makes the... questionable decision to outright tell you this, expecting you to just disappear in Lowtown. Years later, after you're made nobility and you've made a name for yourself, she's still largely dismissive of you and expects you to play right into her hands.
  • Unreliable Expositor: It quickly becomes obvious during "Shepherding Wolves" that her information isn't entirely accurate and the other party members point this out repeatedly. By the end of the quest, it's revealed she set up the whole ambush to further her own cause, and much of what she told you was entirely fabricated. Unfortunately, her quest is one that must be completed to continue the game, so she can't be ignored.
  • Villainous Breakdown: Right in front of the Grand Cleric, no less. Oops.
  • Villain with Good Publicity: Although it's possible to subvert said publicity.

     Templars 

Knight-Commander Meredith Stannard

"Cold corpses speak louder than abstract freedoms, do they not?"

Leader of the Kirkwall Templars. Since the current Viscount only holds power due to the support of the Templars, this makes her a very influential woman. Voiced by Jean Gilpin.
  • Artifact of Doom: Her lyrium broadsword.
  • And Your Little Dog Too: During the Final Battle, Meredith may grab your Love Interest, stab him/her, and taunt Hawke about it.
  • Authority Equals Asskicking: Quoth David Gaider: "Meredith is not to be fucked with."
  • Ax-Crazy: Mostly in Act III.
  • Badass: The Final Battle consists of her versus your ENTIRE team plus Cullen and (potentially) Donnic, Nathaniel, and Zevran, and for all intents and purposes she is WINNING. The only reason she actually goes down is because she overdoses on the power from her Lyrium sword, leaving her Taken for Granite.
  • Big Bad: About as close that the game gets to having one, given its Grey and Gray Morality and Evil Versus Evil conclusion. The Kirkwall Templars were always powerful, but before her "reforms", they had leeway in carrying out their duties (e.g Malcolm and Maurevar). Meredith puts an end to that, leading to both sides radicalising.
  • Big Damn Heroes: How she first meets Hawke — pulling the party out of the fire as things start to look bad.
  • Blondes are Evil: Although she's not evil to begin with.
  • Chekhov's Gunman: Briefly seen at the beginning of Act I and occasionally mentioned. It's not until the end of Act II that she starts gaining significance.
  • Church Militant: In addition to her belief that Mages are dangerous, Meredith is a strongly religious woman. Her faith is such that the Grand Cleric is pretty much the only person in Kirkwall she will listen to.
  • Conspiracy Theorist:
    • Turns on Hawke in the endgame on both paths out of an insane conviction that Hawke is somehow behind the entire conflict.
    • If Hawke is a Mage, it's implied she's under the delusion that they've used Blood Magic to enthrall her fellow Templars against her. When Cullen, her loyal second-in-command, informs her that to get to Hawke she'll have to go through them, it only serves to convince her further.
  • Control Freak: Was like this to begin with, which only got worse with her Sanity Slippage.
  • Cool Sword: Her lyrium broadsword.
  • Death by Irony: During her boss fight, she animates statues to fight against you. She dies by accidentally turning herself into one.
  • Death Glare: When Hawke is proclaimed the Champion of Kirkwall. It becomes far more insidious if Hawke is also a Mage. She also doesn't take kindly to you undermining her command when three mages surrender during the Templar endgame.
  • Deliberately Bad Example: As compared to Cullen, her second. You know things are bad when the guy that wanted to use the Rite of Annulment on the Fereldan Circle thinks someone is going kind of overboard.
  • Do Not Taunt Cthulhu: Played with. Meredith clearly sees herself as the hero, but this doesn't stop her from realising just why testing a Paragon Mage Hawke's patience is clearly a bad idea.
    • After Hawke becomes the Champion, this appears to be why Merrill and Anders are left alone. In fact, should Hawke take Anders with them to the Gallows in Act III, he will chew out the Knight-Commander to her face, causing her to glare quietly and then remark that Anders' friendship with the Champion protects him only so far.
  • Drunk on the Dark Side: During the final battle.
  • Enemy Mine: If you're playing a mage, she overlooks your status as an apostate without hesitation in order to help drive back the Qunari in Act II. Should Mage Hawke get snippy with her in Act III, Meredith will not fail to remind Hawke that their clemency is only at her discretion and her leniency does have its limits.
  • Even Evil Has Standards: In the Anders companion quest "Dissent," you'll find a letter that states that Meredith rejected a proposal by an especially extreme Templar to make all mages in the Free Marches Tranquil.
  • Evil Is Petty: In the Templar campaign of "The Last Straw," when Meredith calls for the slaughter of mages who surrendered to the Champion, Silly!Hawke calls it out as being petty when s/he decides to spare them. Meredith angrily glares at Hawke while her men carry out Hawke's orders.
  • Evil Weapon: Her lyrium broadsword is melted down from an Artifact of Doom, with all of its effects intact.
  • Fallen Hero: She is shown to be quite reasonable at times and straight up admits that despite her treatment of them, she knows that there are non-villainous mages and outright benevolent ones. Unfortunately, her mental state quickly deteriorated due to the cursed Lyrium idol.
  • Fantastic Drug: As a Templar, she's been addicted to lyrium. Its side effects include delusions, paranoia, dementia, obsessive behavior, and hallucinations.
  • Final Boss: Regardless of which side you take in the mage/Templar conflict, Meredith is your final opponent.
  • Foe Yay: invoked With First Enchanter Orsino, according to Snarky!Hawke.
    Hawke: The way you two carry on, people will talk!
  • Foreshadowing : One of the more common loading screens shows a painting of her becoming dark and corrupted.
  • Freudian Excuse: Her sister was an apostate-turned-abomination who killed their family (Meredith survived, obviously) and many villagers before eventually being slain by the Templars.
  • Grandma, What Massive Hotness You Have: Snarky!Hawke even comments on it.
  • General Ripper: Enemy X being blood mages.
  • Hypocrite: Sees magic as a curse, and mages as a major threat to her city who must be contained at all costs. So she uses an ancient magical artifact to give herself magical superpowers and animate statues to indiscriminately attack people in the final battle. While at least some of her decline can be attributed to the influence of the artifact, that she chose to purchase it from Bartrand (apparently without her colleagues' knowledge) and use it to begin with is certainly suspect.
  • Ignored Epiphany: During the final battle with her, she openly wonders if she's doing the wrong thing by fighting against the mages. She then blows it off with her next line of dialogue, and goes straight back to fighting.
  • Iron Lady: Varric calls her such at one point.
  • Jerkass: Few people, if any, genuinely like her, and even fewer support her out of anything but fear.
    • Jerk with a Heart of Gold: Before she takes control of Kirkwall, she's implied to be one of the more lenient knight-commanders, as she doesn't oppress the mages at every turn, mostly because she's got much bigger fish to fry. She even admits to Orsino that she knows not all mages are villains, and when you tell her that Emile de Launcet was lying about being a blood mage, she laughs it off. If you're playing a Mage Hawke, she basically shrugs off the fact that you can use magic so that you can both protect the city. Unfortunately, this doesn't last.
    • Jerk with a Heart of Jerk: In Act III.
  • Knight Templar: One doesn't become Knight-Commander in the Templar Order by being anything less.
  • Lady of War: Subverted. Her first on-screen action is a Big Damn Heroes Back Stab that saves Hawke's life... but then she decapitates the attacker with a BFS. Grace and elegance be damned.
  • Light Is Not Good: During the final battle, she claims that the Maker will smile on her actions.
  • Madness Mantra: As she finally loses it during the final battle, she starts quoting the Chant of Light.
  • Make an Example of Them: Should you turn over Grace and the other Starkhaven apostates, Thrask will tell you Meredith has three of them executed at random, "to teach them a lesson." And this is still Act I, years before the idol.
  • Not So Different / Foil: Her backstory actually resembles that of a non-mage Hawke, from the mage younger sibling to being a Self-Made Woman. Particularly noticeable if a non-Mage Hawke chooses the Templar ending, where they ascend to the Viscountcy, much like Meredith had assumed power after Dumar's death.
  • One-Winged Angel: Subverted. She tries...
  • Pet the Dog: Siding with Meredith and working with her in Act III shows us a human side to her. If Emile de Launcet is convinced to surrender without incident, she thinks of executing him, but his father pleads that he was merely an idiot. Hawke can comment that he said he was a blood mage just to impress girls. Meredith laughs, and simply imprisons him.
  • Properly Paranoid: She might seem unhinged, seeing blood mages and abominations right and left. Then again, seemingly half of all the mages you meet in the story are maleficars and/or blood mages, including two of your party members and even First Enchanter Orsino! Of course, acting on her paranoia led to the situation becoming exactly what she was paranoid about: it's outright stated by Anders that the Mage Underground, which was mostly composed of apostates using otherwise legal magic, was completely destroyed by her by Act III. Whoever was not made Tranquil was probably a blood mage, because it was the only way to survive an encounter with a Templar brigade.
  • Punctuated! For! Emphasis!: "Blessed are those who stand before the corrupt and the wicked and DO! NOT! FALTER!"
  • Rabid Cop: Her natural inclination.
  • Red Eyes, Take Warning: A side effect of the Red Lyrium Idol.
  • Regent for Life: After Viscount Dumar's death, Meredith takes control of Kirkwall. She soon begins using her power to crack down harder on mages, causing further tension between mages and templars. She refuses to consider appointing a proper successor, claiming that as long as evil exists, Kirkwall needs its Templars more than it needs a new viscount.
    • It's implied that another reason she refuses to do so is because many of the nobles want Hawke to take the job.
  • Sanity Slippage: At the end of the game.
  • Sarcasm-Blind: Her interaction with Snarky!Hawke - she's either totally sarcasm-blind or is refusing to play along no matter what; e.g., a glib comment about her armor gets a confused "I do not wear this armor for the way it looks."
  • Self-Made Man: Rose from next to nothing to become Knight-Commander, as well as de-facto ruler in Kirkwall in the power-vacuum caused by the murder of the Viscount.
  • Slave to PR: She claims to be this when invoking the Rite of Annulment, claiming that the people of Kirkwall will want blood in retaliation for the destruction of the Chantry. Ultimately, though, she reveals that she is pursuing her own agenda, as the destruction of the Kirkwall Circle is not enough to satisfy her sense of "justice."
  • Taken for Granite: Is frozen into a statue due after overtaxing the Lyrium Idol by trying to go One-Winged Angel.
  • Tautological Templar: Is fully convinced she, not Hawke, is the true hero of the story and this justifies her actions.
  • Ungrateful Bitch: Even if you support the Templars, Meredith still tries to kill you.
  • Villainous Breakdown: During the final breakdown.
  • Villainous Rescue: She is introduced saving Hawke from a Qunari Saarebas.
  • Well-Intentioned Extremist: Averted. She has many opportunities to achieve her goals without extremism — or at least acting on it. By the ending, it's clear she's in it for the bloodbath. She's a one-woman example of how extremism erodes well-intentioned aims.
  • When All You Have Is a Hammer: A great deal of her problems stem from either her unwillingness or her inability to negotiate, and her belief that using harsh measures at all times will address the problems surrounding her.
  • With Great Power Comes Great Insanity: A side-effect of Red Lyrium exposure.
  • With Us or Against Us: As the conflict with the mages becomes more dire, she becomes convinced that anyone who doesn't completely support her is either a blood mage or a blood mage thrall.
  • Wrong Genre Savvy: As mentioned above, Meredith seems to be under the impression that she's The Hero.
  • You Monster!: The first diplomatic dialogue option when confronting Meredith before the Final Boss Battle in the mage campaign of The Last Straw.

Knight-Captain Cullen

"Mages cannot be treated like people! They are not like you and me."

A returning character from Origins, where he was one of the surviving Templars of the Circle tower massacre. Sent to Kirkwall due to his newfound radical view on mages, he is now Meredith's second in command, and your primary contact in the Templar allegiance.
  • All Love Is Unrequited: If the Grey Warden was a female mage, some dialogue suggests he still loves her.
  • Anti-Villain: He hates mages with a passion, but there's a very good reason for that. He also points out that the Templars aren't there to merely guard the people from mages, they're there to guard the mages themselves.
  • Ascended Extra: From Origins, where he only appeared in the Mage Origin and the Circle arc. Here, his role is greatly expanded as Meredith's second-in-command, making him one of the Templars that Hawke will most often run into before Act 3.
  • The Dragon: To Meredith.
  • Enemy Mine: With Mage Hawke. Despite being a Mage, he still stands with them and informs Meredith she has to go through him when she orders Hawke's execution, realising she has gone completely off the deep-end.
  • Even Evil Has Standards: He is increasingly alarmed by Meredith's fanaticism.
    • Heel-Face Turn: He will turn on Meredith to protect Hawke once it becomes clear how batshit insane she's become, and allow Hawke to leave peacefully despite him/her siding with the mages.
  • Gameplay and Story Segregation: By Act III, the mages on team Hawke are public knowledge kept safe by their status. Throughout Act I, Cullen never seems to realize that the people with staffs and robes with glowing eyes and hands might be mages. David Gaider admits they had to cut corners for time and this was one of them:
    It was too late for us to do anything about it and we decided that Cullen is just very oblivious.
  • Go Through Me: He says this when Meredith tries to have Hawke executed.
  • Hypocrite: If you stick up for Alain, he dismisses his actions as a "convenient last-minute change of heart". He only tries to oust Meredith when the battle is almost over, with maybe one other moment of defiance if you side with the Templars.
  • Jack Bauer Interrogation Technique: The party first comes across him beating the hell out of a new recruit as he demands to know where he's been slipping off to. Turns out the recruit was possessed.
  • Knight Templar: Though he does have lines he won't cross and will (sometimes reluctantly) listen to reason.
  • Mind Rape: What Uldred and his followers put him through back in Ferelden. When confronted with Alrik's "tranquil solution", he claims that he doesn't necessarily support the idea - but there is an argument for using Tranquility more widely, because it's a kinder alternative than instant execution or indefinite imprisonment. Anders, naturally, is disgusted.
  • My Master, Right or Wrong: At first, though he eventually stands up to Meredith.
  • Noble Bigot with a Badge: While he openly admits that he's not a fan of magic, he considers it the job of the Templars to protect them, as much from other people as themselves. Cullen may occasionally tar other Mages with the same brush as the bad ones, but he dislikes those who attempt to justify their brutality with that rationality.
  • Reasonable Authority Figure: Well, compared to most of Kirkwall's Templars. A lot of it depends on Hawke's own actions - throw Keran out or let him stay in the order? Show Alain mercy or execute him? Spare or kill surrendering mages in the Templar ending? He repeatedly defers to you.
    • He even believes that the Rite of Annulment should be used only to kill known and suspected maleficar and let untainted mages live, and orders his Templars to think likewise in direct defiance of Meredith if the Champion encourages him to mutiny. This is a direct inversion of his attitude from DA1, showing his Character Development.
  • Retcon: At the end of Origins, he is either a rogue Templar, having murdered several mages and is now hunted by his own comrades, or he replaces Greagoir as the Commander at the Ferelden Circle, using fear as his primary means of enforcement on mages. In the sequel, not only is he not a madman or totalitarian, but he can potentially defy Meredith when she becomes the very things the Origins endings portray Cullen as.
  • Took a Level in Badass: The kid who ran away from the female mage Warden when she invited him for a quicky has come a long way, eventually raising his sword against Meredith and living to tell the tale.

Ser Thrask

"The Circle is a sanctuary, not a prison! If you kill these people, I will see you disciplined by the Divine herself!"

A Templar who has been stationed in Kirkwall since before Meredith came to power. While he is loyal to the order, he has doubts about Meredith's harsh methods.
  • Anti-Villain: He orders the kidnapping of Hawke's lover or sibling, in order to convince them to join his rebellion against Meredith. Hawke can respond by pointing out that they might have done so if he had just asked!
  • Covert Pervert: Surprisingly, he can be found at the Blooming Rose.
  • Dark Secret: His daughter is a Mage. Thrask doesn't keep this secret because he's ashamed of her, but because he fears what the other Templars would do to both of them if they found out.
  • Defector from Decadence: He rebels against Meredith once he decides that she has gone too far in containing the mages.
  • Heel Face Door Slam: Grace kills him before he gets the chance to negotiate with Hawke.
  • Kick the Dog: Hawke can blackmail him with the knowledge of his daughter being a Mage.
  • My Greatest Failure: Blames himself for the death of his daughter, Olivia, during her escape attempt.
  • My God, What Have I Done?: His reaction if he helps kill Ser Karras.
  • Odd Friendship: Varric's short story indicates he comes to the Hanged Man every once in a while for a few drinks and a card game.
    • Also could be seen to have one with a Mage Hawke.
  • Outliving One's Offspring: His daughter Olivia, killed after becoming an abomination.
  • Reasonable Authority Figure:
    • One of the scarce few Templars in Kirkwall who are. If Hawke informs him they sent Feynriel to the Dalish, he praises them for finding a better solution to the problem and considers the matter dropped.
    • Subverted later on, as he becomes an Anti-Villain.
  • Redemption Equals Death: He finally realises he's gone too far and tries to negotiate with Hawke, but Grace kills him.
  • The President's Daughter: Tasks Hawke with rescuing some escaped mages who've been targeted by slavers, one of whom is his daughter, Olivia. Unfortunately, she resorts to Blood Magic and becomes an abomination, forcing the party to kill her.
  • You Monster!: His response to Hawke blackmailing him with his daughter's letter.

Ser Wesley

"Be strong, my love..."

Templar and Aveline's husband. He and his wife join the Hawke family when they flee Lothering. He has been infected with the Blight, and prior to escaping Lothering, must be mercy killed.
  • Battle Couple: With Aveline. Their first meeting actually entailed fighting side-by-side.
  • Enemy Mine: Despite Bethany (and possibly Hawke) being apostates, is convinced to put aside his duty as a Templar while they escape the darkspawn.
  • Fantastic Racism: Against mages. Pretty standard for a Templar.
  • Honor Before Reason: He threatens the apostate Bethany when they first meet, despite being heavily wounded. Fortunately, Aveline makes him see reason.
  • I Gave My Word: He admits that he will be forced to do his duty to arrest Bethany and Mage Hawke once they are safe out of danger, but pledges that until that time, he will protect them from danger as they have an accord.
  • Mauve Shirt: Despite being Aveline's husband and a Templar, he contracts the taint in the battle where you meet him.
  • Mercy Kill: He is being slowly and painfully turned into a mindless ghoul. Either you or Aveline must kill him.
  • Pet the Dog: Says a prayer for Hawke's fallen sibling; particularly poignant if it's Bethany.
  • Reasonable Authority Figure: Comes across as being one of the saner Templars. In fact, his reaction to Snarky!Hawke's gentle ribbing of him being a Templar is to joke right back, even though Hawke possibly is a mage.
    Snarky!Hawke: The wrath of the Templars is terrible indeed.
    Wesley: Moreso their wives! But as long as there is a greater danger, you and I have an accord.
  • Sacrificial Lamb: For the prologue, along with one of Hawke's siblings.
  • The Sadistic Choice: Do you kill him, make his wife do it, or let her decide who does it? She chooses herself in the latter case.
  • We Hardly Knew Ye: Only appears for less than a quarter of an hour,before dying.

Ser Otto Alrik

A sadistic Templar whom Hawke and their companions encounter in the quest "Dissent", although they witness his handiwork in "Tranquility".
  • A Nazi by Any Other Name: Oh, come on. "Tranquil Solution", anyone?
  • Bald of Evil / Beard of Evil: As befitting him being a rather Sociopathic Soldier.
  • Chekhov's Gunman: If she is sent to the Circle, in her letter, Bethany will mention him as a "creep" and one of the Templars she specifically avoids. Fridge Horror and Big Brother/Sister Instinct get turned Up to Eleven when you find out what kind of man he is, especially since his target, Ella, is one of Bethany's apprentices.
  • Cold-Blooded Torture: According to Anders' informants, he likes to "experiment on mages, find out what it takes to push them into the arms of demons."
  • Creepy Blue Eyes: Of the extremely sinister pale kind.
  • Evil Old Folks: He's one of the senior Templars in the Gallows.
  • Final Solution: Have a guess.
  • Flat Character/Hate Sink: He's evil, sadistic, sexually abusive, and trying to turn all mages Tranquil. And that's really about all there is to him.
  • For the Evulz: He doesn't even try to justify his actions to the party.
    Anders: The knight-commander is at least sincere in her convictions. However misguided, she believes she's helping people. Ser Alrik's a sadist. Cold-blooded as a lizard.
  • I Have You Now, My Pretty:
    • Implied through his threatening Ella to make her Tranquil that he intends to use her as a sex slave.
    • A conversation between a recently-made Tranquil mage and her former lover in the Gallows in Act II strongly suggests that this isn't the first time.
  • Mind Rape: Is not above using the Rite of Tranquility on mages that have passed their Harrowing, especially on young females. This is supposed to be illegal except in extreme circumstances (Uldred comes to mind), and the Chantry is definitely not in favor of the Templars abusing their power that way.
  • Obviously Evil: One of the few antagonists who is never portrayed in any shade of moral grey.
  • The Soul Saver: Some of the mages he's made Tranquil imply he views himself as such, saying he calls the Rite of Tranquility the only thing that can keep their souls from the Void. They refer to the ritual as rescuing them from their "sins."
  • Tranquilize Em All: Bear in mind that most mages view being made Tranquil as a Fate Worse than Death.

Emeric

"What if one of the women who died was someone you loved?"

A Templar tracking down a ruthless serial killer in Kirkwall, first encountered in "The First Sacrifice".
  • Aesop Amnesia: Despite realising he's getting too old for adventure in "The First Sacrifice", apparently decides to begin investigating again sometime before "Prime Suspect", long enough to earn Aveline's ire.
  • Cassandra Truth: Despite no-one believing his warnings, he turns out to be entirely correct about a serial killer operating in Kirkwall.
  • Covert Pervert: Can be occasionally found in the Blooming Rose.
  • Occult Detective: Although he's a little past his prime.
  • Killed Off for Real: Killed by a Shade in "Prime Suspect".
  • Perilous Old Fool: According to Aveline, who's a little frustrated that his well-meaning investigations keep causing him to blunder into things that really should be left to the Kirkwall City Guard to deal with.
    Aveline: Why can't he spend his declining years building a boat or something?

Samson

''"Huh. "Retired." Sounds better than "burned-out husk of a templar begging for coins in the chokedamp."

A former Templar who helps runaway mages flee the city.
  • Defector from Decadence: He leaves the Mage-Templar alliance against Meredith in Act III because he realizes some of the mages were using Blood Magic the moment they felt backed into a corner. After that, he sort of saw the writing on the wall.
  • Fantastic Drug: Shown to be a lyrium addict. His getting back in good graces with Meredith to become a Templar is basically just to feed his addictions.
  • Glory Days: Samson laments that he used to be a good Templar back when he was with the Order.
  • Old Friend: He and Thrask were friends back when they were both in the Order.
  • Only in It for the Money: He'll help smuggle mages out of Kirkwall... but only the ones that can pay, because he needs to get his hands on more lyrium. Though it is implied he does sympathize with them (the whole reason he was kicked out of the Templars was that he was caught delivering a letter from a Circle mage to their lover).
  • Pet the Dog: You can choose whether or not to request that Samson rejoin the Order.
  • Underground Railroad: Not part of the more organized efforts by certain Kirkwall residents to sneak mages out of the city, as far as we know, but he does give information or safe passage to some of the young people who have recently discovered their powers and are trying to flee before the Templars find them. For a price, of course.

     Mages 

First Enchanter Orsino

"Blood magic, where do you NOT see blood magic? My people cannot sneeze without you accusing us of corruption!"

The First Enchanter of the Kirkwall Circle of Magi.
  • Ambiguously Evil: Orsino was clearly involved in some pretty shady stuff, like working with Quentin, harboring blood mages, and being one himself. However, his motives as well as his exact actions are left so ambiguous that it's hard to really put a label on him.
  • The Archmage: One of the youngest First Enchanters in the history of the Kirkwall Circle.
  • Badass Bookworm: You don't get to be First Enchanter without being one of these.
  • Blood Magic: He resorts to it in the endgame after the casualties pile too high for him to bear.
  • Body Horror: He forms into a ... creature... that is comprised of his dead acolytes.
  • Broken Pedestal: May become one to Bethany if she joins the Circle and Hawke takes the Templar path. She's still horrified at having to kill him, and blames Meredith for driving him into a corner. If you side with the mages, he only briefly mentions Quentin and Bethany's reaction is much shorter.
  • Dark Is Not Evil: Concept artist Matt Rhodes went full-on "Disney villain" in his design to contrast Meredith's "heroic" look. "He looks like a vampire but is a pretty nice guy."
  • Despair Event Horizon: He reaches it in the mage endgame when most of his mages get killed.
    Orsino: Why don't they just drown us as infants? Why wait? Why give us the illusion of hope?
  • Detachment Combat: In his Harvester form.
  • Dirty Old Man: Hints of this if the right dialogue is chosen.
    Hawke: So I shouldn't slit my wrists and dance naked under the moonlight just to fit in?
    Orsino: Well, if that's what you intend, perhaps I'll join you after all.
  • A Father to His Men: Deconstructed. His willingness to protect his charges from Templar scrutiny means he is more likely to let transgressions slide. Then again, his opposite number in the Templars is Meredith...and when he sees so many of them die, he snaps and turns himself into a monster.
  • Foe Yay: invoked Silly!Hawke can call him and Meredith on it.
    Hawke: The way you two carry on, people will talk.
  • Foreshadowing:
    • Hawke assumes his face in Feynriel's "Pride" dream before you meet him in person.
    • In the lair of Quentin, you find letters for him about getting him reference materials signed "O", meaning that Orsino is at least partly responsible for killing Hawke's mother.
    • His Staff of Violation has a three-headed snake/dragon motif. A similar design is seen in the form of statues scattered throughout a Blood Mage hideout in Origins, plus one under Vigil's Keep in Awakening.
  • He Who Fights Monsters / Jumping Off the Slippery Slope: After suffering a Despair Event Horizon at all the dead Mages.
  • Laughing Mad: In the Templar ending.
  • One-Man Army: The man annihilates a platoon of Qunari by himself at the end of Act II.
  • One-Winged Angel: He turns himself into a Harvester.
  • The Rival: To Meredith.
  • Schrödinger's Gun: In the mage ending, he offhandedly admits that he indeed knew of Quentin's experiments, but is clearly repulsed by them and only used Quentin's findings to turn into a Harvester out of desperation. In the Templar ending, he is much more forthcoming when admitting the connection between himself and Quentin, claiming he kept the killer's existence a secret in order to avoid provoking Meredith and adding to the anti-mage fervor. It's possible a sense of guilt led him to downplay his involvement in the mage ending, while his anger and slipping sanity in the Templar ending resulted in a more embittered account.
  • Silver Fox: He's fairly easy on the eyes before he turns into a Harvester.
  • Stupid Sacrifice: Going One-Winged Angel in the Mage path just meant the Champion had to waste time killing him.
  • Then Let Me Be Evil: If you side with him in the end, he all but says this trope's name aloud right before using blood magic to turn into a Harvester.
  • We Hardly Knew Ye: Orsino is introduced to the player at the tail end of Act II and only has a handful of scenes in Act III. Prior to that, he's not even mentioned, except in Feynriel's Fade dream.
  • We Need a Distraction: His plan during the Act II climax, in his own words. If Hawke chooses his side, he draws enemy attention and leaves fewer mooks to stand in your way.
  • Younger than They Look: Apparently the youngest First Enchanter elected in the history of the Circle. Either all the rest of them were tremendously old upon assuming their positions, or contending with Meredith has really aged him.

Quentin

"I have done the impossible. I have touched the face of the Maker and lived."

A maleficar Serial Killer who preys on Kirkwall's female populace.
  • Ax-Crazy: One look at his absolutely demented expression should be enough to tell you the kind of guy this man is.
  • Blood Magic: A very unique and unsettling use of it compared to most, since his plan is to revive his dead wife by killing women and magically sew them together into a new body for her soul to possess.
  • Calling Card: Prior to kidnapping his victim, he sends them a bouquet of white lilies.
  • Chekhov's Gunman:
    • Quentin's handiwork is the subject of an early sidequest.
    • Chekhov's Boomerang: In the endgame, it's not only revealed that Quentin and Orsino worked together in some capacity, but Orsino uses Quentin's magic to go One-Winged Angel.
  • The Dragon: To Orsino...sort of. Maybe. It's complicated.
  • A God Am I: Listen to his rant when Hawke catches up to him. He's got delusions of grandeur up the wazoo.
  • Ignored Epiphany: During a Codex entry written by Quentin, he wonders if he is doing the right thing and if he should just surrender and be killed when someone inevitably finds him. He brushes it off, figuring he's already too far gone and if he was doing the wrong thing, the Maker would have smote him long ago.
  • Love Makes You Crazy/Love Makes You Evil: He clearly misses his wife and loved her dearly, but his grief turned him into a murderer willing to pervert life itself to bring her back.
  • Mad Scientist: In his lair, you can find notes scattered about detailing his research and experimentation.
  • Necromantic: As if being a mere Necromancer wasn't enough, he's willing to spend the rest of his life with a zombie version of his wife.
  • We Can Rule Together: To Gascard. You can convince him to not accept, though Varric won't let him make a choice.

Grace

An apostate who escaped from the Starkhaven Circle thanks to her blood mage lover - who Hawke kills shortly before meeting her. Surely that won't sour the relationship...
  • Blood Magic: Early on she claims she doesn't practice it, but in Act 3 she gives up the act and uses it to turn into an Abomination.
  • Irrational Hatred: Of Hawke; should Hawke let her go at the end of the "Act of Mercy" quest, she still shows up and kidnaps someone close to Hawke, refusing to let them then go and tries to kill Hawke. Part of this is due to her blaming Hawke for killing Decimus (despite it being self-defence) and her failure to escape the Templars.
  • Love Makes You Evil: Again, she was faking the opposite of this the first time Hawke meets her.
  • Know When to Fold 'Em: If you insist on taking her back to the Circle, she reluctantly tells her fellow escapees to stand down rather than throw their lives away.
  • Obviously Evil: Let us count the ways. A crazed Blood Mage who forces Hawke to kill him was her lover. She immediately asks you to murder one of the only decent Templars around so she can escape. Despite your best efforts to help her escape, she gets herself caught and bitterly blames Hawke for it when you meet her in the Gallows. Surely there's no way this can possibly come back to haunt you?
  • Revenge by Proxy: She never forgives Hawke for Decimus's death, and attempts this with a hostage Hawke cares about.
  • Tattooed Crook: Inked and untrustworthy.
  • Ungrateful Bastard: She somehow convinces herself that her own failure to escape the Templars is Hawke's fault.
  • What the Hell, Hero?:
    • If you hand her over to the Templars.
    • Invokes this if Hawke is a Mage, accusing them of being a Templar puppet and betraying their own kind. Hawke can counter that they're not the one using blood magic to murder people.

Idunna

An "apostitute" who works at the Blooming Rose.
  • The Atoner: If you spare her in Act I, she writes you a letter in Act II thanking you for your mercy and informing you that she has found religion in the Circle. She also sends you information about dangerous spellbooks so you can find them before they fall into the wrong hands.
  • Blood Magic: Sensing a pattern yet?
  • Heel-Face Turn: See The Atoner, above.
  • No Sell: If Hawke is a mage, they can throw off her Psychic-Assisted Suicide. Leads to a wonderful Oh Crap reaction from her.
    Mage Hawke: I... will not... be toyed with!
  • Oh Crap: When either Mage Hawke or one of the mages in the Hawke's party stops her Psychic-Assisted Suicide.
  • Psychic-Assisted Suicide: Tries to do this to Hawke but fails.
  • Reliable Traitor: Turns on Tarohne the moment her spell on Hawke and co. fails and offers up all the information she knows in exchange for her life.
  • The Vamp: As soon as Hawke starts asking questions, she starts up with the overly flirtatious remarks and body-language. Then, when that doesn't work, in comes the Mind Manipulation.

Alain

"You don't know what it's like! We're locked in our cells all day, no light, no air! The Templars...ask things of us."

A hapless apostate from Starkhaven who seems to end up in the worst situations regularly.
  • Blood Magic: He's got some at least, judging by how he wakes up a hostage held under a spell later in the game. He never uses it to summon demons or attack others like the others as far as we can tell though.
  • Butt Monkey: Seriously, this guy is a pretty benign mage, but he always ends up in the wrong place at the wrong time. He gets involved in an escape from the Starkhaven Circle, only to panic and turn himself in when Decimus uses blood magic. After six years of abuse in the Gallows, he latches onto Thrask's plan out of desperation, only for that to blow up in his face as well. And after all that, Hawke can still sell the poor guy out to Cullen.
  • Rape as Drama: If you let Ser Karras live in Act I, some lines in Act II imply he's sexually abusing Alain and threatening to make him Tranquil if he tells anyone. If you kill Karras, the above quote from "Best Served Cold" still doesn't change.
  • Token Good Teammate: Of the apostate group that Decimus and Grace lead.

Feynriel

A half-elven boy who's been dodging the attention of the Circle even as his magical powers grow harder and harder to disguise, making him the target of the Kirkwall Templars... and a gang of slavers... and several demons.
  • Big Damn Heroes: Offscreen, but worth mentioning. A noblewoman in the Act III quest "Who Needs Rescuing?" recounts how Feynriel saved her life from a pack of thugs; impressively, he managed this while his body was still in Tevinter.
  • Boy of My Dreams: If you let him go to Tevinter, he becomes this for Orlanna. He appears in her dream to assure her she'll be safe just before killing her kidnappers.
  • Break the Cutie: Snapping him out of demonic illusions too quickly will result in him begging to be made Tranquil.
  • Dare to Be Badass: Hawke can pull this with him to make him control his Fade-walking powers.
  • Dark Is Not Evil: If you help him fight off the demons in the Fade, he journeys to Tevinter and learns to control his power from a magister, remaining a good mage at heart.
  • Disappeared Dad: Vincento walked out on Feynriel's mother when he discovered she was pregnant, partly because his work as a trader couldn't allow family time, but mostly because he wasn't interested in having a son. It obviously had quite an effect on Feynriel, because in "Night Terrors," the Desire Demon's Lotus-Eater Machine scenario involves him being accepted by Vincento and taken along with him on his travels.
  • Dream Weaver: As a dreamer, or "somniari," he can enter the Fade without lyrium and exercise a certain degree of control over it - to the point that he can kill people in their dreams. Hell, one quest reveals he can make people kill each other while they're still awake. From the other side of the continent.
  • The Dreaded: If he is possessed by a demon in "Night Terrors," a terrified Guardsman in Act III calls him the Dreamstalker.
    • And a heroic version in "Who Needs Rescuing?", rescuing a woman from her kidnappers by causing them to murder each other, whilst his physical body is located half a continent away.
  • Fate Worse than Death: He can be made Tranquil at the end of "Night Terrors".
  • Fish out of Water: The Circle, the Templars, and the Dalish all lack either the will or the knowledge to help him cope with his powers and to control them. Eventually he goes to Tevinter, where he finally masters his powers; sadly, he also feels out-of-place here due to the ruthlessness and cruelty of the magisters.
  • Half-Human Hybrid: All Human/Elf children are 100% genetically human, but he invokes this in hopes that simply being eleven born will help the Dalish accept him.
  • Heroic Bastard: Born from an affair, so he fits the Bastard part. However, he only becomes heroic in Act 3 if you help him control his powers in act 2.
  • Hero-Worshipper: Demonstrates shades of this behaviour to Hawke in his letters.
  • Human Mom, Non-human Dad: Dalish mother (Elf), Antivan father (Human).
  • Pass Fail: There's no defined "half-elf" category in this universe, but Feynriel is lither and has more pointed features than a human while being taller than the average elf, in addition to his eyes being larger and more elven than human. In Kirkwall, he felt everyone could tell, but if you let him join the Dalish, he comes to appreciate how easily he passed for human.
  • Took a Level in Badass: Should he make it to Act 3 alive. He becomes a full fledged dreamer and has enough power to kill people from half a continent away.
  • You Are Not Alone: How Mage Hawke reassures him that they understand what he's going through.
    Feynriel: Why do you care? You don't even know me!
    (Hawke creates a ball of light in their palm)
    Mage Hawke: (gently) I am you.

Marethari

The Keeper of the Sabrae clan, newly settled by Sundermount to flee the Blight in Ferelden. The Dalish Warden of the first game came from her clan, as did the unfortunate Tamlen.
  • The Archmage: Keepers in general tend to be some of the most powerful and adept mages in Thedas and Marethari is no exception. During Origins, she even managed to use "the old magic" to briefly stop the Dalish Warden from succumbing to the Taint.
  • Big Good: To the core. Not only does she keep a watchful eye over Merrill and ask Hawke to keep her on the right path, but she even braves entering a city run by Templars to help Feynriel when his dreams become too much for him.
  • Dreaming of Things to Come: Claims to have been aware of Hawke's arrival in Kirkwall long in advance. Of course, it's entirely possible that Flemeth informed her that she'd be sending someone during the Noodle Incident which caused Marethari to have an undisclosed debt to her.
  • Figure It Out Yourself: When it comes to Merrill, she expects Hawke to do what she would do without properly informing her/him of the truth behind the Eluvian.
  • Heroic Sacrifice: Sacrifices herself to the Demon in order to prevent Merrill ending up suffering the same fate.
  • Hope Spot: Do enough damage to the pride demon, and Marethari will turn back to normal, expressing disbelief that the party decided to Take a Third Option by simply being strong enough to kill the demon itself. This is a lie, and falling for it will result in the fight resuming and Merrill getting stabbed for letting her guard down.
  • Idiot Ball: Yes, she's a wise and benevolent leader for the Dalish, but in Act III it's revealed that she knew that a demon was manipulating Merrill into trying to restore the Eluvian and, no, it never occurred to her to explain it. Doubles up as an Out of Character moment when you consider how much unrelated stuff she does share with Hawke.
    • Although, she doesn't share this with Hawke either. If she simply explained to Hawke why she wants to keep Merrill out of harm's way, it'd have been nipped in the bud very early on. While you could argue that she might not have trusted Hawke as a Shemlen, you'd think that after befriending Merrill, sending Feynriel to the Dalish in Act I and after "Night Terrors" in Act II, she'd realise that Hawke is a friend to the Dalish.
  • The Mentor: Serves as one to Merrill, even after she enters her self-imposed exile.
  • Team Mom: To the whole clan, especially Merrill.

Tarohne

The head maleficar in the quest "Enemies Among Us".
  • Blood Magic: Her whole deal is transforming Templars into Abominations with it.
  • Deal with the Devil: A bit more forthcoming about her dealings with demons than most.
  • Evil Sorcerer: She certainly makes a big deal out of liberality seeking out power as opposed to being a helpless waif.
  • Hypocrite / Selective Obliviousness: Passionately hates Templars for their belief that Mages are dangerous tyrants who could destroy a city in a fit of pique... but freely admits her plans involve planting demons in Templars to drive the Knight-Commander mad and attempting to recreate another Imperium, since it's obvious to her that Mages should rule everyone. A snarky Hawke can point out how utterly insane this proves she is.
  • Uncanny Valley Make Up: It makes her look just as crazy as her plans.
  • You Got Spunk: Her response to Hawke pointing out s/he just cut through all the enemies to get to her.
    Tarohne: Good, good, the demons like spirit!
  • You're Insane!: A snarky Hawke may comment to her: "Good to know you're barking mad."
  • You Monster!: Hawke has the option of calling her "worse than a monster."

Varania

A Tevinter mage in training.
  • Armor-Piercing Question: To her brother if she survives, regarding how he fought for the lyrium markings and wanted them, in direct opposition to how he's regarded them for the entire game.
  • Deal with the Devil: Not literally (for once) - Danarius offered her an escape from whatever "free" elves live with in the Imperium. All she had to do was lure her brother into a trap.
  • Killed Off for Real: A possible ending.
  • Long Lost Sibling: Fenris's sister.

     Qunari 

The Arishok

"I am here to satisfy a demand you cannot understand."

Voiced by: Rick D Wasserman

The leader of the Qunari army. He appeared in the "Destiny" trailer as Hawke's opponent.
  • Anti-Villain: Firmly a Well-Intentioned Extremist. The Arishok spends the majority of the game bothering no one. He and his Qunari occupy a district for three years simply to retrieve back an artifact Isabela stole from them. It's not until extremists provoke him one too many times that he finally lashes back.
  • Authority Equals Asskicking: Easily the strongest of the Qunari.
  • Badass: If you pay attention in the extended version of the Destiny trailer, you can see that the staircase behind the Arishok is literally carpeted with all the guards that he had to fight through, apparently alone and without suffering so much as a scratch.
  • Badass Baritone: He has one of the deepest voices in the game.
  • Baddie Flattery: If Hawke becomes his Worthy Opponent, the Arishok gives this during the final confrontation.
    Arishok: (to Hawke) You alone are Basalit-an. (to nobles) This is what respect looks like, bas! Some of you will never earn it!
  • Blue and Orange Morality: Comes with being a Qunari.
  • Bullying a Dragon: Initially, he just wants to complete his task and get the hell out of Kirkwall. But most of the populace really seem to do their hardest to try to piss him off, particularly Sister Petrice, which just serves to make him hate the city even more to the point where he's finally had enough. It is played with, however, as most of the anti-Qunari Muggles feel like the dragon is bullying them, since Qunari are best known to the general public as conquerors who kill anyone that doesn't follow the Qun.
  • Catch Phrase: According to the Viscount, it's "Begone."
  • Chekhov's Gunman: The Arishok was mentioned in the previous game as Sten's superior.
  • The Chessmaster: Shows signs of this when he explains that the theft of the poison gas formula instead of the blackpowder formula in "Blackpowder Courtesy" was entirely planned by the Arishok, knowing he could then get Hawke to track it down and deal with it, and that the gas would kill the thieves anyway. It works.
  • Climax Boss: His defeat is your Finest Hour, and the setup for the real final battle.
  • Conflict Killer: Subverted - see below. He's enough of a threat for the mages and Templars to briefly join forces, but once that's resolved it's back to business as usual.
  • Disc One Final Boss
  • Dual Wielding: Dual-wields a longsword and an ax.
  • Duel Boss: Hawke can choose to challenge him to a Combat by Champion. Either that or fight him and his guards with your party members.
  • Evil Sounds Deep: As befitting a man of his stature.
  • Everyone Calls Him Barkeep: Arishok is not his name, it is his title/rank. Qunari names are more akin to social security numbers, and they go by their titles in everyday life.
  • Foregone Conclusion: The Destiny trailer reveals that you'll have to fight him.
  • From a Certain Point of View / Metaphorically True: At the beginning of Act 2, it's mentioned that the Qunari are supposedly waiting for a second ship before they will return home. The could be considered a truthful statement, since we later learn they're looking for the stolen Tome of Koslun, which was aboard the Siren's Call when it was sunk during the same storm that stranded the Qunari. In other words, they're waiting to find the second ship that arrived with them, in the hopes of retrieving its precious cargo.
  • Honesty Is the Best Policy: One way to gain his respect is by being honest with him and not lying or trying to cover up things. He himself makes no effort to hide how he feels about the city and its people, and that its corruption may force him to make a drastic change. Although, he doesn't reveal the real reason they've arrived is to reclaim the relic Isabela stole.
  • Knight Templar: In a sense, but not the same as the rest of them. Every day he's in Kirkwall, he sees the corruption, depravity, weakness, chaos, and foolishness that spits in the face of the Qun. Eventually, he decides to do something about it.
  • Lawful Stupid: He even cops to it if you call him out.
    Hawke: I see a man willing to start a war on principle.
    The Arishok: And what would the Qunari be without principle? You, I expect.
  • Lightning Bruiser: The guy is big, he hits hard, and he hits fast.
  • Marathon Boss: He also has plenty of HP and health potions. If you duel him, prepare for a slog on anything above Easy.
  • Never Trust a Trailer: The Arishok is featured extensively in all marketing for the game, making it seem as if he's the Big Bad. While important to the story, he has nothing to do with the game's final act.
  • Not So Different: Combined with Worthy Opponent, this is very explicitly spelled out as the relationship between him and Hawke. Even if you don't get the achievement and his respect, he still acknowledges this.
  • Obviously Evil: Deconstructed. Almost everybody hates the Qunari and makes them out to be monsters because of their reputation for being militaristic heathens. Because of this, the Arishok and his followers get the blame for almost everything from destroying culture to deception and murder, no matter how much the Arishok tries to make it clear that converting Kirkwall to the Qun is the last thing on his mind. Well, until he decides he's taken enough crap from Kirkwall and launches a full-scale invasion, thus turning him into the antagonist many accused him of being.
  • One-Handed Zweihänder: He dual-wields a claymore and a two-handed battleaxe; not that surprising given he's pretty darn huge even by qunari standards. Interestingly, his in-game model is a Rogue rather than a Warrior - by his standards, his weapons are daggers.
  • The Only One Allowed to Defeat You: Implied and then outright stated to everyone, the only person in Kirkwall he believes is worthy enough to defeat him is Hawke.
  • Orcus on His Throne: For three years, he and his people mostly keep to themselves in their corner of the docks. He turns out to be a subversion, as he spent most of the four years he was stuck in Kirkwall searching for the relic Isabela stole and on the side, planning his takeover after he became fed up with the corruption of the city.
  • Perpetual Frowner: It seems to be his default expression.
  • "The Reason You Suck" Speech: Delivers one to the nobility of Kirkwall at the climax of Act II.
  • Shoulders of Doom: His armor just wouldn't be complete without it.
  • Shoot the Messenger: If you warn him about the kidnapped envoy before finding them yourself, he actually says that if anyone else had delivered that message, they'd be dead right now.
  • The Stoic: He generally projects a calm and collected demeanor.
    • Not So Stoic: Beneath said demeanor lies a terrible rage that really shows when unbridled.
  • Suicide by Cop: If Hawke has his respect, he reveals strong implications of this. He doesn't believe the takeover of Kirkwall will have lasting success, nor does he want it to; he just doesn't see any other way to extricate himself from it. Killing him is one way to grant him release from his own principles.
  • Then Let Me Be Evil: "The provocations we have suffered have worked."
  • Try Not to Die: He expresses this sentiment to Hawke as "I do not hope that you die."
  • Underestimating Badassery: Kirkwall is full of Badasses, on both sides of the field, but the Arishok couldn't care less about anybody who isn't Hawke. This is made abundantly clear when Aveline, a woman hardcore enough to beat darkspawn to death with her bare hands, confronts him about the elven fugitives; he all but ignores her and focuses on talking to Hawke instead.
  • The Unfought: If you choose to give Isabela to the Qunari, the Arishok promptly leaves the city.
  • Worthy Opponent: He identifies Hawke as the most "promising" in Kirkwall early on. You can earn this as an achievement from being honest with him and gaining his respect.
    "I don't call anyone in Kirkwall an ally or even a good rival. But you have shown competence."
    "Panahaden, Hawke. I do not hope you die."
  • You Are a Credit to Your Race: Some of his comments to a Hawke he respects fairly drip with this sentiment.
  • You Can't Go Home Again: He can't return to his homeland unless he completes his mission: capturing Isabela and the relic she stole. A lot of his more villainous actions are partly motivated by his frustrations over this.
  • You Do Not Want To Know: Subverted. The Arishok refuses to tell you what he plans to do with Isabela after capturing her, though it clearly won't be pleasant. Afterwards, party banter between Fenris and Isabela reveals that if taken, Isabela would've likely been brutally brainwashed into an empty menial worker for the Qun.

Ketojan

"Ketojan" is the name given to a Saarebas, a Qunari mage, by Sister Petrice.
  • Better to Die than Be Killed: If you slay the Arvaarad, he will commit suicide rather than risk the possibility that he has been corrupted by demons, as is demanded by the Qun.
  • Blood Magic: Not outright stated, but the "precious thing" he gives Hawke before he immolates himself is a Blood Magic boosting accessory.
  • Eye Scream: The blood stains on his mask imply something... unpleasant.
    • Though averted if you look closely; he does still have eyes behind his mask.
  • Body Horror: His lips are sewn shut and sealed through some sort of magic.

    Tal'Vashoth 

Maraas

I know what I am. I don't need to belabor it.

A minor character and Tal'Vashoth, Maraas leaves the Qun to take up life as a mercenary.
  • Defector from Decadence: Leaves the Tal'Vashoth raiders because he doesn't want to steal or murder from caravans, and becomes a mercenary. In his words, this makes him worse than the Tal'Vashoth; he's selling his sword and his honor for coin.
    Maraas: I did not like my "role", so I left the Qun. I did not wish to be a murdering thief, so I left the Tal'Vashoth to warn their...victims. You are no victim.
  • Meaningful Name: After leaving the Tal'Vashoth, he chose to name himself Maraas, making him the first kossith encountered to explicitly have a name rather than just a rank/role. Maraas means "Nothing" in the Qunari language, referring to how he has no role or purpose beyond that which he chooses.
  • My Species Doth Protest Too Much: His original reason for leaving the Qun, as he was tired of strict adherence to purpose and a role in life.
  • Only in It for the Money: Refuses to work for people with titles, as they "don't have jobs, they have causes." Hawke can offer to hire him when they first meet, but he refuses to fight his own people (no matter how low they've sunk) for coin.

     Kirkwall Government 

Lord Viscount Marlowe Dumar

"I am losing my sense of how to balance this nightmare."

The Viscount of Kirkwall is appointed after the death of Lord Viscount Perrin Threnhold at the hands of the Templars. During his reign, the Templar Order has grown extremely powerful in Kirkwall, and have become the center of Chantry strength in eastern Thedas, holding their Circle of Magi in a terrifying, iron grip.
  • Apparently Powerless Puppetmaster: He starts out as this...
  • Authority in Name Only: ...then gets reduced to this. See below.
  • Big Good: In Act II.
  • Decapitation Presentation: The Arishok calmly throws his severed head down a flight of stairs.
  • Despair Event Horizon: He crosses it when Saemus dies. Sadly, he never recovers, leaving the city vulnerable to the Qunari. "What hope for this city, when we fail our own so completely?"
  • Killed Off for Real: He is killed during the Qunari invasion of Kirkwall. May also count as Oh, and X Dies given that the Destiny trailer and the introductory sequence both strongly indicate it.
  • Our Presidents Are Different: Viscount Focus Group, mainly. Also Viscount Personable and Viscount Target.
  • Reasonable Authority Figure: Along with the Grand Cleric, Dumar is one of the few politically powerful players (for a given definition of powerful) in Kirkwall who doesn't seem bent on starting a full-scale war.
  • Slave to PR: A good man at heart, but afraid of taking any decisive action for fear of assassination by one of the extremist Kirkwall factions.
  • Trailers Always Spoil: The Destiny trailer shows him being killed by the Arishok.
  • Trauma Conga Line: Not as much as some of the other characters, but he gets one. He's powerless to do anything about problems he knows full well are coming but is still held responsible for them, his son runs away to join the Qunari, is rescued, then kidnapped again and murdered by a Chantry priestess to provoke a war with the Qunari, and when that war finally happens, he gets executed by the Arishok even though he had little if anything to do with it. His life more or less goes downhill from the start of the game onwards.

Saemus Dumar

The son of the viscount, Seamus is rebellious and idealistic in his political views. He is also very sympathetic to the Qunari, making him something of a controversial figure.
  • "Well Done, Son" Guy: Nonetheless, in conversations with him it's clear that Dumar loves his son despite their disagreements.

Donnic Hendyr

"Aveline? You're a beautiful sight. I mean, uh, I was on patrol and they came out of nowhere..."

A member of the Kirkwall city guard. Aveline's Love Interest and potential second husband, starting in Act II.
  • Aloof Ally:
    • Donnic and Hawke's relationship, implied to be due to tension caused by Hawke being the "other wo/man" in Aveline's life. Even if Hawke indicates in dialogue s/he thinks of Donnic highly, Act III indicates the two never became close friends or socialise with each other unless it's via Aveline.
    • Likewise, he will only join in the final battle at your side if Aveline is present.
  • Amazon Chaser: Self-described; he clearly has the hots for Aveline from his very first appearance, and he explicitly states when he thinks Lady Hawke is hitting on him that he prefers women with "backbone."
    • On the other hand, Donnic will think a male Hawke is trying to use him as a go between/matchmaker to Aveline and states that he doesn't like someone without backbone... when in fact Aveline was the one who's trying to do exactly that!
  • Badass: As the situation in Kirkwall has deteriorated, by Act III, Donnic's patrols are frequently ambushed, leaving him fighting for his life at least twice a week! Donnic then mentions that he actually asked for the most dangerous patrols, since as one of the most capable fighters, they'd lose a lot more guards if he wasn't there!
    • Badass Normal: As normal as the setting gets; no magic, no legendary weapons and armor, only as much martial training as Aveline introduces to the guard, and faces throngs of gangsters on what he considers to be a good day. He gets a Distressed Dude moment when Aveline rescues him in Act I, but after that he's a dedicated asskicker.
    • He helps out in the Final Battle, if Aveline is in your active party.

     Other Characters 

Bartrand Tethras

Varric's brother, who leads an expedition to the Deep Roads that Hawke joins as a partner.
  • Ambition Is Evil: Compare his behavior to that of his brother, who is content to hang out in the Hanged Man all day with a drink, some cards, and a few friends.
  • Ax-Crazy: In Act II, as a result of the Lyrium Idol.
  • Bad Boss: He punches a henchman who gives him bad news.
  • Cain and Abel: Cain to Varric's Abel.
  • Driven to Suicide: If you skip the quest where you confront him, Varric later tells you that Bartrand killed himself and most of his underlings.
  • Face Death with Dignity: If Anders temporarily restores his sanity and Varric decides to kill him, Bartrand doesn't protest or beg for his life. He just closes his eyes.
  • Foreshadowing: He's essentially a look at things to come with Meredith.
  • Impoverished Patrician: Unlike Varric, who was born on the surface (and is extremely happy there), Bartrand was born in Orzammar before House Tethras was exiled in disgrace. Having grown up in such a Deadly Decadent Court, it goes a long way to explain why he's such an arrogant jerk. It's also mostly his job to deal with the Merchant Guilds, which Varric says would make anyone a paranoid asshole.
  • Jerkass: His introduction ends with him insulting Hawke, insults Leandra before the Deep Roads Expedition sets off, and his reaction to being told that a cave-in has blocked their path, is to punch the Scout in the face.
  • Kick the Dog: If he was bad before, he only gets worse after he takes the Idol, where his first act is to lock his own brother and business partner in the Thaig. He also murders half of his henchmen in insane experiments, by force feeding them Lyrium.
    Varric: I always thought he was more prone to puppy-kicking than... mutilation and torture.
  • My God, What Have I Done?: If Anders comes along on the "Family Matters" quest and temporarily snaps him out of his insanity, Bartrand is horrified at what he's done and asks Varric to ensure that House Tethras doesn't fall with him.
  • Self-Made Man: Took ever the Tethras family business after the death of their father.
  • Villainous Breakdown: Due to becoming obsessed with the Idol.
  • With Great Power Comes Great Insanity / Sanity Slippage: The idol that he takes drives him horribly insane, yet gives him unusual powers.

Flemeth

"We stand upon the precipice of change. The world fears the inevitable plummet into the abyss. Watch for that moment... and when it comes, do not hesitate to leap. It is only when you fall that you learn whether you can fly."

A returning character from Origins, who rescues the Hawkes from darkspawn in Lothering, and asks them to deliver a package to the Dalish for her in exchange. Voiced by Kate Mulgrew.
  • Affably Evil: Despite supposedly being a villain, Flemeth not only saves Hawke's life but escorts their family safely to Gwaren as promised and offers free advice (and consolation) to Hawke and companions at Sundermount.
    Flemeth: You have my thanks... and my sympathies.
  • Ambiguous Situation: She states lightly that she may not be an old woman but instead an actual dragon, and hints to Merrill that there is more to know about who she is than just Flemeth. This and some other implications suggest she might very well be a dragon or even an Old God, if you remember that Morrigan learned the ritual from her in the first place and her statements at the end of Witch Hunt. Yet everything about her is completely ambiguous, and by the end of the second game you still don't really know what's up with her.
  • Ambiguously Evil: Despite what we are told, she really hasn't done a single villainous thing.note  Yet what we're told isn't exactly pleasant. It's possible she isn't as evil as we're told she is, though she's almost certainly every bit as terrifying.
    • Trickster Mentor: Despite the above, much of the advice she gives to Hawke, Bethany, and Merrill actually makes a lot of sense. You know things are bad when Flemeth, of all people, is counted among the reasonable.
  • Big Damn Heroes/Villainous Rescue: She saves the party from a seemingly unending army of darkspawn during the prologue.
  • Broken Aesop: Snarky!Hawke can point this out on her advice.
    Flemeth: It is only when you fall you learn whether you can fly.
    Snarky!Hawke: Cheap advice... from a dragon.
  • Crazy-Prepared: It's possible that she has some precognitive ability, as hours after sending her daughter with the Warden, she immediately sets up an out just in case Morrigan has the Warden try to kill her. Disturbingly, when she expresses surprise that Hawke kept his/her word, she doesn't act all that concerned that her backup plan might have failed, suggesting she's got even more ways out than we see in the game. She also suggests she's aware to some degree of Hawke's eventual fate, though she doesn't say it outright.
  • Dangerously Genre Savvy: Why was she so unconcerned with the Warden killing her in the first game? Because she had already prepared for her resurrection. She treats the whole thing like changing clothes.
  • Deadpan Snarker: To the point that she outright approves of snarky responses from Hawke.
  • Evil Matriarch:
    Flemeth: [Morrigan] is a girl who thinks she knows what is what better than I, or anyone. Ha ha! And why not? I raised her to be as she is, I cannot expect her to be less.
    Hawke: I'm not sure whether she's your daughter or your enemy.
    Flemeth: Neither is she...
  • Foe Yay: In-universe, she admits she really enjoys dealing with Snarky!Hawke;
    Flemeth: Oh you I like!
  • A Form You Are Comfortable With: It's possible that she was playing this straight with the Warden-Commander in Origins, where she appeared as a harmless old woman, but the two forms Hawke sees are both pretty scary. She even does a bit of Lampshade Hanging after Hawke assumes that the badass witch-queen version is her Shapeshifter Default Form.
  • Grandma, What Massive Hotness You Have: Her character model certainly got an upgrade from crazy old wild woman, though she still does look old. May just be an art upgrade coupled with actually taking care of hair.
  • Hidden Agenda Villain: We still know absolutely nothing about what her overall goal is.
  • Horned Hairdo: Her hair is wrapped up into a set of horns. Dragonish looking ones.
  • Humanoid Abomination:
    • Explicitly stated when she appears. Aveline describes her as a "Witch of the Wilds", and Bethany muses that she's an apostate, but anyone who's played Witch Hunt will know that she's neither. Fenris also notes that he has seen many blood mages, demons, and abominations while in Tevinter... but Flemeth is none of those things.
    • Even Anders is immediately tuned into the fact that she is neither abomination, demon, or mage, and the man shares a mind and memories of a spirit who has been around for Maker only knows how long. That's really saying something.
    • Inexplicably Awesome: So far, anyway. No one, including her own daughter, has a clear answer to the question "What the heck is she?"
  • Hyper Awareness: Flemeth's cryptic dialogue implies that, much like the Warden before them, she is perfectly aware of Hawke's destiny and their role in shaping the face of Thedas forever.
    Flemeth: Is it chance...or fate? I can never decide...
  • I Have Many Names: She says this to Hawke after being asked who she is. One of the names she lists is "an old hag who talks too much."
  • If I Wanted You Dead...: "Let me? If I wished you harm, I daresay you could not stop me."
  • I Gave My Word: The reason Hawke kept his/her promise to give the Amulet to the Dalish Elves, since they owed her a favour. Flemeth appears to be pleasantly surprised by this, having half-expected Hawke to simply flog it to the first merchant they saw.
    Snarky!Hawke: No one wanted to buy it. Maybe because there was a witch inside?
  • Memetic Badass: In-universe. The Dalish Elves know that if Asha'bellanar summons you, there's no question about it, you go. May the Creators help you if you at all keep her waiting or attempt to screw her around.
  • Me's a Crowd: We only see one of her at a time, but she considers bodies "limiting things" and says "must I be in only one place?" Considering the number of people who want to kill her, this is a good idea.
  • Pet the Dog: Her interaction with Hawke. Dialogue with Marethari and Merrill implies that she's slightly more inclined to give these moments to the Dalish, due to them having the correct amount of fear and respect towards her.
  • Pragmatic Villainy: When Aveline mentions the legends claim that the Witch of the Wilds steals children.
    Flemeth: Bah! As if I didn't have anything better to do!
  • Staying Alive: Morrigan makes it quite apparent in the first game that Flemeth was not killed by the Warden. It turns out she kept a contingency via the amulet she gave to Hawke.
  • Stop Worshipping Me: Although she commands a lot of respect and fear amongst the Dalish, she makes a point to let Merrill know she doesn't have to keep bowing before her. She even chastises the Dalish for bending their knees too willingly.
  • Supernatural Gold Eyes: Despite her new form, she retains them.
  • Sequel Hook: Literally everything about Flemeth, her origins, her plans, her motives, and where the hell she went goes unexplained, despite considerable lead up in dialogue during the Witch Hunt DLC. Her obviously immense power and the sheer amount of knowledge she carries imply her goals and motives are vastly more complicated then we've seen so far, all clearly leading up to something...but what, exactly, that is has yet to be revealed.
  • Trickster Mentor: Exhibits some of the traits of this trope, particularly in her advice for Hawke, Bethany/Carver, and Merrill.
  • Villainous Rescue: How she saves both the Warden and Hawke.
  • Voluntary Shapeshifting: In both Origins and II, she can be seen turning into a High Dragon. Although she will point out to a snarky Hawke that for all he/she knows she really is a dragon and the old woman is the shifted form.
  • What the Hell Are You?: Fenris has this reaction, saying that he has met many abominations, demons, and blood mages before - but she is none of those things. Anders is more worried that Justice has no idea what she is either.

Xenon

A living corpse with a loud, echoing voice hidden in the underbelly of Kirkwall. He is the mysterious merchant who runs The Black Emporium, which houses many powerful but expensive items. One of its most important features is providing easy access to rare items, such as Maker's Sigh. Voiced by Nicholas Boulton.
  • Age Without Youth: He sought immortality and got it... but he forgot to clarify that he wanted an ageless body as well.
  • And I Must Scream: Though he doesn't show it in front of the customers. The codex mentions that the only reason he runs the Emporium is that he's desperately looking for a cure for his condition.
  • Arms Dealer: In addition to magical artefacts and curiosities, he also sells a lot of enchanted weaponry.
  • Beware the Nice Ones: Shoplifting is punishable by golems, leading him to quickly yell "NO CHARGE!" when Hawke collects some free goods.
    • Xenon also mentions that the Templars occasionally make the mistake of coming to the Emporium. "The bloodstains take just weeks to clean up."
  • Body Horror: Due to numerous attempts at magically restoring his youth, he has a number of extra appendages on his corpse-like body.
  • Cloud Cuckoo Lander: His mind has began to decay along with his body.
    Some Dane fellow asked me, "Why make a shop so hard to find?" I mean, really! He just has no concept.
  • Collector of the Strange: And exhibitor of it, too.
  • Cool Old Guy: Despite being half-insane and suffering from major Body Horror, he's pretty jovial.
  • Deal with the Devil: Got his immortality through a deal with the Antivan Witch of the Weyrs.
    • Depending on her age, it may have been Yavana, the Antivan Witch of the Wilds and Flemeth's other daughter.
  • Fluffy the Terrible: His personal Golem, dubbed "Thaddeus Gigantus Crumbum the Third".
  • Large Ham: When you're confined to a chair as a result of your decaying body and the Body Horror you caused trying to reverse your immortality, it seems you have to make your own fun.
  • Our Zombies Are Different: While he appears to be a corpse, he's actually still alive - just really emaciated.
  • Punctuated! For! Emphasis!: PLEEEEEEASE. DON'T FONDLE ANDRASTE.
    • DON'T! MANHANDLLLLLLLLLE! The URRRRRRRRRRRRRCHIN!
  • Really 700 Years Old: He's about 300 years old. It shows.
  • The Little Shop That Wasn't There Yesterday: The Black Emporium. Only those personally invited by Xenon are able to find the shop. However, if they ever decide to part with the charm he sent them, they will be rendered unable to do so, even if they already know where it is. (And the consequences will be "unpleasant.") note 
    • That said, it's implied that it is possible to find the shop without the charm, just incredibly difficult. Templars have been known to try, but they met a sticky end at the hands of Thaddeus. Or should we say, under them.

Dragon Age II – CompanionsCharacters/Dragon Age IIDragon Age II – Post-Release Characters

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