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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A member of the enigmatic Seekers, who interrogates Varric in order to find the true story of the Champion.For more info, see Recurring Dragon Age Characters.
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. She isn't a pushover though, and if Patrice gets shot down she barely blinks.
- 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. She defends her lack of action by saying her power is far more limited than it would seem, but still makes virtually no onscreen attempt to stop any of the events of Kirkwall beyond essentially telling Orsino and Meredith to go to their rooms at the start of Act III.
- 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.
"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.
- Hate Sink: Petrice's general loathsomeness is one of the few things the Dragon Age fandom agrees on.
- 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.
- She also seems to think the Grand Cleric is very, very stupid. Unless you actively play along with her attempt to frame you she'll talk herself into being surrendered to the guards for her deeds.
- 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.
Knight-Commander Meredith Stannard
"Cold corpses speak louder than abstract freedoms, do they not?"
Voiced by Jean Gilpin
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.
- 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. She doesn't even get a speaking line until after she takes out a Saarebas that had gotten the drop on Hawke and co. in Act II.
- 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.
- 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.
- Pragmatic Villainy: Working with Hawke at the end of Act II is this. With the Qunari invading, she knows she has to put aside her antipathy for them, as the present crisis is more important. Once the Qunari are defeated, she goes right back to being antagonistic, until she needs something again.
- 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 at the end. For much of the story, her harsh methods can be justified by the chaotic conditions in the city and her desire to bring some manner of order...until she decides to exterminate the Kirkwall Circle of Magi for a crime they did not commit. 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.
"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.For more info, see Recurring Dragon Age Characters.
"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 Vallen
"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
Ser Otto Alrik
A sadistic Templar whom Hawke and their companions encounter in the quest "Dissent", although they witness his handiwork in "Tranquility".
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.
"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. Surprisingly, his lack of affiliation with the mage underground that Anders is involved in is probably the only reason he survives to Act III.
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. He proves it at the end of Act II if you work with him and use him as a distraction. He lobs fireballs like standard attacks.
- 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: Silly!Hawke can call him and Meredith on it.
Hawke: The way you two carry on, people will talk.
- 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, and strengthened Meredith's argument.
- 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.
"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.
- Jack the Ripoff: He's a murderer who targets the women of Kirkwall.
- 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.
- Serial Killer: Murders women who have features that resemble his late wife's. He then cuts them off and stitches them together into a Frankenstein-esque monstrosity in order to recreate his wife.
- We Can Rule Together: To Gascard. You can convince him to not accept, though Varric won't let him make a choice.
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.
An "apostitute" who works at the Blooming Rose.
"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.
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
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.
- Obi-Wan Moment: The Act III quest "Pride's End."
- Poor Communication Kills: Good lord. For nine years, she tells Merrill that trying to repair an ancient magic mirror was dangerous and would only end badly, adding no further detail beyond that. There was absolutely no reason not to tell her - or anyone else - that the demon who told her how it can be repaired was tricking her into releasing it from its prison. This leads to her allowing the demon to possess her so it won't possess Merrill, which leads to her death. That would be bad enough, but her words encourage the clan to fear Merrill, leading to Pol's death and possibly the entire clan.
- Team Mom: To the whole clan, especially Merrill.
The head maleficar in the quest "Enemies Among Us".
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.
- Missing Mom: Her mother died at some point after Fenris went through the ritual.
- Ungrateful Bastard: Her brother worked hard to earn her a life of freedom. In response, she sells out him out to Danarius for a chance to apprentice under him. According to her, "freedom" in the Imperium wasn't a step up.
"I am here to satisfy a demand you cannot understand."
The leader of the Qunari army. He appeared in the "Destiny" trailer as Hawke's opponent.
- 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.
- 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.
"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.
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.
- 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.
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.
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.
"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.
"The world will shake before you."
The Witch of the Wilds, a legendary feared figure of myth and stories. She helps Hawke at the start of the game, for a simple favor.For more info, see Recurring Dragon Age Characters.
"Useless! What am I paying you idiots for ?!"
Varric's brother, who leads an expedition to the Deep Roads that Hawke joins as a partner.
"WELCOME. TO THE. BLACK. EMPORIUM."
Voiced by Nicholas Boulton
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.