%% Fridge that demands an answer goes on the Headscratchers tab.
%% If you want to add a fridge example that needs an answer, or see a fridge example you want to answer, move it over to Headscratchers.

[[AC: Warning ! Unmarked spoilers ahead. Proceed at your own risk.]]


* The song Leliana sings:
** The song is about fate, embracing death and being mortal. This song is intertwined with ''Dragon Age: Origins'' completely. For one, it's the theme song of the game. For another, it's the entire theme of the game itself. Notice that everyone in the camp reacts to it with pensiveness, save Morrigan, who dismisses it. [[spoiler: Morrigan wants to cheat fate and prevent you from sacrificing your life for a noble cause, the exact opposite of what the song preaches. During the entire game, the question of mortality comes up again and again - such as Zathrian's curse]].
** People think the song Leliana sings seems weird (which it does) especially with the musical instruments, bad lipsync and the voice difference. Maybe that's because the song we are hearing is the song Leliana is remembering instead of what she is singing.
** One more thing about ''In Uthenera'' is that it is a song for the departed sung by a ''previously immortal race''. So, on some level, it is not just the song for the departed, it's a lament for the entire elven race's lost {{immortality}}.
* The symbol of Christianity is a cross, right? Because Jesus was crucified. Now, Andraste was instead burned at the stake. And the symbol of the Andrastian Chantry? A flaming sun!
** In addition, the Templar Order uses a flaming sword as their symbol; Archon Hessarian mercifully ended Andraste's suffering using his sword.
* While [[OurDwarvesAreAllTheSame most dwarves]] have Scottish accents and also have a clan structure, the ''Franchise/DragonAge'' dwarves have American accents and some elements of democracy. While their society is far from egalitarian, they're the closest thing there is to a democracy in the setting. In fact, they may be modeled on the pre-revolution colonies, where wealthy families dominate a pseudo-democracy.
* Flemeth as part of Morrigan's personal quest. When you run into her the first time, she's wearing regular clothes. The same is true for your second encounter, shortly after she saves you. But when you return to the Wilds to kill her, she's wearing a set of mage robes. She knew you were coming and had prepared for your arrival.
* During a replay of the Dwarven Noble origins story, when you are about to enter Trian's room because King Endrin asked to summon him after the feast, it seems a little unnecessary that Trian's journal is lying there for you to see. And then, it makes perfect sense. [[spoiler:His writings served as a warning all along]]! Awesome!
* The official cover art for Dragon Age is a blood motif of a dragon, right? We get that, it's in the [[ExactlyWhatItSaysOnTheTin name]]. It's because the BigBad is the archdemon and all that. Plus, there are lots of gore in the game so that makes sense too. And then it hits you like a rampaging ogre: [[spoiler: the blood represents [[TheVirus The Blight]] itself! The darkspawn blood, the blood that taints everyone, and that binds the darkspawn demons themselves to the archdemon. Not to mention the Grey Wardens themselves are joined this way: through blood]]! Wow. Then of course there are the ''blood'' mages, kept in line with the phylacteries (vials of ''blood''), and you can [[spoiler: taint Andraste's ashes with/drink dragon ''blood'']].
* Darkspawn Reproduction:
** If you're feeling guilty about your decision to slay the Architect (thus keeping him from preventing any more future blights), remember: The Darkspawn are a parasitic race; they reproduce by preying on other people. There will never be peace with them and making sure they don't get any more intelligent is probably the best you can hope for.
** Since their desire to create Broodmothers is implied to stem from their curse to act as a hive-mind army for the Archdemons and Old Gods, one can argue that their instinct to reproduce in such a way might be curbed or outright disappear if they regain their independent minds, as the Architect wishes. While thinking darkspawn are arguably more dangerous, it also might mean they could be reasoned with and/or become divided in their goals, thus preventing a future Blight of catastrophic magnitude, since not all of them will want to go to full-out war with the surface races now that they have a choice to choose otherwise and seek another life for themselves other than killing everything. At least one of the Disciples - the Messenger - even becomes helpful and overall good-natured on his own, if given the chance to live. So, there is potential for a mostly good outcome of allying with the Architect, it's the actual results that still remain unseen, thus it still could go either way.
*** However, the ending of Awakening mentions that this "hooded figure who wanders the countryside helping people" also leaves blight sickness in his path. Imagine an entire sentient race of people who infect other races with an uncurable disease and rot the land under their feet. There would never be a way to live in harmony with them. Either they would be slaughtered and driven back as pariahs into the Deep Roads, possibly prompting them to launch an invasion on the surface because they want equal rights and freedom for their people, or even if they weren't massacred they would be most likely placed in quarantined prison camps. You can bet that whoever ran those camps would not treat them well. It's probably kinder to the darkspawn to let them remain soulless and mindless than to awaken them so they can truly appreciate the horror of their own situation. As for the Blights, as of the end of Origins there are only two Blights left and while they're terrible events, people know now how to end them quickly. The Fifth Blight was the shortest Blight in history, after all; each Blight since the first has been less and less catastrophic.
*** But, notably [[spoiler: Fiona, a former grey warden,]] was cured of the taint and there are others actively looking for a way to replicate that success. Added with the fact that Grey Wardens carry but don't pass on the Taint, there could eventually be a way discovered to neutralise it's contagious nature if sufficient effort was dedicated to research a way to do so. Their gained sentience would make researching that easier too: it would, after all, be very hard to get close enough to a living darkspawn still connected to the hivemind to properly look into such a possibility, as it would be trying very hard to ''kill you''.
* Listen ''very'' closely to the Sloth Demon in the Circle Of Magi. His voice, combined with his putting the player to sleep and controlling dreams, makes the demon a pretty clear (and clever) expy of [[Franchise/ANightmareOnElmStreet Freddy Krueger]].
* Alistair:
** Why Alistair leaves you if you spare Loghain, and why you don't get a choice to spare Loghain if Alistair fights him. Throughout the game, despite his cheery demeanor, whenever Duncan and the other Wardens are brought up, Alistair invariably becomes sad and distant. It's quite clear that he loved his fellow Wardens, especially since they were the first family he'd ever really had and gave him a life he wanted to live outside the maddening, strict life of the Chantry. And Loghain ''took that away'' from him. ''That's'' why he follows the Warden around if the Warden is a monstrous, selfish, murdering asshole, and that's why he'll leave you even if he's your best friend (unless you do a damned good job convincing him otherwise). Throughout the whole adventure, deep down, Alistair has been carrying a deep-set hunger for ''revenge'' against Loghain for what he did. The best part is how marvelously understated this is. He doesn't go off into rants about vengeance or hatred, he doesn't make declarations of his intentions, and he doesn't talk to anyone about this bottled-up fury and hatred and pain he's carrying around. It only comes out when you bring up Duncan and the Wardens, and otherwise he keeps that incredibly bitter hatred for Loghain to himself. It may seem abrupt that he'll leave you if you spare Loghain, but that's just a result of the player not paying attention to what motivates Alistair. It makes an already-interesting character much deeper and more faceted. Which is why Alistair must be ''hardened'' in order to keep Loghain around and have him as King. Note that the ending will have Alistair's "angry" conversation with the Warden (if they survive), even if there was a 100 friendship rating.
** Made all the more sad if you're romancing him, get him to stay and marry Anora, and ask him afterwards about the relationship; he comments that what happened with Loghain has tainted it for him and "there is no us". At first this just comes off cruel and almost childish until you realise that what happened has added your character to the long list of things Loghain took from Alistair... and now Alistair has to marry Loghain's daughter and probably see him every day. [[BreakTheCutie No wonder he's snide and angry for the rest of the game]].
** There's another element to this as well, and that is this: Riordan and Anora suggest making Loghain a Warden as his punishment for his crimes, in lieu of executing him. Alistair will ''never'' see being made a Warden as a punishment; for him, being a Grey Warden is an honor and the Wardens are his family, so to him, the suggestion of making Loghain a Warden is tantamount to asking Alistair to accept him as a brother and let him off scot-free for everything he did.
* Leliana's tale about Flemeth off-handedly mentions that Flemeth can steal a woman's beauty through mirrors, and Morrigan's one piece of property as a child was a stolen mirror, later broken by Flemeth. These seem minor elements, a common superstition and a cruel lesson, respectively, until ''Witch Hunt'', wherein Morrigan escapes through a magic mirror, implied to be bound to Flemeth's will...
* [[spoiler:Note that Riordan's surprise attack successfully crippled the Archdemon's wing, which is the ''only'' reason the damn thing hangs around the top of Fort Drakon waiting to be killed by you instead of just ''flying away from the city'']].
* During the mage origin story, Uldred is described as the leader of the Libertarians, the faction of the Circle that believes that mages should be free to use their powers as they like rather than submitting to the oversight of the Templars. He's one of the few mages who is genuinely ''proud'' of his abilities. [[spoiler: Which is perhaps what leaves him vulnerable to possession by a Pride Demon]].
* Want to know a way your character can be convinced to [[spoiler:spare Loghain]]? This quote from Riordan will explain everything: "We aren't judges. Kinslayers, blood mages, traitors, rebels, carta thugs, common bandits: Anyone with the skill and the mettle to take up the sword against the darkspawn is welcome among us." All six of those examples represent each origin option in the game and how people would react to you negatively. Kinslayers represent the Dwarf Noble because [[spoiler:you either killed your brother or were blamed for his death]]. Blood mages talks about the Magi because that is the most common accusation of an apostate in the DA universe, even if an apostate hates blood magic. Traitors represent the Human Noble because of the slanders Teryn Loghain and Arl Howe made regarding your family. Rebels would be best associated with a City Elf due to the stereotypes of elves being nothing but troublemakers. Carta thugs is the only justified example as if you were a Dwarf Commoner, you did work for the carta. As for common bandits and the Dalish Elf origin, many people who are completely ignorant about the Dalish, including elves, would assume that they are nothing more than glorified bandits who only kill humans. No matter what origin you play as, once you hear one of those examples, you realize that you are judging Loghain as much as people judged you before you became a Grey Warden.
* Why does Bryce Cousland choose "Pup" of all things to be the affectionate nickname of the Human Noble Warden? It plays into how the Fereldans are all big on dogs.
* Ser Jory has the lowest willpower of companions during the Wilds part of Ostagar. Pretty fitting considering his reactions to pretty much everything scary.
* For a while after the Joining, Grey Wardens apparently experience ravenous hunger when it comes time to eat... [[spoiler:so do the Darkspawn]].
* Sten is only allowed one specialization instead of two because Qunari believe that it's best to only do ''one specific thing'', but to do it ''very well''. GameplayAndStoryIntegration! Now if only he got an extra bonus for not taking a second one instead of just being locked out...
* When you gain the Spirit Warrior specialization in Awakening, you can give it to Oghren, the dwarf, member of a race who has no connection to the fade, so how is he able to be connected to it? Easy, he's already been in it once, possibly twice, no other dwarf would be able to do that. (yes, I know it is possible that you didn't bring him along for that quest, or the first time, which can be handwaved away by saying that unless it has been stated that your party has been split up, storywise, your entire party took part in every quest once you got them)
* Flemeth and Morrigan:
** [[spoiler: She deliberately raised Morrigan to be StupidEvil. She can't afford her daughter having an alternative world view as she's going to possess that body one day with all the magic that comes with it]].
** On a related note, Morrigan has fairly underpowered starting spells, as well as the most underpowered of the mage specializations, shapeshifting. However, Flemeth [[spoiler:sustains her existence by taking over the body of her latest "daughter" once the girl is old enough, a process that requires overcoming whatever resistance she might be able to muster]]. Of ''course'' she wouldn't want Morrigan's power to be optimized! Along the same lines, Morrigan may have chosen the shapeshifting specialization because, as Flemeth says, she's quite fond of the legends concerning Witches of the Wild. No matter how much Morrigan may like to pretend she's a {{Munchkin}}, she's really [[TheRoleplayer a role-player]] at heart - a dynamic that fits nicely with her {{Tsundere}} nature. Fittingly, the first sign of that nature is that Morrigan derides the legends concerning the Witches, only for Flemeth to confirm, less than five minutes later, that her daughter really enjoys those stories.
** Plus, if you get into a romance with her, Morrigan--witty, dry-humored, quick-to-retort Morrigan--is completely at a loss if you ask her what ''she'' wants, to the point that you get the feeling that nobody has ever asked her that before. Which makes sense--not much point in giving a kid experience in making their own choices if you're going to GrandTheftMe them in a few years. They'll put up less resistance if they've got less personal interest. However, in a second bit of FridgeBrilliance, it didn't quite stick. Flemeth was apparently really bad at teaching that mentality (probably was really obvious about not practicing what she preached), because Morrigan favors personal power instead of the good of the group.
*** It actually makes sense. In ''Inquisition'', Flemeth can note that she would not be able to get Morrigan's body without her approval. So gaining a lot of power might be a good argument for Morrigan to undergo the process, we don't know how much it is "taking over the body" or "merging two people".
* Morrigan's morality - players often consider her {{Token Evil Teammate}} but she isn't evil in the manically-laughing-while-starting-up-her-doomsday-machine sort of way. She has more of the 'law of the jungle" mindset. Now remember what she says about her shapeshifter training - she had to accept the way animals behave and think in order to master that skill. She basically has no other morality system available than survival of the fittest. And she can become a much nicer person under the influence of the Warden, especially if the Warden fathers Kieran and enters the mirror in ''Witch Hunt''.
* At first the idea of Thedas's humans and elves cremating their dead seemed like meaningless background fluff. Thinking about it, though, it seems to actually have a purpose. Humans and elves all have some connection to the Fade, even after death. Considering how many demons would be happy to take on a corpse and wreak havoc, it only makes sense that they'd start up a tradition of destroying the bodies of the dead to prevent such attacks. It's only the Andrastians who do this, supposedly since Andraste was burned, but getting rid of corpses might also be useful. The Dalish bury their dead and plant trees over the site.
* If playing the Mage storyline, when you encounter Uldred in the Circle Tower, you can pick options saying you aren't so different from him, to which he'll agree happily. [[spoiler: The demon possessing Uldred is a Pride demon - and what demon did you encounter trying to tempt you in your Harrowing? A Pride demon. This is particularly FridgeBrilliance if you're playing a morally ambiguous or evil character]].
* DLC FridgeHorror ''and'' Fridge Brilliance from ''Leliana's Song.'' Leliana lies in a dark, dank dungeon [[spoiler: after having been betrayed by her lover Marjolaine to a cruel Fereldan officer]]. She is sobbing and crying. She never tells us what happened to her in that dungeon, and we assume it's run of the mill torture... until the corrupt officer makes a cruel remark to her later in the story [[spoiler: about simply asking if she "wanted more men."]] Note, in the prison cutscene, [[FridgeHorror where the blood stains are]].
* Why is Branka a '''Paragon of her Kind?''' Dwarves, apparently an honourable, noble people, have a dark side to them, one that can look very very nasty to an outsider. Dwarves also admire [[{{Determinator}} determinators]] like nobody's business, and Branka is one taken UpToEleven.
* Taking from the Qunari redesign, at first it seems a bit weird that natural born-hornless Qunari would be considered destined for greatness while the Tal-Vashoth who voluntarily remove their horns are scum of the earth to the Qun. But that's actually the whole point. Tal-Vashoth removing their horns is their way protesting the fatalist nature of the Qun, a philosophy that's not so big on the concept of people making their own choices about what they will to do. It's effectively saying ScrewDestiny to the Qun because it symbolizes them choosing their own lot in life instead of it being fixed for them by an outside force.
* When entering the phylactery chamber in the Circle of Magi, it's initially confusing as to why there is a room that was filled with mist and inexplicable bits of snow and ice in the corners. It seems oddly out of place. It's the mage equivalent of a ''refrigerator'' and the cold is to preserve the blood.
* One would think that since Ferelden's more rough-and-ready and "barbarian"-like than its neighboring nations, that the attire of the nobility would consist of more practical leathers, tunics, and furs than their foppish bright colors and puffed sleeves. But Ferelden was occupied by Orlais for over a century before the game's story began. So it's easy to assume that the Orlesians influenced the nobles' fashion and changed it from something like [[http://farm4.static.flickr.com/3474/3374957331_c07c6c8e6f.jpg this]] to [[http://greywardens.com/wp-content/uploads/2010/07/nobles.jpg this]]. Much like how the Anglo-Saxons were influenced by being under Norman rule when William the Conquerer invaded.
* In a playthrough where the Warden was Alistair's lover and Morrigan's friend, when trying to [[spoiler: persuade Alistair to do the ritual with her]], Morrigan acts very nonchalant about her request, even though she knew it must have been tearing up the Warden to have to [[spoiler: convince the man she loved to sleep with another woman]]. She even offers some passive-agressive guilt, claiming if the Warden REALLY loved Alistair, she'd give him the chance to save his own life. This seemed contrary to how Morrigan acts after you befriend her, where she warms up to you considerably and seems fairly sympathetic to you from that point on. Yet in one scene she seems to regress back to her old self, only to swing back again when bidding you farewell at the gates of Denerim. So what's going on? Morrigan is wearing a mask for this scene. It is ''killing'' her to ask her only friend to do this, but she doesn't have a choice if she wants to save her life. She's shut off her emotions for this because she sees her feelings on the matter as less important than saving the Warden. She may have her own long-term plans concerning the [[spoiler: god child]], but it becomes fairly clear that her main motivation at this point in time is saving her friend. The official [[http://blog.bioware.com/2010/03/01/dragon-age-the-revelation-comic/ Dragon Age: The Revelation]] comic, which was cut content, shows ''exactly'' this.
* Wynne:
** It always seemed a little bit odd that Wynne would turn on you if you destroyed the Urn of Sacred Ashes as she never seemed to be overly devout, certainly not to Leliana levels. Then comes ''VideoGame/DragonAgeII'' when we see that joining with a Spirit of the Fade can have pronounced alterations on the mage's personality. So of course Wynne would try to kill/abandon you. You've just destroyed one of the most highly regarded holy relics in Thedas, and Wynne is joined with a spirit of ''Faith''. The brilliance on that point kicks in even during the first game: [[spoiler:Eamon's son, Connor]], who is [[DemonicPossession possessed by a desire demon]], becomes completely different from his usual self. Also, in a moment of FridgeBrilliance [[JustForFun/XMeetsY meets]] WildMassGuessing, if you defile the ashes, the two party members who immediately attack you, regardless of approval ratings, are Wynne and Leliana. Maybe the Cult of Andraste was right about their prophet being reborn - they just had the wrong entity.
** There could also be an explanation for Wynne being so well adjusted for the majority of her possession when Anders loses it in the second game. Wynne is fundamentally good, but a devout Andrastian she is not. It could be that the slight juxtaposition is enough to keep Faith in line. Anders and Justice, meanwhile, are both obsessed in the pursuit of freeing the mages. They had a system of negative feedback that Wynne lacked.
* FridgeBrilliance and FridgeHorror (at least from the Templars' perspective) in one: in the "Broken Circle" quest, why is the Templar's Nightmare by far the most difficult section of the Fade to navigate? Because the Templars are obsessed with upholding the law and order of the Chantry. Spatial relations are probably the most well-ordered thing in the world; if even they prove unreliable, we have truly entered a Templar's nightmare.
* Where Alistair presented the rose from Lothering...that that ''has'' to be the same rose that Leliana saw that made her think her vision was true. When Alistair gives the player that rose, he says pretty much the same thing that Leliana does when you ask her about her vision. "In the midst of darkness, there is still beauty." With that in mind, it makes tons of sense that they could end up as a couple in ''Darkspawn Chronicles''.
* Alistair gets mocked a lot for capitulating to his junior (the Warden). Seeing just about everyone in the party snipe at him at least once for being lower in the chain of command is funny, until you realise: Just about every origin character has been groomed to be a better leader than Alistair. The Cousland family is just beneath the royal family in terms of status and power, and there is the possibility that Lord/Lady Cousland would assume reign over Highever. Similarly, the dwarven noble is royalty in line for the throne. The dwarven commoner, having spent most of his/her life looking out for the family and fending for his/herself, would have excellent survival skills (and, depending on how you play, appears to be the dominant partner in the duo with Leske). The city elf is the child of the alienage elder, whilst the Dalish elf is of the warrior class, making both origins adept in survival and leadership. The mage origin doesn't have much going for it (comparatively), but from the character dialogue, it's clear you are supposed to be somewhat headstrong and exceptionally talented in magic. Now contrast Alistair, who's never had control over his life and had always been told what to do before Duncan came along. Poor guy.
* On two occasions near the start of the game, you come across madmen ranting about the darkspawn, and it's only after you've finished the game that things start to make sense. The first is a soldier at Ostagar that was poisoned by darkspawn and is ranting about the horde that's bearing down on him and everyone's going to die. [[spoiler:He has the Taint, just like the Wardens, and can actually ''sense'' the darkspawn]]! They sound like demented ramblings to us, but he's completely right. The second is a Chasind in Lothering ranting about how everyone's going to die, then points at you and announces that he can sense the darkness in you, you're a dark creature that's only the first of others. [[spoiler:Wardens have the Taint, they carry darkspawn blood in their veins]]! Again, it sounds crazy but he's completely right.
* Several bits of brilliance about Sten in light of all we've learned about the Qunari in ''VideoGame/DragonAgeII'':
** Sten is swift to join the Warden to atone for his failures. One of the key components of the Qun, however, is that it gives every Qunari purpose. The Warden's arrival and offer to take him along to fight the Blight gives him a new purpose that would be acceptable within the confines of his role in the Qun, which is why he is so quick to accept this. Aside from atoning for his failures and continuing his mission for the Arishok, the Warden offers him a chance to continue being a warrior and fulfilling his overall purpose.
** Sten is so quiet around the others. The reason for this is elaborated on in the Codex. Aside from lacking respect for the others beyond immediate combat utility, he apparently doesn't command a full control of the common tongue in Ferelden. For the Qunari, not possessing mastery of a skill is shameful if displayed in front of others. Sten doesn't fully speak the local language, so he keeps quiet and is standoffish so he doesn't embarrass himself.
*** Sten: All your language sounds the same to me. I thought you were singing about vegetables, actually.
** Sten's objections to the Warden straying from directly fighting the Blight, i.e. going to Haven, stem from not simply his role as a soldier but also because of ''your'' role as a ''Grey Warden''. Wardens fight the Blight, and by moving away from fighting the Blight to perform other, seemingly unnecessary tasks, you are ''deviating from your role'', which is a big no-no to the Qunari. Sten disapproves of helping Redcliffe because it's not your job to protect that village, it's your job to fight the Blight. Similarly, Sten disapproves of going to Haven because it's not your job to hunt down mystical cures.
** Upon retrieving his sword, Sten's comments if the Warden isn't sure they aren't ''Ashkaari'', which is a Qunari title meaning "One Who Seeks". While his tone indicates he's joking (and making a StealthPun that the Warden does a lot of seeking), it's also possible he's expressing his newfound respect for the Warden. Being ''Ashkaari'' means having complete and utter understanding of one's role and purpose in life, thus having reached enlightenment, which is the goal of the Qun. While the Warden initially confused Sten with their seemingly erratic decisions, Sten now recognises the Warden's role as an ''Ashkaari of the Grey Wardens''. This would also explain why after finding Asala, he voices his opinion but does not question the Warden's decision to go to Haven, since the Warden is ''following the demands of their role''.
* ''Darkspawn Chronicles'':
** Lots of people complained about the decisions Alistair made in ''Darkspawn Chronicles'', saying that they were out of character for Alistair, all-around good guy and idealistic hero. However, Alistair is a man who is afraid of leadership, lost, alone, forced to make decisions for himself that he hasn't been trained for and lacks the confidence to do so. And in such a scenario, who will Alistair have following him, belittling him, whispering poisonous lies in his ears while asserting ''her'' much stronger personality? No, many of the decisions made by Alistair do not fit him, but they perfectly fit ''Morrigan'', who likely took over the group herself, using Alistair as her figurehead.
** Also, consider what the lack of a [[PlayerCharacter Warden]] means for Alistair's mental state. Alistair repeatedly states that he hates to lead, preferring to follow another person's commands. This is why he defers to the Warden's leadership in spite of the fact he's technically the senior Warden. In ''Darkspawn Chronicles'' however, there is no one but Alistair to take up the responsibilities of leading the group. Alistair has to fit into a role he doesn't want, in addition to dealing with the grief of losing Duncan and the other Wardens at Ostagar. It's also likely that the Warden's friendship/love is part of what helps him heal and keeps him fundamentally the same good person. Taking all this into account, an Alistair without the Warden's support would likely become a much harsher and more ruthless person, much more likely to make the crueler choices if it means defeating the Blight.
** It also makes sense that with Morrigan's influence, she would advise him to make choices that were more about strength, hence why he'd save the Anvil and side with the Werewolves, both of which are are good on the offensive. The problem is that this meant that Alistair's force had little in the way of defensive strategy which the Dalish Archers would have provided to take the flack off of the ground-forces. Similarly, without recruiting Wynne, Alistair had no one to keep his companions healthy and able to fight, instead relying on the sheer offensive power Morrigan provided to win battles. Without the Warden's presence Alistair became very ruthless, but this also meant there was no one to stop Alistair from being ''reckless''.
** Furthermore, most of the companions you can recruit were either not picked up by Alistair or it was left ambiguous if they did, yet they generally put in an appearance anyway, in an appropriate location. Oghren is at the Gnawed Noble Tavern with a mob of drunks, and the case can be made that he either fell out with Alistair or came to the surface on his own; Wynne appears guarding the gate to the Alienage with Cullen and Knight-Commander Greagoir, presumably being having spared but not recruited by Alistair; Zevran is found in the Alienage, Alistair having spared his life but sent him away; Sten is found in the Palace District on the steps leading up to Fort Drakon, where it is possible he was left to buy Alistair and his party time to reach the Archdemon. But Shale is conspicuously absent from the proceedings. Why? Most likely because, as you may recall, Shale will turn on you if you preserve the Anvil of the Void in its presence. The presence of steel golems in the Palace District is an indication that Alistair did. The implications are clear.
* One of the main problems of the DA universe is that entities from a higher plane of existence are merging with people, thereafter controlling their actions and influencing their decisions (a being called an Abomination in-universe). But then again... what does a player do when playing DA? We take over the main character, control her actions and influence her decisions. And we may not be from the Fade, but we definitely come from a "higher plane of existence". So, like it or not, that means each and every DA main character is a kind of abomination, and every player is a kind of demon.
* It seems reasonable that Dorothea/[[spoiler:Justinia ]] would be named after Justinian and Theodora, the emperor and empress of Byzantine from 527-565, the former of whom is considered a saint by Orthodox Christians.
* It seemed kinda odd that [[spoiler:Mouse]], a Pride demon, who should be the embodiment of said sin, was making himself the lowest of the low. But he wasn't showing off his own pride, he was trying to lead the Warden to a position of pride. It is mentioned in the Codex that demons aren't named after their own personality, but after the emotion they manipulate and exploit in others (eg Sloth demons are not necessarily lazy, they are so named because they foster slumber and apathy in their victims). Just as the sloth demon attacking the Circle of Mages seems to work quite hard to keep its victims complacent and asleep, a Pride demon need not actually have much of an ego, especially since it would probably be counter-productive; the easiest way to make someone feel pride is by making them feel superior, which would be difficult if you had your own massive ego chafing against any sign of humility.
** But do note that in his "human" form, Mouse is wearing ''senior enchanter'' robes.
* An early interaction between Alistair and Morrigan is confusing to a first-time player. Alistair asks, "What would you do if your mother died?" and Morrigan replies, "Before or after I stopped laughing?" He shrugs it off as her being creepy again, but after completing Morrigan's quest, it makes sense that [[spoiler:she's referring to Flemeth's ability to extend her life by storing bits of herself in vials and the like]]. It becomes even more clear if you return to ''Origins'' after playing DAII.
* If Zevran is with you when Master Ignacio offers you a quest, they will have a dialogue where Zevran will try to justify his failure to kill you, only for Ignacio to point out it was [[TooDumbToLive suicidal]] to even take this contract in the first place. [[spoiler:It eventually turns out that not only was Zevran indeed the only one willing to take the contract, but [[DeathSeeker he was indeed being suicidal]]]].
* When you first get Leliana as a party member, she has a unique amulet equipped called "Seeker's Circle". Who do we find out she has joined in the next game? The Seekers
* More a Fridge for the series as a whole, but the Warden from most of the trailers is a warrior. In most of DAII's trailers, Hawke is a mage. And in DAI's trailers, the Inquisitor is a rogue. This makes sense for each of the characters and their respective games. DAO is a Fantasy Epic where you gather an army to combat a dark evil. The Warrior Hero is best suited for it, as is with other fantasy stories. The Mage/Templar conflict is full force in DAII, and making Hawke a mage only adds to the drama and tension. Finally, the Inquisitor is a rogue, leading a Shadowy Organization with a penchant for Taking the Third Option, best suited for rogues, who use stealth and cunning.
* Loghain versus Couslands:
** So why did Loghain approve of Howe's massacre of the Cousland household? He says that he believed that Couslands were secretly in cahoots with the Orlesians, but it comes off as a pretty weak justification. When you play the Human Noble Origin and hear about the Cousland background, you learn that many of the Fereldan nobles actually wanted Bryce Cousland to take the throne after Maric's death rather than Cailan, and it was only Bryce declining in favor of the prince that prevented this from happening. Loghain must have realized that once he had Cailan killed, [[BigGood Bryce Cousland]] would have then become the next major political threat; and, given how beloved and respected he was by almost everyone who knew him, he would have been powerful enough to really muck up Loghain's plans. Loghain knew what he was doing when he took Howe as an ally.
** It's possible, though, that Loghain had at least ''some'' partial reason believe Howe when he said the Couslands were in cahoots with Orlais, given his extreme pro-patriotic paranoia and the fact that their eldest son Fergus married an Antivan woman (much to the displeasure of more conservative and patriotic Fereldans) and their closeness with Cailan and Eamon, who ''Return to Ostagar'' reveals (and WordOfGod confirms he knew) were plotting to divorce Anora so Cailan could remarry the Empress of Orlais. Not that Loghain didn't have something to gain by supporting the man who took down the most powerful, influential, and loyal nobles after Cailan and Eamon, but still...
* Alistair remarks that Duncan is coddling him, but in reality he's just keeping him safe because of [[spoiler: his lineage.]] When you go into the Korcari Wilds, Alistair is in charge, which is a strange task to give to someone who is being coddled. In reality, Duncan was [[spoiler:trying to mold Alistair into a leader so that he could take the throne in the event of Cailan's death]]. Alistair himself seems to suspect as much later, when revealing his parentage to the Warden.
** Cailan is clearly in on the plan, too. After the Joining is complete and the war council is discussing lighting the signal fire at the Tower of Ishal, he notes what an important task it is and says that "We should send our best - send Alistair and the new Grey Warden." Why in the world would Cailan entrust such an important task to the two newest members of the order? [[spoiler:Because one of them is ''his brother'', and the last living member of the royal family should Cailan fall. And the other? The other is a completely green recruit, someone who will need the guidance of a slightly more seasoned Warden if something goes wrong. Cailan was not only trying to save his brother's life, but was also ''giving him a purpose'' - protecting his new friend.]] Not only that, it's an important enough task that no one will question sending a Warden or two, but simple enough that Alistair shouldn't have been in any real danger (no one expected the Tower would be overrun with darkspawn).
*** Not only that, sending Alistair to the Tower removes him from the main battle and puts him in a more defensible position. In the ''Return to Ostagar'' DLC we find out that Cailan [[spoiler: knew that the battle ahead was going to be difficult and that it wasn't likely that Ferelden could survive without aid.]] The Tower is much easier to defend (the fact that it was already overrun notwithstanding) and being away from the main horde means that a rescue would be easier to mount if necessary.
* Arl Eamon's treatment of Alistair when he lived in his castle (treating him like a stray, making him sleep in the stables and kennels like a dog, etc.) can take on a whole new light after the player learns that [[spoiler:Alistair's mother is an elf. If Eamon knew about Alistair's true parentage, then given the amount of FantasticRacism and UrbanSegregation against elves in the setting, even {{HalfHuman Hybrid}}s like Alistair,]] [[AlternateCharacterInterpretation it's possible]] that Eamon treated him the way he did at least partially/subconsciously because of this.
** It's unlikely that Eamon knew Alistair's mother was an [[spoiler: elf, because that might lead them to the fact that she was a ''mage'' (which would have probably made it impossible to rally the people behind him, being that magic is hated and feared as a general rule) as he is canonically Fiona's son.]] It's more likely that he was acting out on the fact that Maric (being the widower of his older sister) expected him to raise (and possibly support) a bastard child who was not his beloved sister's (she having passed away by then) ''and'' also a possible threat to Cailan's ascent to the throne (Cailan being his nephew and kin).
** At one point, Alistair mentions that Duncan forcibly conscripted him against the Chantry's express wishes, taking him away from the Templars. While already in character for Duncan, it makes even more sense when you find out [[spoiler: he's close friends with Alistair's real mother and has been for years, and considered Maric something of a friend as well.]] Of course Duncan would want to get him out when he knew Alistair was miserable, even knowing it would earn him the disapproval of the Chantry! This also adds layers to Duncan deliberately rescuing a mage Warden or an elf Warden - [[spoiler: he knows from Fiona exactly how badly both can be treated]].
* Leliana very easily getting into a romance with the Warden may seem like a bug at first; however, take into account that she was a spy. A bard. A HoneyTrap. One discussion reveals that she used these methods before to entrap targets, and now she's doing the same to you - except this time it's genuine. She's romancing you the best way she knows how.
* GiantSpiders are pretty much par for the course in these type of games, you probably saw them in Lothering and yeah, not that threatening. Then you come across Corrupted Spiders. Tainted by The Blight they actively stalk you and are really aggressive, and aggro other arachnids as well. Here's where the brilliance comes in: take a look at it's design [[SpidersAreScary if you can.]] That's a Sydney Funnelweb. Funnelwebs really are highly aggressive and violent, you're dealing with an Aussie predator mate and it's just as deadly as you might expect from a DeathWorld.

* The Dark Ritual:
** 1) The Archdemons can not be killed, because when the body is destroyed, the spirit of the Old God will just jump into the next soulless darkspawn nearby. 2) The Grey Wardens infect themselves with the darkspawn taint so [[spoiler: when they destroy an archdemon, the Old God will try to possess them, and be destroyed when merging with the Grey Warden's soul]]. 3) Flemeth teaches Morrigan how to [[spoiler:become pregnant with the child of a Grey Warden, so the Old God will successfully possess the unborn child, that does not yet have a soul]]. 4) Flemeth became what she is when [[spoiler:she was possessed by a demon, but instead of destroying her mind, the demons powers became part of her]]. 5) Flemeth also extends her life by [[spoiler:possessing the bodies of her daughters]]. The logical conclusion: [[spoiler:Flemeth wants her granddaughter to be the body that holds the Old God. And since she absorbs demons that try to possess her, stealing the child's body would make her absorb the Old God spirit, [[AGodAmI turning herself into a god]]. And it would probably have worked if Morrigan hadn't found out that Flemeth steals the bodies of her daughters and ran away with the child. (One wonders if it would have worked regardless, however, given that Morrigan's child turned out to be a boy.)]]
** Which also leaves the question, what does Morrigan want to do with it? [[spoiler: Since she wouldn't have gotten herself pregnant by Alistair just to save Alistair's life, she specifically wanted a demon-god child instead of getting a normal one from another man]].
** Made even more terrifying given the realization that [[spoiler:this god-child can technically claim rights to the throne as Alistair did, if you had Alistair become King as well as perform the ritual with Morrigan. Not to mention, since Grey Wardens have pretty short lifespans as is, by the time the child becomes an adult, both Alistair and the Warden will be gone with Morrigan being the only person involved in the ritual left; it's most likely no one but she will know what this child actually is.]]
* This sets in when you realize that [[spoiler: becoming a Broodmother might very well have been the fate that awaited a female dwarven noble PC had Duncan not been around to rescue her]]. It gets even worse when you consider the fact this is a possible fate for ANY female PC you play, as in about thirty years she'll have to go on her Calling... When asked about this, the developers said that now that the Grey Wardens understand how Broodmothers are made, female Wardens are given the choice of ritual suicide at the end of their lives rather than risk being transformed in such a way. But some ''do'' still take the risk, believing they will kill enough darkspawn and die properly without being captured. We can only hope they are correct.
** The Mother in Awakening. Since by that point we know how Broodmothers are made, [[spoiler:is it any wonder she went insane when she was separated from the Darkspawn hivemind?]]
* Caladrius, a late-game enemy blood mage, [[spoiler:can use a blood ritual that sacrifices a room full of slaves to give himself... 1 measly point of constitution (5 HP)]]. Then you think about how much HP he has compared to almost anyone else in the game...
* Golems:
** At some point in ''VideoGame/DragonAgeOrigins'' you learn how golems are created: A dwarf is put in an armor and then liquid Lyrium is poured into his eyes. That's creepy enough as it is, but once you get to thinking, you realize what this means: in every golem encountered in the game there's probably a dwarven body locked inside - and since golems don't need to eat...
** Another implication is that the molten lyrium slowly liquefied the Dwarf inside and bound their spirit into the shell casing. And only ''then'' did Caridin start hammering away to further refine the outer shell casing. Considering that triggering a repressed memory of the process is implied to have caused Shale to kill Wilhelm, it's possible the screaming ''continued'' a long time after they awoke in their new form.
** Granted, Caridin was a great inventor, even before he created the Anvil of the Void. Even so, after exhausting every other golem-making technique he could think of, sooner or later he decided to [[spoiler:stick one of his fellow dwarves in a ten-foot tall suit of armor and pour liquid lyrium into the joints until the subject stopped screaming]]. ''Who does that''? Who even thinks of ''trying'' it? Caridin seems like a really helpful and nice guy, but there's a reason why he's TheAtoner.
** On the bright side, apparently the process is ''reversible'', since it's strongly hinted during one epilogue that Shale was restored as Shayle.
* The Archdemon can see into the minds of and to a degree influence the actions of creatures with [[TheVirus the Darkspawn taint]]. Grey Wardens drink Darkspawn blood to give them their powers, and it's at least acknowledged that Darkspawn can ''sense'' them. [[ParanoiaFuel Maybe there's a reason Wardens are discouraged from holding powerful titles or starting families]]. Perhaps there are some loopholes or dampers that come with the Joining, but what about the Dalish Warden, who is infected even before becoming a Warden? [[spoiler: The Archdemon had to know how to put together that ambush team somehow!]]
* While at Ostagar, if you talk with Ser Jory, he mentions his wife was left behind in Highever when he was accepted to join the Wardens. But as seen in the Human Noble origin, [[spoiler:Arl Howe takes over the entire region of Highever by massacring everyone inside Castle Cousland]]. It's not made clear where exactly in Highever Jory's wife is when this takes place, but the implication can be chilling.
* In the Human Noble's origin, your houseguest has an elven servant you can seduce. During the seduction, you can learn some facts about her, like how she has a daughter in the Denerim Alienage. When Howe's men attack they kill her. Later in the streets of the Alienage, the little girl is sitting saying how she's waiting for her mother to come back from Highever and there's no option to inform her. [[SarcasmMode On the bright side]], [[TearJerker she'll probably be dying and joining her mother pretty soon]].
* Let's talk about the charming village of Haven. It's been pretty much cut off from the rest of Ferelden for centuries, to the point that most of the rest of the country is unaware of its existence, and they make it clear that outsiders ''are not welcome.'' It's also not a very large village. But they find a way to maintain the population... draw your own conclusions.
* Broodmothers are made through forced exposure to the taint. They're not actually darkspawn - they are blighted elves/dwarves/humans/Qunari, who progressively turn more and more into ghoulish versions of themselves. Eventually, the process reduces them to mere animal instinct, leading them to devolve into consuming the men and submitting to whatever horrific procedure makes them reproduce.
* Every single person you can put on the throne of Ferelden seems to have fertility problems. Alistair and the younger Cousland of either gender are Wardens, and Anora hasn't had a child in five years of marriage[[note]](though Cailan could've been the one shooting blanks and Anora mentions he had mistresses, so the two of them probably didn't spend enough time trying to produce an heir and it's unknown if any of his lovers became pregnant either)[[/note]]. There's a distinct possibility that the SuccessionCrisis has only been postponed.
* When a character becomes a blood mage, willpower (which increases mana) is now their DumpStat. This aligns nicely with the perception that the weak-willed are most attracted to blood magic.
** Another specialization, the Spirit Healer one, says in its description that it is the result of the mage making a covenant with a benevolent spirit, making it the flipside of blood magic and being regarded with wariness. Said covenant, at the very least in Wynne's case but also possibly in the cases of others, involves the spirit entering their body. All well and good, you think? [[spoiler: Wait for ''VideoGame/DragonAgeII''...]]
* There's an understated and genuinely awful one that you only understand if you've played through the Human Noble origin. [[spoiler:If the Warden is taken captive during the "Rescue the Queen" quest, s/he wakes up in a cell in Fort Drakon. Just before s/he wakes, however, the 'camera' pans over the torture devices which have been used in the prison near the Warden's cell. Some dead bodies have been left, bloody and broken, on one of these, and if you've played the Human Noble origin, you might recognize them as Ser Gilmore (Teyrn Cousland's man-at-arms) and Mother Mallol (Castle Cousland's resident Chantry priestess). Imagine how the Human Noble feels at making that discovery - that these two people, whom s/he has known and loved all of his/her life, survived the castle sacking only to be dragged to Denerim and tortured to death.]]
* Mage Origin:
** The soon-to-be Warden meets a [[spoiler: Pride Demon, but doesn't actually have to fight it. As if turns out from ''VideoGame/DragonAgeOriginsAwakening'' and ''VideoGame/DragonAgeII'', though, that's for the very best- you encounter a Pride Demon and have to fight them in both, with your party at your disposal at both times, and it's still a tough boss-fight. Which begs for the question... what would have happened if the demon in the Harrowing hadn't just decided to settle for the young apprentice seeing through its cover? What are the chances that young mage about to be out of apprenticeship and armed with nothing more than a weaker staff acquired from a Spirit of Valor could have won an actual fight like that?]] True, the First Enchanter does say you have to use your wits, but think about it, this IS exactly what Mouse describes it to be: throwing hapless and helpless young mages to the demons with barely any means of protecting themselves. And this is what the Chantry has been doing. For centuries. IN EVERY SINGLE CIRCLE.
** In light of new information regarding the nature of spirits and demons in ''VideoGame/DragonAgeInquisition'', there is a possibility that Mouse was actually a spirit. According to [[EnlightenmentSuperpowers Solas]], a spirit often manifests as what its mortal viewer expects it to be. Spirits of wisdom are sometimes turned into demons of pride by this way, simply because the latter is the expectation. Following that logic, Mouse may have appeared as a pride demon to the Warden, when, in-fact, was not. The Warden deemed Mouse to be the true challenge of the Harrowing, which the Templars and senior mages warned to be a demon. Therefore, Mouse adapted to the Warden's expectation. This theory can be supported by Mouse's choice to spare the Warden, whom it could have easily possessed.
** Alternatively, [[spoiler:the Pride Demon knows that if he possesses the Mage, he'll just be cut down by the Templars that must be prepared for that possibility. So he's probably just messing with him/her.]]
** Alternatively, it could have been a Spirit of Wisdom assuming the form of a Pride Demon as a warning. What does it say? "Simple killing is a warrior's job. The real dangers of the Fade are preconceptions... careless trust... pride. Keep your wits about you, mage. True tests... never end." Awfully wise advice.