YMMV / Dragon Age: Inquisition
aka: Dragon Age III Inquisition

  • Alas, Poor Scrappy:
    • Chancellor Roderick is a giant prick, and makes no effort to hide it, but it's a bit of a Tear Jerker when he dies following the battle of Haven. He redeems himself by showing the path to evacuate the civilians and in a later conversation, Dorian or Cole will remark that his last thoughts were how the Inquisitor restored his faith in the Maker.
    • Many fans dislike Fiona, but even they felt sorry for her when they saw what happened to her in the Bad Future. Even saving the mages evokes some sympathy for her, since if Alistair is king, the quest ends with her being estranged from her only son, without either of them getting the chance to know each other as mother and son. Alistair, as far as we're aware, doesn't even know that Fiona is his real mother.
  • Angst? What Angst?: There are multiple opportunities for a Dalish Inquisitor's clan to be wiped out in a chain of War Table missions. The Inquisitor doesn't appear to have any dialogue reflecting the loss of possibly all their family and childhood friends. This is somewhat rectified in companion reactions during the Trespasser DLC.
  • Anvilicious:
    • A section of the fanbase views Dorian's personal quest as just a Very Special Episode regarding homosexuality played painfully straight.
    • Iron Bull will lecture you about how you ought to think of Krem, his trans lieutenant, in a way that even the writers have admitted was a bit heavy-handed.
  • Author's Saving Throw:
    • Trespasser addresses the infamous Ass Pull of Leliana still being alive in II and Inquisition even if the player killed her in Origins. If, and only if, Leliana was killed in Origins, than the one seen in the other two games was possibly not the real Leliana. It appears to have been a Fade Spirit, possibly empowered by lyrium, who broke through the Veil and impersonated her. This explanation fits quite nicely into the established canon thanks to Cole and the spirit of Justinia.
    • Trespasser in general addresses a lot of complaints some people had in the base game. Most notably, your companions get some sort of character development (especially Sera, who matures and is more open minded towards the Dalishnote ), the Inquisitor has more dialogue that gives them more emotion and agency, Leliana's survival is explained as mentioned above, and some of your actions do have consequences. Specifically, there are consequences for what you chose regarding whether Iron Bull sided with the Qun, Cullen's Lyrium addiction outcome, and whether you were friendly or antagonistic towards Solas.
  • Awesome Ego: If the player becomes a Knight Enchanter, they can gloat with Vivienne, who holds the same Prestige Class, about how they are the finest mages in Thedas. The length of the Knight Enchanter's entry on the series' Game Breaker page makes it hard to argue with them.
  • Badass Decay: Giant Spiders get an In-Universe example since, now that the ones encountered are no longer tainted by the Blight, they are little more than threats; they don't even stalk the player anymore, and you have to actually go to where they hide to fight them instead. Just too bad Inquisitor is an arachnophobe and Nightmare uses this to weaponise Spiders Are Scary.
  • Base-Breaking Character:
    • Sera. Some players like her trickster tendencies, carefree attitude, and support for the common people. Others are put off by her immaturity, complete lack of vision beyond "sticking it to the man," and antipathy toward anyone who doesn't fit into her personally approved categories. In fact, simply expressing doubt for her views can get the player dumped if they are pursuing a relationship with her.
    • Vivienne. Some players like her intelligence and reasoning, political skills, and quick wit. Others find her insufferably snobbish and upper-class, completely disconnected from life outside of the privileged circles in which she moves. It is also impossible to romance her, contributing to her perception of aloofness.
    • Blackwall. Some consider him admirable for trying so hard to atone for taking a bribe from a superior to coordinate the killing of a rival general and his family, and leaving his men to take the fall, while others think he is beyond redemption. Before taking a side, bear in mind that when he went to stop Mornay's execution, he was greeted as a Warden; he could have invoked the Right of Conscriptionnote  and none would be the wiser. Instead, he chose to tell the truth.
    • Solas. Fans either love his explanations and wisdom and think he adds an interesting dynamic by being a love interest and the Dread Wolf, or an arrogant racist who thinks he knows better and is trying to push his beliefs on others. The Trespasser DLC has only divided fans further. It doesn't help that his personality changes considerably in either direction depending on approval.
    • Cullen. His fans are happy to see him back, that he can be romanced, and that he has been promoted to main character. His detractors claim that he has no reason to be there and that he's a case of Pandering to the Base gone too far, as well as that his complicity with Meredith through most of the last game is either insufficiently addressed or clumsily retconned.
    • Leliana, specifically how she had gone from a sweet, fun, Nun Too Holy Naughty Nun to ruthless spymaster. Some are fine with the change, some prefer her old self, and some are happy to peel away her harsh exterior for the woman she was.
  • Broken Base:
    • The romance options. Good? Unsatisfactory? Insufficient? A particular point of contention is that there are more straight romances for women than anyone else - four total options if playing as a female elf, in comparison to two for women of other races or men of any race.
      • The debate flared up again after Trespasser, where two female-only romances (namely, Cullen and Sera) get to marry the Inquisitor. Iron Bull can discuss marriage with a romanced Inquisitor of either gender, the implication being that they'll have an offscreen wedding after the current mess is settled. Meanwhile in the Cassandra romance, depending on your ending Cassandra may say that her romance with the Inquisitor is at risk thanks to her being Divine, and for Dorian, he will say he has to go back to Tevinter, which the Inquisitor notes means they won't see each other for a long time at least.
      • Iron Bull and Dorian's potential romance. Fans are rather hotly divided on whether it's Adoribull or massively unhealthy.
    • Gender representation is also an issue of debate. While some are satisfied with the companions regardless of gender, others point out that there are six males to the three females; this forms a stark contrast to Origins, DAII, and the Mass Effect trilogy, where you always have a roughly equal number of male and female companions. It doesn't help that two of the three females are among the biggest base breakers in the game, as listed above. However, this way of thinking leaves off the advisers, who each have fully fleshed out character arcs and quests. Including them brings the ratio to a much more even level that is typical with BioWare games. Other than Cullen (who explicitly considers himself of lower rank) the Inquisition's leadership is entirely female, as are it's most visible specialists and allies.
    • Hawke's cameo. While many were happy to see their old PC back in Inquisition, many others were upset about Hawke's sudden anti-blood magic stance in the game, even if they were either a blood mage (which isn't shown or mentioned in Inquisition) or were in a happy relationship with Merrill. Then there was the Player Punch that was mentioned below. Finally, even if Hawke makes it out of the Fade, they don't get to fight the Big Bad, and (except for a few mentions in Trespasser and its epilogue) is never seen or mentioned again; this, to some people, ultimately made their whole appearance rather pointless.
    • Certain revelations about the Dalish have divided fans:
      • One contentious detail is about the Dalish exiling their mages from their clans if they possess more than two, to the point of kicking child mages into the wilderness to fend for themselves. Some Dalish fans accuse this of being a Retcon meant to damage the argument that the Dalish are a better alternative to the Circle for teaching and caring for elf mages; others don't see any real contradictions between the previous games and this lore addition. There is some Fridge Logic to the reasons why they do this, as letting the Dalish accumulate that many mages in a single area risks a sudden outbreak of demons and the Dalish do not have resources to put down such threats. Plus the Chantry, which is incredibly paranoid about unsupervised mages, would not tolerate this accumulation of power. The Chantry was the group that declared war on Rivain in past simply because they felt Rivain was too lax on its mage policies.
      • Morrigan detailing to the Inquisitor parts of elven history and lore, with many Lavellan players feeling like they ought to know as much as Morrigan, if not more while others point out that Morrigan was raised by Mythal and has been shown repeatedly to know more than modern elves about elven history.
      • The Reveal about the fall of Arlathan being caused by by internal strife and not the Tevinter Imperium, who merely took what remained. This is mainly controversial because of how it flips around the Dalish narrative of persecution set up in Origins. Either you think it was a fine twist that grants the Dalish agency in their own fate and adds nuance, or you're in the camp that felt BioWare went too far with the Screw You, Elves!, especially in combination with the upper two points.
    • There has always been a divide between multiplayer enthusiasts and people who only enjoy the single-player campaign, but the two sides have mostly left each other alone, aside from some sniping from SP folks about "resources going to the MP campaign." However, the announcement of Dragon Props a cosmetic upgrade to Skyhold only available to those who kill a dragon in multiplayer has widened the divide, with SP folks complaining that BioWare has broken its promise that MP content should not affect the SP campaign.
    • Unlike previous BioWare games, where you are always able to change your companions' viewpoint on at least one thing, some of the companions in Inquisition - Sera and Vivienne in particular - are static. Rather, getting to know them is meant to reveal other parts of their personality. Whether this is done effectively is debated amongst fans, with some feeling that the lack of change makes them two-dimensional, and others feeling it is refreshing.
    • The Descent DLC took players back to the Deep Roads, an already contentious location after Origins. While most agree that the story itself is good, and the characters introduced were extremely well-received, many players also getting rather tired of the setting and want to see exploration of other parts of the world.
    • The cessation of patch and DLC support for the game on PlayStation 3 and Xbox 360, followed by the release of the much-requested Skyhold wardrobe feature and the Trespasser DLC, has resulted in battle lines being drawn in the fanbase. Players who bought the game for the older-generation consoles feel it's unfair that they cannot access such significant content note  without buying another copy of a game they already own, on top of having to purchase a new console as well; many players in this camp feel it was unfair of BioWare to release the game on the older consoles at all, if they weren't going to make the entire game available. Meanwhile, many PC and current-gen console players argue that, given that the previous generation of consoles are nearly ten years old, owners of those consoles should have expected such a situation when they bought the game in the first place considering how much already had to be cut to make it run on the old hardware.
    • No matter who is made Divine, in Trespasser, the epilogue slides reveal that the Circles come back and the College of Enchanters is created. Furthermore, there's no mention of the Templar order even if you sided with them, aside from one mention of the Silver Shield poaching recruits if Vivienne is Divine. This did not sit well for players heavily invested in the Mage-Templar War, who wondered what was the point of having the option to change the Mage/Templar outcome if their choices end up undone.
    • Inquisition is very lore-heavy, and a lot of the lore involved isn't even found in the game. Players who haven't read tie-in novels like Asunder and The Masked Empire won't know a lot of the things which are All There in the Manual, such as who Cole is or why Michel de Chevin was exiled from Celene's court. Is this a clever move by BioWare to make the game lighter on lore for those who aren't interested, or a heavy-handed tactic to get more people to buy their books? (Or both?)
  • Captain Obvious Reveal: Anyone who played Origins will know that, at the very least, there's quite a bit that doesn't add up about Blackwall's story. The real twist is why.
  • Catharsis Factor: The Sit in Judgment scenes serve as this for handing down final justice on some of the game's villains, with Alexius, Lucius, Movran the Under, and especially Duchess Florianne being standouts and fan faves.
  • Cliché Storm: While it's always been contested how dark BioWare's "dark fantasy" RPG really is, Inquisition mostly did away with any trappings of marketing it as a dark fantasy, and instead played up elements like A Protagonist Shall Lead Them, The Chosen One, stopping The End of the World as We Know It at the hands of an Ancient Evil. While previous games could also be described with a similar amount of cliche, it wasn't until Inquisition that BioWare deliberately drew attention to them; this was likely in response to the consumer blacklash toward Dragon Age II, which advertised itself as a less-traditional RPG. The degree to which Inquisition plays with these elements as compared to the previous games is debated amongst fans.
  • Complete Monster: The Elder One, aka Corypheus, is an ambitious being who will stop at nothing in his quest to become a god. One of the seven Magisters of Tevinter who invaded the Golden City in a bid to usurp The Maker, Corypheus was corrupted into one of the original Darkspawn as a result and is inadvertently responsible for the Blights that constantly threaten to destroy Thedas. Having failed and been punished for his attempt to serve a god once, he has decided to become a god himself by physically entering the spirit world known as the Fade and conquering the Black City. In his mad bid for power, the Elder One tries to murder Divine Justina, causes a Breach into the Fade to tear open in the sky which kills thousands and releases murderous demons into the world, tries to brainwash the mages to serve as his army, corrupts the Templars into insane monsters by feeding them Red Lyrium which is made from people he's captured and attempts to massacre the Templars at Therinfal Redoubt who haven't converted to the Red, attacks Haven and attempts to kill everyone within, and tricks the Grey Wardens into doing Blood Magic and Human Sacrifice to summon a demon army for him to use to conquer the world. In the end, after his plans are thwarted one time too many, Corypheus reopens the Breach to lure the Inquisitor to him, willing to destroy the world out of spite in the process. Indeed, "In Hushed Whispers" provides a glimpse of what would happen were Corypheus to succeed: there are things in Thedas worse than hell, and this is what he seeks to achieve.
  • Demonic Spiders: This game brings us several examples:
    • Despair Demons are powerful and obnoxious icy enemies with dangerous spells, including beams that can easily slow and kill a party member through multiple hits and ice mines than can appear under character randomly with little warning. They jump randomly across the battlefield, constantly setting up barriers every ten seconds or so, making it difficult to kill them. Unlike their fiery counterparts Rage demons, these things are actually immune to other ice attacks, meaning that a mage with an ice staff is left with limited options until the battle ends. They appear out of rifts in the first real area of the game, long before you're realistically powerful enough to defeat them.
      Poster: (on how the Despair Demons constantly twirl away) WHEE I'M A FUCKIN' DREIDEL BITCH!
      • Eventually most players get to the point that they aren't being outright killed by Despair Demons, due to the fact that with cold resistance and a talented mage/archer can pretty much interrupt their attacks or render them ineffectual- but then they become Goddamn Bats because of their ability to both slow you down and move like the aforementioned 'fucking dreidel', which always render them the last enemy standing being pursued by several angry warriors and rogues, until they inevitably fly away, and everyone has to start over on their pursuit.
    • Terror Demons are irritating foes that dive into the ground at random intervals to reappear directly under your characters, knocking them down an interrupting any spells or talents currently being used. After surfacing, they will launch an area of effect scream that both damages anyone nearby and has a chance of leaving them "panicked" an unable to be controlled for several seconds. This is often enough time for them to dive again to repeat the cycle. On their own, this is just mildly annoying, but they usually appear in pairs or with packs of other demons, including the above mentioned Despair demons, making them a significant hassle even for higher leveled players.
    • In the Jaws of Hakkon DLC, the two rogue-based enemies, the Hakkonite Spy and Bowman, that you regularly meet can kill you in a single strike at harder difficulties, regardless of how much Guard and Barriers you put up.
    • Much like Jaws of Hakkon, The Descent has the Sha-Brytol Bolters, who can cause TPKs very quickly. Since they use what are basically lyrium infused machine guns, they can attack from long range, and are usually perched on high ledges, making it even harder to kill them. Also, they are surrounded by other fighters, several of whom can knock you down.
    • The "Walk Softly" trial turns enemy archers into this. "Walk Softly" gives various enemies extra abilities that they don't have in the main game. For archers, this means access to the powerful Leaping Shot ability. Even a tank can be one-shotted by this if the player isn't careful.
  • Designated Villain: In Trespasser, Arl Teagan, representing Ferelden, is clearly meant to be antagonistic and in the wrong in demanding the dismantling of the Inquisition - but it's kind of hard to view his abrasiveness towards the Inquisition too harshly when he is, in fact, completely right about everything. The Inquisition is occupying a Fereldan castle against the wishes of its government, and when questioned on this, two of the three possible responses are to tell him to fuck off, proving him right that the Inquisitor views their organization as being above the law. Moreover, the Inquisition is compromised by infiltration from the Qunari and by Solas, and the Orlesians are pretty open in regarding the Inquisition as a tool for their own purposes. Yes, he's not particularly deferential, but would any statesman be when their nation's sovereignty was so severely undermined?
  • Disappointing Last Level: The final battle comes almost completely without build-up and is a very straight forward "Get Back Here!" Boss fight with no really interesting gimmicks to it. Adding to that, the final boss isn't very difficult, and instead of being a huge and epic siege or final battle, it's just your party vs the final boss and their Dragon.
  • Draco in Leather Pants: For an unrepentant warmonger who constantly rattles his saber for the purpose of invading Ferelden, Grand Duke Gaspard is surprisingly popular, likely because he poses as a complete straight shooter compared to the rest of the Orlesian nobility. His successful attempts to make peace with Ferelden in the epilogue also give him more character depth.
  • Ear Worm: The developer-created remix of "Mulatto Butts" known as "Qunari Butts" is quite catchy despite only being one lyric: "Vashoth-ass mama! Sten-ass daddy!"
    • Most of the tavern songs, but especially "Sera Was Never."
  • Ending Fatigue: A topic of frequent complaints among fans. After foiling the Big Bad's plan to use the Anchor to rip a hole into the Fade, then foiling his backup plan to conquer the world with an army of demons, then foiling his backup backup plan of absorbing the power of the Well of Sorrows, it's a little hard to feel overly worried when he launches his final plan of... trying a second time to carry out his initial plan, only this time with fewer resources at his disposal and with more powerful enemies opposing him.
  • Ensemble Darkhorse:
    • Despite being a relatively minor NPC, Krem has grown quite a sizable fanbase. Being the transgender face of the Rag Tag Bunch Of Misfits Chargers helps. Being voiced by Jennifer Hale probably helps a little too.
    • Scout Harding is beloved by the fandom for being one of the few dwarves in the game, and being a Badass archer with a dose of Deadpan Snarker, subtle Ship Tease, pleasant freckled looks, and overall light-hearted demeanor. The fact that she isn't romanceable made her more popular, with requests to have her Promoted to Playable rather common. While she's still not romanceable, Harding does get a larger part in the Jaws of Hakkon DLC, and the player gets the chance to talk to her outside of Skyhold for the first time. Trespasser can also, if the player flirted sufficiently with Harding and didn't romance anyone else, indicate that they did go on at least a date or two.
    • Minor character Ser Delrin Barris, a supporting character should the Inquisitor side with the Templars, has a rather large following. The fans enjoy his Knight in Shining Armor persona, his Go Through Me dare against corrupted Knight-Captain Denam, his The Men First attitude regarding his fellow Templars and his Humble Hero reaction when you compliment him. Many fans wanted him to be a companion, a romance, or at least able to speak to you outside cutscenes.
    • Movran the Under, the first prisoner likely to be judged by the player, is unexpectedly popular for a character with only a few minutes of screentime and little reference outside of his judgement scene. Presumably because of how amusing said judgement scene is (his crime is throwing goats at your fortress).
    • ZITHER! was beloved the moment he was "announced" on April Fools' Day, and became one of the most popular multiplayer characters once the Dragonslayer DLC was released thanks to his unique gameplay mechanics, versatility, and style.
    • The DLC The Descent was mostly divisive among the fans for a multitude of reasons, but almost everyone loved the husky-voiced, full-bearded, darkly teasing Lieutenant Renn, voiced by none other than David Hayter. Solid Snake as a dwarf makes a lot of gamers very happy.
  • Fanfic Fuel: The Inquisitor's story during the Wicked Grace game seems specifically tailored for this. It has an origin-specific premise and punchline conclusion... and the rest is "fill in the blank" with the only limitations being "super scandalous" and "a rabbit was involved". Let the imagination fly...
  • Fanon:
    • Since Word of God places Solas in his late forties, most fans have taken to some early concept art to explain how he looked when he was younger. Nearly all fan art depicting a younger Solas matches said concept art: tan/olive skin, shaved temples, long brown/black braids/dreads tied to the back of his head, tribal furs, and a smug smirk. (This is aided by Solas admitting in-universe to being "cocky and hotblooded" when he was younger.)
    • The fandom has agreed that that one male scout seems to bear the brunt of Cullen's annoyance (particularly when he interrupts a tender moment between Cullen and his ladylove Inquisitor) is named Jim.
  • Game Breaker: Has its own page.
  • Genius Bonus: The mental chess game Solas and The Iron Bull have is a copy of The Immortal Game.
  • Goddamn Bats:
    • The Red Templar archers can whittle down your tank's health surprisingly quickly while they engage the melee heavy hitters, easily causing Total Party Kill if you're not careful, despite of their individual squishiness.
      • This is perhaps why the Jaws of Hakkon DLC gives all classes of Inquisitor the ability to create a short barrier against projectiles.
    • Wolves and hyenas are even more annoying. While relatively squishy, they are strong enough to whittle down a party in numbers, and you'll almost never see one alone. Worse, these beasts all have the "Perceptive" trait, meaning that if you get close to one, it and its entire group will attack at once. As they utterly infest every area they inhabit and move about maps randomly, you'll constantly have to deal with entire packs throwing themselves at you whenever you roam areas like the Exalted Plains or Western Approach. Did we mention that they just love to intrude if you happen to be fighting any other mobs in nearby as well?
      • The poisonous spiders fulfill this role in the Frostback Basin (accessible via the Jaws of Hakkon DLC), where they can be found in clusters of five or more every damn ten meters in the northern basin.
  • Good Bad Bug:
    • There were several, initially, but all have since been fixed with patches. These included:
      • The Gold/Item Duplicate Trick from the previous games returned, and was not only much faster to execute than it was in Dragon Age II, but with the ability to duplicate with only one item instead of needing at least two.
      • For infinite influence points, all that was needed is Farris the Representative merchant in Skyhold, just outside of the stables. You could buy one of his books, then switch over to your "sell" tab and sell it back. Power and influence would be gained with each purchase, and no gold would be lost, provided Farris had the book when the merchant's window is closed. With 7000 gold for his most expensive books, this could be done really quickly.
      • In the village of Crestwood, there is a locked door with an Amulet of Power for your main character. You could loot only the amulet, then fast travel to Skyhold/somewhere else and then travel back and it would be still be there to loot. Similarly, next to Cole in Skyhold there's a chest containing an Amulet of Power and an upgraded hat for him, along with gold and a piece of random loot. As long as you left at least one item in the chest, you could keep looting amulets at many times as you want. This trick could be used with any Amulet of Power found in the game.
    • The ability to duplicate materials may have been lost, but the storage chest introduced a very similar glitch that allows the player to duplicate any weapon, armor, accessory, or upgrade they want. Place the desired item in the storage chest, and rapidly press the "withdraw" and back" buttons in that order. It sometimes doesn't work, but it should place the desired item back in your inventory while leaving a copy in the storage chest. Care should be taken when using the exploit on a PS4; doing it too fast has been known to cause crashes.
    • The Axe of the Dragon Hunter is normally not supposed to be able to have hilts or pommels added to it, and this is true with the version that can be bought in the base game. However, the developers forgot to add this restriction to the Schematic that can be bought in the Black Emporium. Having the enhanced stats of an unmodifiable weapon, while being modifiable, places a crafted Axe of the Dragon Hunter at a distinct advantage compared to other two-handed weapons.
  • Ham and Cheese: Corypheus is one of the series' least complicated villains, but his hammy, over-the-top villainy is still a treat. It's a shame he only has a handful of scenes.
  • Harsher in Hindsight: Blackwall freaks out after Therinfal, and he says, "Of all things, a demon that wears someone else's face." The idea is certainly alarming on its own merits, but when you consider Blackwall's backstory, that's exactly how Blackwall sees himself.
  • He Really Can Act:
    • Freddie Prinze Jr. already had fans for his performances in Mass Effect 3 and Star Wars Rebels, but surprised many with his performance as Iron Bull.
    • The American voice actors - Jon Curry and Sumalee Montano - were seen as turning in a dull performance compared to their British counterparts. Come Trespasser and the two turn in much more well received performances, particularly in the "Could one thing in this fucking world just stay fixed?" scene.
  • Idiosyncratic Ship Naming: And a very spoileriffic one at that. Fans of the Lavellan/Solas pairing like to refer to themselves as the Wolf Pack.
  • Internet Backdraft:
    • Pretty much every announcement of a character with an exclusively monosexual romance path caused complaints from more... vocal members of the BioWare fanbase who were hoping to romance them without changing the gender of their Inquisitor.
    • The game being banned in India and neighboring countries by EA for containing homosexual content. Indian fans are not happy at this news and find it incredibly hypocritical considering that the first two Dragon Age games also have homosexual content but are legally available without having to jump through hoops to either import it, grab it via third party sites (meaning no deluxe edition) or use VPN.
    • The discontinued support for PlayStation 3 and Xbox 360 after releasing the full game, Jaws of Hakkon and Spoils of the Avvar DLC has caused a ruckus among 7th Gen players. Many of them are wondering why this is happening now instead of the fourth Dragon Age game. The subsequent release of the story-significant Trespasser DLC, which serves both as an epilogue to Inquisition and a lead-in to the next game in the series in the manner of Mass Effect 2's Arrival, only fanned the flames further.
    • The revelation that the Skyhold clothes were in fact a glitch that BioWare admitted to and promised they were "looking into"... which they then deleted. The fact that the replacement clothes only came out alongside Trespasser, a year after release, did not sit well with many fans.
  • Launcher of a Thousand Ships: The Inquisitor is this in-universe, during the Josephine romance arc. She can comment that several people are gossiping about her and the Inquisitor being together, and the Inquisitor asks who else the rumors say is with him/her. Josephine's response is: Cassandra, Leliana, Cullen, Dorian, Mother Giselle, Chancellor Roderick, several arls, some ladies of Orlais, and some guy named "Phillip" she's pretty sure doesn't exist.
  • Les Yay:
    • The Inquisition's minstrel composes a pretty badass song about Sera, of all people. It's the only song she writes about a companion. Sera (who is explicitly a lesbian) is confused and bewildered by this, and thinks the woman must be hitting on her - but nothing ever comes of it, which probably just confuses her more.
    • One sidequest way south of The Hinterlands has you save a Inquisition rogue from mages...turns out it was because one female member did not attack her and they ended up together. All the options lean towards keeping quiet about her getting into the pants of one of the warring factions, and she can even be recruited as an agent to seduce other mages into laying down their arms.
  • Memetic Mutation:
    • The Nice Hats worn by Vivienne and the Inquisitor have become rather popular on the Bioware forums.
    • Cassandra's constant stabbing of any books and maps that are within arm's reach;
      "Cassandra Pentaghast: Protecting the world from a variety of inanimate objects since DAII"
    • Aaryn Flynn's reaction to the E3 trailers. Has now received a Fandom Nod from the devs as of the video showcasing character and item creation.
      "All the feels, ungh!"
    • Iron Bull's convincing argument for elf tossing.
      "Maaayheeem."
      • Poked fun at in the Jaws of Hakkon DLC when Harding and the Bull talk about mayhem.
    Harding: Funny how a word loses all meaning when you say it enough times.
    • The fact that a Jar of Bees is a grenade that works on everything. And when used, it causes a status ailment simply called "bees". And its final upgrade is called "And Some Wasps."
    • The mantras of people who wanted to "Ride the Bull" (that is, romance Iron Bull) actually achieved Ascended Meme status.
    • Expect at least one person to ask a variation of "Who the hell is Cole?" or "That name sounds familiar..." whenever Cole is mentioned. Though this meme may have started earlier given Asunder's story, it was heightened when David Gaider himself made the joke on his Twitter account.
    • Cassandra's "Disgusted Noise."
    • "Still in the Hinterlands"/"Leave the Hinterlands!" - The Hinterlands, the first open area the party reaches, is by far the largest of the areas and has the most quests (there's even more later in the game when part of the map opens up). Most players used to BioWare's "run around this starting area, collect everything, collect party members along the way, move on" ended up not realizing they were supposed to go and come back to there later, and that Val Royeaux does in fact end up being the short and easy party recruitment mission.
    • Whenever someone refers to Imshael as a demon, that person will often be corrected by someone saying "Choice. Spirit."
    • Every bow in the game save for Bianca is specifically marked "Restricted: Not Varric". This has been quite amusing to some people.
    • The Inquisitor's Skyhold outfit, a.k.a. the beige pajamas. BioWare has since released a patch making more outfits available for Skyhold, resulting in much fandom rejoicing.
    • Solas's line in the Trespasser trailer ("I suspect you have questions," with his back to the camera in a dramatic fashion) has become rife for mockery- either it turns out to be someone else, Solas admitting that he's done it incorrectly several times, or the Inquisitor is pissed that he up and left while also keeping all of his equipment.
  • Misaimed Fandom:
    • Since the introduction of Dorian, the increase of Tevinter-supporters has been significant. They conveniently choose to overlook the fact that Dorian himself tells the player that current things in Tevinter are not admirable and that a lot has to change.
    • Likewise, since the introduction of Dorian, some female fans have voiced the desire for a Straight or Bi Mod so their F!Inquisitor can romance him... which once again overlooks the fact that Dorian's sidequest and the root of his issues stem from the fact that his sexuality is looked down upon and that people have tried to change him for it.
  • Moe: "Cole just needs a hug" according to several fans. He tries so hard to be helpful (even if he doesn't get it quite right) and is charming in his naivete about the world, provoking a Big Brother Instinct from fans and even some of the other characters.
  • Moral Event Horizon: Thom "Blackwall" Rainier regards his as twofold: ordering the murder of a nobleman's whole family and household, and abandoning his men to face punishment while he went into hiding under a false alibi as a Warden. It's up to the judgment of the player to decide whether this is truly irredeemable, however.
  • Most Annoying Sound: The Hart mount's bugle when you gallop it is cringe-inducing. Bonus points for being based on the real call of a rutting elk.
  • Narm: Corypheus's lopsided face and shattered jaw in the ending, which almost looks like a model bug over an intentional animation.
    • BioWare is known for not having the best animation quality in their games, but here it really sticks out. Several intense scenes become ruined and turn hilarious due to the awful animations and weird facial expressions.
  • Narm Charm:
    • The overly sexual dialogue contained in the ESRB rating, described as dryly as possible and without context. It didn't stop them, especially the line "I will bring myself sexual pleasure later, while thinking about this with great respect," from reaching Memetic Mutation status within hours. Where does it actually appear in-game? You may not even notice it; Iron Bull may exclaim this in the Qunlat language while fighting a dragon.
    • The duel/love confession (and romance in general) for the Josephine/Inquisitor romance is this (or just Narm) to some people due to the rather cheesy dialogue.
    • Corypheus's lisp sounds silly at times, but it doesn't stop him from being any less menacing.
  • Old Shame: In-universe. Gatsi, a dwarven stonemason, is also a stone sculptor from Orzammar. His masterpiece was a statue of a dwarven paragon. The problem? It was of Paragon Branka, who went stark raving mad. He voluntarily exiled himself in shame after that.
  • One-Scene Wonder:
    • Movran the Under. He's the Avvar tribal chieftain and the father of the Hand of Korth, the barbarian who picked a fight with the Inquisition in the Fallow Mire. His retaliation for his son's death to throw live goats at Skyhold (as in the building itself) via a catapult and spends his sole appearance in full Large Ham mode.
    • Command, a spirit you meet in the Ruins of Old Crestwood. She is just standing around haughtily, commanding inanimate objects to obey her. Like many spirits, she is interested in Thedas because it can't be bent to her will like the Fade can, but since she's Command, she refuses to be denied. The results are hilarious to behold.
    • The Bull's Chargers, except for Krem and Bull himself. They include a dwarf who is way too fond of explosives and a city elf who once slaughtered a bunch of humans and now expresses glee at being paid to kill humans. The one who stands out is Dalish, an exiled Dalish elf who is quite insistent that she is an "archer", not a mage; the glowing crystal on top of her "bow" is just an old elven aiming trick. Patrick Weekes admitted that he was budgeted only one scene to make the player invested in the Chargers. Consensus is that he succeeded, since even the minority of players who can bring themselves to let the Chargers die generally feel terrible about it.
  • Player Punch: You'd think you're in a boxing ring with the game, considering all the punches it throws your way.
    • For players who chose to keep Alistair a Warden, you get all the fun, snarky, badass glory of going on a mission with both him and Hawke... until the very end, where you have to choose to sacrifice one of them.
    • To a more minor extent, the other possible party member accompanying Hawke could be Stroud or Loghain, if Alistair didn't remain a Warden. Stroud isn't as major a character as either Alistair or Loghain, but if he saved Bethany/Carver in II, the choice of sacrificing him could still be upsetting. Likewise, if the player sympathized with Loghain's motives in Origins, it could be upsetting to possibly sacrifice him here.
    • If you allow her to drink from the Well of Sorrows, Morrigan is bound to Flemeth for eternity, forcibly transformed into a dragon, and then severely injured in the battle against Corypheus's dragon. Ouch.
    • For players who recruited Sebastian and kept Anders alive, you find out that Sebastian kept his promise of raising an army to invade Kirkwall. The player has a choice through war room operations to support Sebastian's annexing of Kirkwall or to support Aveline's struggle to repel his army. Even after Hawke leaves Kirkwall, their choices haunt the city.
    • Romancing Solas? Have fun with that permanent break-up at the end! Romancing Blackwall? Enjoy watching your lover reveal himself to be a man who ordered the murder of an entire family, abandoned his soldiers, and absolutely loathes himself for it! Both of these are even worse at the end of the Trespasser DLC.
    • Fans of the Dalish Elves will end up going through the wringer since the last Act of the game hammers home that everything they believe about their culture is Based on a Great Big Lie.
    • In Crestwood, the Inquisitor will encounter an elf named Jana who is being defended by some Grey Wardens. After the battle, she has a short conversation with the Inquisitor where she can be convinced to join the Wardens (as the player has not yet learned what happened to them). Jana appears again at Adamant Fortress and is murdered as a blood sacrifice right before the Inquisitor's eyes.
    • To those who have the Trespasser DLC, romanced Iron Bull, and convince him to sacrifice the Chargers, he will turn on you near the end of the DLC with no way to convince him otherwise. Even with I Knew It aside, it's still a shock that Love Redeems doesn't apply here.
    • Early on in the game you are to ally with either the Templars or the mages. Choose the latter and have fun with the Player Curb-Stomp Battle you are subjected to: Bad Future does not even begin to describe what happens.
  • Race Lift: Briala she described as being darker than Celene, but her race is left ambiguous. In the game, she is still darker than Celene, but still lighter than many had imagined.
  • Rescued from the Scrappy Heap:
    • The Fade. After having been one of the most derided areas in Origins for excessive length, lack of variety, and failing to add enough to the plot, it emerges as one of the best segments of Inquisition due to gorgeous visuals, perfect pacing, being a huge Wham Episode, and being just the right length to avoid feeling like a slog.
    • In a sense, to those who read The Calling, Fiona is this. Not many people enjoyed her hot-tempered attitude in the books; but this game has really made even those who knew her finally sympathize with her for being humbled about her decisions in the game going south, even with a good portion of them not being her fault, and being very reasonable to her fellow Circle mages. When she was unable to reconcile with her long lost son Alistair, people really felt sorry for her.
    • The Trespasser DLC did this for Vivienne and particularly Sera, letting the former play Shipper on Deck and show great concern for the Inquisitor's health as the Anchor goes out of control and the latter showing a newfound maturity and a reforging of the Friends of Red Jenny.
  • Rewatch Bonus: Many conversations with Solas and Blackwall take on new meanings after learning that the former is an Elven God and the latter isn't a Grey Warden.
  • The Scrappy:
    • The Requisition Officer - a female Inquisition soldier that can be found at all of your camps - doesn't get much love from the fandom either due to how she pesters you every time you arrive in a camp with much maligned Requisition Quests, which force you to give up massive amounts of your resources for just one war table power. Said power can easily be acquired by doing the other side quests in the game and by recruiting agents, rendering the Requisition Officer a completely useless and annoying NPC.
    • The Hart mounts. They're gorgeous, but the ungodly sound they make when you make them gallop...
    • Bann (now Arl) Teagan seems to have worn out his welcome with the fan base thanks to him Taking a Level in Jerkass, while also being an Obstructive Bureaucrat and unnecessarily abrasive in his calls for the Inquisition to disband.
  • Scrappy Mechanic:
    • Previous to Patch 1.04, the fact that research materials (which can be turned in to give bonuses against various enemies) were kept in the "Valuables" category was quite frustrating.
    • When it comes to learning a specialization, you have to get the teachers from a mission. Not bad at all. The problem is that once you have them, you have to complete a Fetch Quest to get items to make something for them. You also need to kill unique enemies that are very hard to find and spawn in areas usually separated far from each other. It's boring and tedious. In addition, some of them are far more rare than others, such as the Essence Containment Apparatus or the Nevarran Skull, as one could go the whole game without finding the three one needs. This is slightly mitigated by the discovery that you can take the Rare Stocks Perk and then simply buy all the quest items. Of course, that still requires you to take several perks to even reach the Rare Stocks.
    • And speaking of time-consuming, the War Table operations (that don't consume Power) take real time to complete. Some can be done in minutes, while others can take a whole day or more to finish. Oh you'll just pick the fastest option? Not so fast! Which method you pick nets specific rewards and options, or open parts of the story you can't get otherwise, so choosing the fastest option is not always the best one. For a game that has already been accused of artificial padding, this is more fuel to the fire.
      • What's worse, they still require real time to complete even if the chosen adviser's suggestion is to do nothing, though at least it can be explained that the time is spent on waiting for the events to play out to their conclusion.
    • In multiplayer, the bizarre inverse Level Scaling that causes all enemies to get stronger whenever someone goes down.
    • The fact that so many collectibles require extensive platforming to reach, when the controls are emphatically not designed with precision hopping in mind.
    • The game stops awarding XP for killing enemies once you are three or more levels higher than they are, meaning that it becomes increasingly more difficult to level up the stronger you get. While there is something of a logic to this, forcing you to complete the main quest without becoming ridiculously overpowered, it does somewhat lessen the charm of being able to continue the game after the final battle.
      • The Trials Mode "Even Ground" can somewhat mitigate this issue, by making the enemies scale with the player's level. While this also means that even something as simple as harvesting leather for crafting may become a more drawn out fight, it at least means the player doesn't have to worry about losing EXP.
    • Requisition Quests. See The Scrappy.
  • Take That, Scrappy!: Fans who detest Fiona were more than pleased to see the amount of Humble Pie she had to eat during the game, though some of them felt bad for her when they saw her fate in Alexius' Bad Future, as mentioned in Alas, Poor Scrappy above.
  • That One Level:
    • The Forbidden Oasis, largely because, of all the various locales you can explore in the game, the Oasis relies the most on the game's much-maligned platforming. Most of the map is comprised of various plateaus that are only accessible through a labyrinthine network of tunnels, ladders, and hidden paths. Of course, since you have no idea where you're going when you first arrive in the Oasis, a lot your time will be spent exploring these passages to try and find the one (and only one) that leads to where you want to go. Eventually after several sessions of trial and error you'll end up memorizing the map and its shortcuts. Even worse are the Oculara shards, which are spread out in the most hard-to-reach areas of the Oasis. A lot of the shards are only accessible by making one-way drops to their locations on rock outcroppings, and the only way to safely get back is to fast travel to one of only two camps in the Oasis and backtrack all the way to the next shard. Did we mention that the Oasis is crawling with hyper-aggressive hyenas who will go very far out of their way to attack your party and slow you down as much as possible? In addition, the area itself is a relatively low-level place, but the shards needed for the temple are found in places such as The Hissing Wastes and Emprise du Lion, the latter of which requires the killing of a level 20 high dragon to reach the Oculara.
      • What is also a bit of contention is the miner who appears in the area to give the player a quest to recover a ring for her. Simple, right? Well, except that the NPC wanders around the map, including into the tunnels which you open up! Also, there's a glitch where she'll disappear from the map, but this is easily fixed by exiting to Haven/Skyhold and returning.
    • The Hissing Wastes. A big desert with no towns, no plot progression, and little variance in terrain. Aside from Fade Rifts and Elder One henchmen, there is only one common enemy (which is easy to aggro and slow you down since you have to cross a ridiculous amount of desert). The fact that the characters lampshade how much they hate the place doesn't make it much better. And if that isn't bad enough, the last stretch of the main subquest takes you into the territory of a sleeping dragon, who is easy to wake up by default. But hey, dig that view of the moon!
    • During the Battle of Haven, there's a section where you need to turn and prepare a catapult to turn the battle. The problem is that every time you even so much as touch the wheel, a few enemies will attack. Since combat removes your ability to turn it, you'll probably just keep going to finish it. Doing that results in another wave, the one that would come after that, attacking too. Topping it all off, there is only one spot to resupply potions, so if you start it with a low amount, you have to suck it up and try. Then you have to fight a Boss In Mook Clothes while also being attacked by upwards of four enemies. It's ridiculously difficult at what could be called only a quarter of the game through.
    • The stretch leading up to Ataashi's chamber in the Trespasser DLC can be absolutely brutal, especially for an unprepared player, as it has you facing off against hordes of high-level Qunari warriors, each one of whom is tougher than several of the bosses faced during the course of the main campaign. The game does at least throw you a bone by giving you exploding barrels that can be used to severely hurt the Qunari, but good luck surviving long enough for your Anchor Blast to charge up enough to detonate them. Just to throw you further off-balance, there's also the potential Player Punch of Iron Bull betraying you.
  • That One Sidequest:
    • In the Hinterlands, there's a sidequest that involves herding a lost druffalo back to the farm opposite where you claim your first mount. While you can get this quest as early as level 3, there's a Level 12 Beef Gate Rift between you and the druffalo. Get past that and you have to deal with the druffalo's A.I. constantly stopping to eat grass before she's willing to continue following you. At least if you're able to reach Druffy before dealing with the Beef Gate, she can help you kill the demons it spawns, and she's invincible.
    • In the Exalted Plains, there's a similar herding sidequest requiring you to herd a Golden Halla to the nearby Dalish camp. What follows next is an ungodly annoying attempt to force the halla to the camp by chasing after it and cutting off its current running path over some extremely uneven terrain. The thing is wicked fast and pretty much impossible to catch on foot; worse, if you try to catch it on foot, it's very easy to somehow cause your party members to go into combat mode and accidentally kill it.note  This is the only part of the game where horseback riding is essentially required.
    • In the Hissing Wastes, the two main quests have you running around in a vast, empty desert going from one place to another with pretty much nothing to look at and only one NPC to encounter. The marquee quest (tomb raiding, in a nutshell) is a puzzle quest that requires you to first interpret sketch drawings of landmarks (with a prominent rock face as a reference point). Once you do find a tomb, you must then solve another minor "put this story in order" puzzle which summons demons every time you get it wrong. No surprise that this is one of the most searched-for DA:I topics on Google.
    • The specialization sidequests, required for your character to unlock their class specialization, can edge into this territory by way of 20 Bear Asses. For example, the Path of the Artificer for a Rogue Inquisitor requires you to collect 20 pieces of Obsidian and 3 Alpha Quillback spines. The Obsidian is only mildly annoying because it's not as common as, say, Iron, so you have to spend a lot of time running around hunting for it. The Alpha Quillback spines, on the other hand, can be maddening. They only drop from Alpha Quillbacks, of which there are only three in the Western Approach. If you manage to find and kill all three, you still might not be done because they don't have a 100% drop rate, so you can spend hours running all over the map killing the bastards (along with the vanilla Quillbacks that always accompany them) and periodically using the fast travel function to reset before you get enough to complete the quest. Thankfully this one has some built-in Anti-Frustration Features - if you can't find the required items you can purchase them from a shopkeeper. Of course, you still have to figure out which shopkeeper.
  • They Wasted a Perfectly Good Character: Corypheus has an incredibly interesting and historically significant backstory: he is one of the ancient Tevinter magisters who invaded the Golden City and created the Darkspawn. Leaving aside entirely that understanding the Big Bad's character is an important part of a story, you'd think that pretty much everyone would at least be eager to mine him for information about the Golden City, the Maker, the Darkspawn, the Old Gods, Tevinter history, and not least his own motives now that he's reawakened. But by the end of the game you barely know more about any of these things than when you started, and Corypheus for his part restricts himself to fairly cliched Doom-On-You dialogue. Hell, he was more forthcoming in the five minutes allotted to him in a Dragon Age II DLC, for Pete's sake.
  • They Wasted a Perfectly Good Plot:
    • What happened to Bodahn and Sandal? Is Sandal a mage? What did he mean by "the magic will come back"? We might not find out for a while, due to neither of the dwarves appearing in the game.
    • The Breach, which was teased as constantly spreading across the skies and releasing demons, is temporarily stopped in the first mission, and closed for good in the third. At least, until the very last mission.
    • Oddly enough, the Dragon Age Keep was guilty of this too. Seeing as the Keep allows you to make the major choices freely, fans were expecting them all to have some form of appearance, the biggest being if you saved the Architect in Awakening. Initially, many of the choices made were not even referenced. Later, the "tapestry" feature had most of the options for every decision blacked out as spoilers, requiring multiple playthroughs to reveal them. Thankfully, as of April 2015, the Keep has been updated to allow players to turn off the spoiler blocking, so all options for all decisions can be seen and the tapestry can be arranged according to the player's preferences.note 
    • It's implied, once you get Skyhold, that you need to upgrade it and build up your allies in order to prepare for a epic final battle. Instead, the final battle is quick with no build-up, and doesn't take place anywhere near Skyhold. What upgrades you do make to the fortress are purely cosmetic and have absolutely no impact on any battles at all, and the fortress never even gets fully remodeled during the course of the game.
    • The Mage-Templar War is barely given detail and its outcome depends on who becomes Divine at the end. The commanders and battles are never described, most of their leadership gets unceremoniously killed off by the Breach, and no matter what, one side will be enslaved to the Elder One. The result is more an afterthought, and after Haven, loses all importance.
    • The Orlesian Civil War, despite being described as tearing the Empire apart, is barely seen outside the killing fields in the Exalted Plains, in quite literally the ass-end of Orlais. The outcome isn't decided by military victory, but by the Inquisition acting as kingmaker.
      • The kingmaker scenario itself is also pretty underplayed, since you basically just show up to a party, meet every candidate vying for the throne (Gaspard, Celene, and Briala), talk to them for about 30 seconds, and then decide who inherits the empire based on that 30-second meeting. You don't spend hours exploring Orlais' history and political struggles or getting to know all parties involved the way, say, the Warden did for Orzammar or Ferelden in DAO.
    • The War Table lends itself to this. Many of those missions could have been incredible quest arcs in their own right.
    • Trespasser begins with the Inquisitor being called before a council of representatives to answer for some of their more controversial actions during the main game and having to defend the need for the Inquisition's continued existence and support. However, there's only a single brief scene in which the Inquisitor actually answers any questions presented by the Exalted Council before they are called away to deal a completely different problem. The rest of the hearing is handled off-screen by Josephine, leaving the Council to be little more than a device to force the Inquisition to downsize or disband at the end.
  • Tier-Induced Scrappy: The Necromancer specialization suffered from bugs that made two of its Damage Over Time abilities do less damage than intended, souring the specialization in some players' eyes. (These abilities were fixed in a patch.) Others swear by it as a Difficult but Awesome specialization with a very useful Focus ability and a nigh-Game Breaker in Simulacrum, even before the patch.
  • Ugly Cute: Cole is weird-looking (see Uncanny Valley below), and being unflatteringly dressed and unhealthy-looking draws attention to his more prominent facial features and odd expressions; but they don't detract from his obvious earnestness, and he's sure got a pair of Puppy-Dog Eyes behind that hat hair of his.
  • Uncanny Valley:
    • Cole lives here: he looks almost like a normal young human, but his eyes are feverish, and his speech is bizarrely lyrical and alliterative. He makes off-handed comments that hint at psychic abilities, describing Templars as "heavy with forgotten songs" and the Breach as "pulling, pushing out pain." He also can turn completely invisible at will, and you first meet him inside your own soul/mind if you meet with the Templars.
    • Some of the character animations can sink right here as it won't be a "complete" animation - such as only the mouth moving when laughing. A few of the close-ups during the Wicked Grace game are a prime example.
    • An In-Universe example has a journal talk about the Explosive Breeder tendencies of Nugs, while also mentioning how the author could never eat one - due to the fact that they walk on four legs and have hands. Dorian also makes reference to it in some banter with Varric.
      Dorian: I had no idea Nugs possess such creepy little feet. The stuff of nightmares.
  • Villain Decay: See Ending Fatigue. The Big Bad starts the game at the brink of victory, but then the Herald spends the entire game taking out one after another of his assets, making him look increasingly less threatening and more pathetic.
  • Win Back the Crowd: Inquisition seemed to have done very well at winning back fans burned by the preceding game Dragon Age II. DAII was generally considered a disappointing follow-up by the fans for its uninteresting Cut-and-Paste Environments, inconsequential story, and lack of freedom. Fortunately Inquisition corrected these issues by offering open settings, a better narrative, more impactful player actions, and a larger, better characterized cast. It also helped matters that EA gave Bioware an extension on game development, quelling fears that the game would be Christmas Rushed. If anything, the sales and reviews for Inquisition are just as good as those for Dragon Age: Origins, which is considered one of Bioware's greatest entries.
  • The Woobie:
    • Leliana. Beyond the horrible events of Origins that could have happened to her, Inquisition hits her hard. First Divine Justinia is killed at the Conclave, then she spends the entire game having a crisis of faith and has to deal with everything as it all gets worse, plus she's battling her own conflicting morality as a ruthless Spymaster and unsure of what to do with herself. Thankfully the Inquisitor can help her find some inner peace.
    • Alexius' son, Felix. He's a Nice Guy despite being a Tevinter Mage who's suffering from the Blight and watching helplessly while his father destroys the world trying to save him. And in the Bad Future, he ends up as a ghoul. Even if he succeeds in helping the Inquisitor stop his father, he still dies due to his Blight sickness upon returning home. At least he's Not Afraid to Die and is at peace with his fate.
    • Varric. His life is just a condensed ball of pure suck. But the best possible example of the trope is the moment you return from the Fade, if you chose Hawke to sacrifice him/herself. The look on his face, and the terrified way he says, "Where's Hawke...?" tells the whole story. When he breaks down later, you can even hug him.
    • A lot of Harding's dialogue is delivered as if she's tired, distracted, or stressed. Combine this with her being incredibly nice and visually adorable, and she gets into woobie territory possibly without even having a reason to feel bad for her.
    • Minaeve, the Inqusition's Head Creature Researcher, was born to a Dalish clan, kicked out at the age of seven when her magic appeared, almost died of starvation in the woods, and almost was killed by a mob until rescued by a group of Templars that gave her shelter. She was then taken to a Circle where she could finally be safe... until she was thrown back into danger by the mage rebellions. By the time of game she has a very low view of herself and her skill as a mage, and seems to be working as a means to distract herself from it.
    • Hawke's status as one has actually gone up from the previous game. They've become considerably more tired and world-weary in the interim four years, blaming themselves entirely for what happened in Kirkwall and seeing themselves as a total failure. This possibly culminates in them sacrificing themselves in the Fade.
    • Your Trainer, the Rift Mage trainer. She was a member of the Mage Underground who willingly gave up her own sanity in order to learn enough about Rift Magic to train you. The process broke her mind, and the only thing she seems able to focus on is that has to train you. It's the only purpose she has left; she no longer even knows her own name.
    • Dorian. He's part of a ancient and noble family in Tevinter and, due to tradition, he is expected to marry some random woman of a powerful family as part of some big plan to make the ultimate mage... but Dorian is gay and has no interest in that. His father then attempted a Blood Magic ritual so he could try and make Dorian straight, and it's implied it would likely have just turned Dorian into a drooling vegetable. Dorian ended up leaving home and running off to southern Thedas, and although he would like to be in a committed relationship, he refuses to get his hopes up.
    • Solas. Over the course of the game, his friend the Wisdom Spirit asks him for a Mercy Kill, he may be forced to leave his beloved to save her from whatever it is he has to do, and then after defeating Corypheus he leaves the Inquisition, home of the only non-spirit friends he has, because the foci orb is broken and his plans are falling apart, which culminates in him killing his oldest friend to try and right his wrongs.
    • Cole carries this status over from his debut in Asunder. His backstory from the novel is mentioned in the game - his hard life as a spirit who took the form of a young apostate mage who was captured by Templars and left to starve to death in a dungeon. During the game, it's obvious that he still feels anxiety in regards to letting people see and remember him, and he still feels ashamed and rejected by his last encounter with Rhys. Despite all of this, he tries desperately hard to help most everyone he encounters, feeling that he's happy as long as he's helping people. For this reason, fandom mostly sees him collectively as a baby brother; in-game, roughly half the companions see him this way too.
    • The Inquisitor, as shown in the Trespasser DLC. After two years, the stress of the Inquisition finally takes a toll on them. Their out-of-control mark is killing them, many people in Orlais and Ferelden no longer trust them, and now a Qunari army works against the entire south. By the end, their emotional and physical stress reaches the breaking point, potentially snapping into a tirade about "Why can't one thing in this fucking world stay fixed?" or fearfully admitting that they're afraid to die.
  • Woobie, Destroyer of Worlds: Solas, of all people. First his plan to banish the Evanuris as punishment for murdering the only sane one amongst them by creating the Veil, while successful, brought millennia of misery to Thedas. Then his plan to fix his perceived mistake backfired too when Corypheus almost doomed the world. Now he resolves to tear down the Veil no matter what, despite genuinely sympathizing with the people of Thedas and regretting the countless deaths his plan will cause.

Alternative Title(s): Dragon Age III Inquisition

http://tvtropes.org/pmwiki/pmwiki.php/YMMV/DragonAgeInquisition?from=YMMV.DragonAgeIIIInquisition