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History Recap / DragonAgeOrigins

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The player, Alistair, Morrigan and their Mabari Hound arrive in Lothering, a hub village in the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives since there's no guards protecting the village anymore after many were sent off and died at Ostagar. Thus, the Chantry's templar have come in to try to restore order to Lothering. At the southern Imperial Highway entrance into Lothering, the player and company end up being blocked by a group of such bandits before being allowed to enter the village. The player either goes with one of the choices to pass by the bandits without causing a confrontation, or the player's group just disposes of them in a fight.

After the road bandits are dealt with, the player's group makes their way into Lothering, which Alistair has something to discuss. Morrigan notes that Alistair's starting to seem a bit more brighter than before only for Alistair to call her out that he just lost someone close to him (Duncan), and figures that she would feel the same way if her mother, Flemeth, died. However, Morrigan doesn't seem to care if her mother was to actually kick the bucket. As the two of them argue, the player asks what Alistair wanted to say. In return, Alistair brings up the treaties, and questions how they should go about it. Alistair explains that the treaties consist of three main groups that have pledged their support for the Grey Wardens. These being the Dalish elves, the Orzammar dwarves, and the Circle of Magi. However, he also suggest that Redcliffe is an option, and that they should go there first since gaining the support of Arl Eamon and his human soldiers would be their best bet for help. The player can ask Alistair for directions as to where each of these four groups are found in Ferelden before they continue on into Lothering.

Exploring around Lothering, the villagers remain in a bad mood due to the surrounding danger, and the templar trying to hold order advise the player's group to continue on as it's not worth staying in Lothering. One of the villagers advises the player and company to see Ser Bryant at the Chantry for information about the current state of Ferelden. Side-quests within Lothering include the following: resolving a problem with a Chantry woman hounding a merchant that's selling items for outrageous prices during a crisis, providing 3 Lesser Health Poultices for Elder Miriam, crafting 3 traps for a villager named Allison, gathering 3 flasks of Venom off the Spiders that live on the outskirts of Lothering for a poison-trapmaker named Barlin, and coming across a dead templar that was named Ser Henric on the highway, which the player loots an amulet off of Henric's corpse to return it to Ser Donall within the Lothering Chantry.

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The player, Alistair, Morrigan and their Mabari Hound arrive in Lothering, a hub village in the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives since there's no guards protecting the village anymore after many were sent off and died at Ostagar. Thus, the Chantry's templar have come in to try to restore order to Lothering. At the southern Imperial Highway entrance into Lothering, the player and company end up being blocked by a group of such bandits before being allowed to enter the village. The player either goes with one of the choices to pass by the bandits without causing a confrontation, or the player's group just disposes of them in a fight.

fight. After the road bandits are dealt with, the player's group makes their way into Lothering, which Alistair has something to discuss. discuss.

Morrigan notes that Alistair's starting to seem a bit more brighter than before only for Alistair to call her out that he just lost someone close to him (Duncan), and figures that she would feel the same way if her mother, Flemeth, died. However, Morrigan doesn't seem to care if her mother was to actually kick the bucket. As the two of them argue, the player asks what Alistair wanted to say. In return, Alistair brings up the treaties, and questions how they should go about it. Alistair explains that the treaties consist of three main groups that have pledged their support for the Grey Wardens. These being the Dalish elves, the Orzammar dwarves, and the Circle of Magi. However, he also suggest that Redcliffe is an option, and that they should go there first since gaining the support of Arl Eamon and his human soldiers would be their best bet for help. The player can ask Alistair for directions as to where each of these four groups are found in Ferelden before they continue on into Lothering.

Lothering. Exploring around Lothering, the villagers remain in a bad mood due to the surrounding danger, and the templar trying to hold order advise the player's group to continue on as it's not worth staying in Lothering. One of the villagers advises the player and company to see Ser Bryant at the Chantry for information about the current state of Ferelden. Side-quests within Lothering include the following: resolving a problem with a Chantry woman hounding a merchant that's selling items for outrageous prices during a crisis, providing 3 Lesser Health Poultices for Elder Miriam, crafting 3 traps for a villager named Allison, gathering 3 flasks of Venom off the Spiders that live on the outskirts of Lothering for a poison-trapmaker named Barlin, and coming across a dead templar that was named Ser Henric on the highway, which the player loots an amulet off of Henric's corpse to return it to Ser Donall within the Lothering Chantry.\n


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!!!Lothering Side-Quests

Side-quests within Lothering include the following: resolving a problem with a Chantry woman hounding a merchant that's selling items for outrageous prices during a crisis, providing 3 Lesser Health Poultices for Elder Miriam, crafting 3 traps for a villager named Allison, gathering 3 flasks of Venom off the Spiders that live on the outskirts of Lothering for a poison-trapmaker named Barlin, and coming across a dead templar that was named Ser Henric on the highway, which the player loots an amulet off of Henric's corpse to return it to Ser Donall within the Lothering Chantry.

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Once it's time to move on, the player's group departs from Lothering to begin tracking down the four groups who they can call upon to raise an army. As they make their way out along the Imperial Highway north of Lothering, the player and company come across two surface dwarves being attacked by a group of darkspawn. The player and company save the two dwarves, Bodahn Feddic and his adopted son Sandal, which the two of them decide to travel along with the group as a pair of helpful merchants.

!!The Fifth Blight

Following the departure from Lothering, the player and their companions will now have a camp set up in the Ferelden wilderness anytime they're traveling along the road. It's during camp that the player can speak to companions to learn more about them, along with starting up potential romances. In addition, Bodahn and Sandal have set up shot at the camp, which they offer their merchant services to help support the player's group. Meanwhile, any time the player and company are not in camp, they're off completing the main four army recruitment objectives that revolve around Arl Eamon's forces of Redcliffe, the Circle of Magi, the Dalish Elves, and the Orzammar Dwarves.

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Once it's time to move on, the player's group departs from Lothering to begin tracking down the four groups who they can call upon to raise an army. As they make their way out along the Imperial Highway north of Lothering, the player and company come across two surface dwarves being attacked by a group of darkspawn. The player and company save player's group saves the two dwarves, and after the darkspawn are disposed of, said dwarves provide their thanks. The adult surface dwarf introduces himself as the merchant, Bodahn Feddic Feddic, and that the one accompanying him is his adopted son Sandal, who's an odd one that doesn't speak many words, so Bodahn has to speak for him. Bodahn asks his saviors where they're traveling to, which the two of them decide player answers that it's going to travel along with be a rather long journey involving Grey Wardens. In return, Bodahn admits that it sounds like a journey too exciting and dangerous for himself and Sandal. He bids his saviors farewell, and the player's group as a pair of helpful merchants.

!!The Fifth Blight

continues on.

!!Setting up Camp

Following the departure from Lothering, the player and their companions will now have a camp set up in the Ferelden wilderness anytime they're traveling along the road. During a night shortly after the journey through Lothering, the player has a dream where they see a massive army of darkspawn marching through the Deep Roads. The archdemon flying above commanding this darkspawn army. The player than wakes up in their wilderness camp, which Alistair could tell that the player was having a Grey Warden dream. Hearing the player admit that the dream seemed so real, Alistair explains that it's a part of being a Grey Warden; being able to hear the darkspawn as if you're there with them.

Alistair adds that they can also hear the archdemon when it talks to its darkspawn horde, which given that they've been hearing an archdemon, it's full confirmation that they're dealing with a Blight. The player asks if the archdemon really is a dragon like what's seen in the dreams. In return, Alistair states it is, but also reassures the player that once one starts getting used to being a Grey Warden, it becomes easier to block the dreams out. The player asks if there's any other surprises they should know about, which Alistair states that he's got nothing else to tell other than the obvious Grey Warden facts that they die young due to the taint, and that they are the only ones that can end the Blight. With nothing left to discuss, the player gets up to move around their campsite.

It's during off-time at the camp that the player can speak to companions to learn more about them, along with starting up potential romances. In addition, Bodahn and Sandal have set up shot arrived at the camp, which they offer their merchant services Bodahn explains that he realized that there's no safer place to help rest than in a camp run by Grey Wardens. As a result, in exchange for using the camp as a safe place to set up shop and support the player's group. Grey Wardens, Bodahn offers his discounted merchant services, and Sandal's unique "Enchantment" skills where the boy can upgrade weapons and armor by inscribing lyrium runes on items. Overall, the player accepts Bodahn and Sandal into the camp. Meanwhile, any time the player and company are not in camp, they're off completing the main four army recruitment objectives that revolve around Arl Eamon's forces of Redcliffe, the Circle of Magi, the Dalish Elves, and the Orzammar Dwarves.
Dwarves.

!!The Four Main Recruitment Quests


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!!The Landsmeet


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!!The Final Battle

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Alistair then chimes in by bringing up the overall issue. That despite Loghain thinking that the darkspawn are a minor threat, they need to warn the people of Ferelden that this isn't the case. Flemeth questions how the player and Alistair will get the people to believe them, which Alistair points out that Loghain betraying the King can't be ignored. That Eamon, the Arl of Redcliffe, would call for Loghain to be executed if he was to find out what happened at Ostagar. The player asks about Arl Eamon, which Alistair explains that along with being King Cailan's uncle, Eamon didn't send any forces to Ostagar, so he still has all his men if they were to go to him for reinforcements. Overall, Alistair sees going to Redcliffe as their best bet to appeal for help. Especially since Arl Eamon is a good man, and is respected in the Landsmeet (a meeting in Denerim amongst Ferelden's nobles to discuss the kingdom's future). Flemeth and the player seem on board, but Alistair remains unconvinced that Eamon's Redcliffe forces would be enough to face the Blight. The player asks about allies, but Alistair points out that it would take too long to get in contact with Grey Wardens from other kingdoms. That Ferelden's in such a desperate situation that they need allies now and fast.

Giving them a hint, Flemeth reminds them of how they have more resources than they think, which gives Alistair hope knowing that she's referring to the scroll treaties. Alistair explains to the player that the treaties were deals that the Grey Wardens made with the people of Ferelden, such as with its dwarves, mages, and elves, where they're obligated to help fight a Blight if they were called upon by the Grey Wardens. Along with Arl Eamon's Redcliffe forces, Flemeth points out that this is starting to sound like the very army that will replace the one that was destroyed at Ostagar. Alistair questions if they're really capable of being the ones that build up the new army, which the player answers that they have to be since they're Grey Wardens. Seeing that the player and Alistair are now ready to be true Grey Wardens, Flemeth offers Morrigan's services to them, insisting they can use her help. Morrigan is clearly against the idea, but Flemeth won't hear it knowing that Morrigan's been itching for years to depart from the Korcari Wilds, and that her knowledge of the surrounding forests will help the player and Alistair avoid the surrounding darkspawn that are pouring in from Ostagar.

Flemeth asks that the player and Alistair accept Morrigan into their group as repayment for saving their lives, which the player accepts, but Alistair notes that Morrigan being an apostate mage will have the Chantry templar after them while they're trying to raise the army. However, Alistair accepts to go along with it when Flemeth reminds him that she saved his life. Morrigan remains unconvinced, but Flemeth assures her that she must help the Grey Wardens stop the Blight, cause if they fail, the darkspawn will destroy Ferelden along with the other kingdoms. Finally accepting to go along with it, Morrigan goes back to the house to gathers her things. Afterwards, despite Alistair still not liking it, Morrigan's ready to guide the player and Alistair through the Korcari Wilds, which she suggests to go to a village north of their current position called Lothering. This northern village being where they can go about learning what is happening with the kingdom, and to determine their best course of action from there. Morrigan then bids her mother farewell as she departs with the player and Alistair to head north towards Lothering.

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Alistair then chimes in by bringing up the overall issue. That despite Loghain thinking that the darkspawn are a minor threat, they need to warn the people of Ferelden that this isn't the case. Flemeth questions how the player and Alistair will get the people to believe them, which Alistair points out that Loghain betraying the King can't be ignored. That Eamon, the Arl of Redcliffe, would call for Loghain to be executed if he was to find out what happened at Ostagar. The player asks about Arl Eamon, which Alistair explains that along with being King Cailan's uncle, Eamon didn't send any forces to Ostagar, so he still has all his men if they were to go to him for reinforcements. Overall, Alistair sees going to Redcliffe as their best bet to appeal for help. Especially since Arl Eamon is a good man, and is respected in the Landsmeet (a meeting in Denerim amongst Ferelden's nobles to discuss the kingdom's future). Flemeth and the player seem on board, but Alistair remains unconvinced that Eamon's Redcliffe forces would be enough to face the Blight.

The player asks about allies, but Alistair points out that it would take too long to get in contact with Grey Wardens from other kingdoms. That Ferelden's in such a desperate situation that they need allies now and fast.

fast. Giving them a hint, Flemeth reminds them of how they have more resources than they think, which gives Alistair hope knowing that she's referring to the scroll treaties. Alistair explains to the player that the treaties were deals that the Grey Wardens made with the people of Ferelden, such as with its dwarves, mages, and elves, where they're obligated to help fight a Blight if they were called upon by the Grey Wardens. Along with Arl Eamon's Redcliffe forces, Flemeth points out that this is starting to sound like the very army that will replace the one that was destroyed at Ostagar. Alistair questions if they're really capable of being the ones that build up the new army, which the player answers that they have to be since they're Grey Wardens. Wardens.

!!!Morrigan Joins

Seeing that the player and Alistair are now ready to be true Grey Wardens, Flemeth offers Morrigan's services to them, insisting they can use her help. Morrigan is clearly against the idea, but Flemeth won't hear it knowing that Morrigan's been itching for years to depart from the Korcari Wilds, and that her knowledge of the surrounding forests will help the player and Alistair avoid the surrounding darkspawn that are pouring in from Ostagar. \n\n Flemeth asks that the player and Alistair accept Morrigan into their group as repayment for saving their lives, which the player accepts, but Alistair notes that Morrigan being an apostate mage will have the Chantry templar after them while they're trying to raise the army. However, Alistair accepts to go along with it when Flemeth reminds him that she saved his life. Morrigan remains unconvinced, but Flemeth assures her that she must help the Grey Wardens stop the Blight, cause if they fail, the darkspawn will destroy Ferelden along with the other kingdoms.

Finally accepting to go along with it, Morrigan goes back to the house to gathers her things. Afterwards, despite Alistair still not liking it, Morrigan's ready to guide the player and Alistair through the Korcari Wilds, which she suggests to go to a village north of their current position called Lothering. This northern village being where they can go about learning what is happening with the kingdom, and to determine their best course of action from there. Morrigan then bids her mother farewell as she departs with the player and Alistair to head north towards Lothering.
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Returning to Sten's cage, the player shows that he's been given the key to let the Qunari out, and will now be under the player's custody. Surprised that the revered mother is letting him out after the crime he did, Sten accepts to follow along with the player to fight against the Blight. After being let out, Sten announces to the player's group that he will follow them into battle, and that he will look for the atonement for the crimes he committed. With Sten added to the party, the player and company head off.

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Returning to Sten's cage, the player shows that he's they've been given the key to let the Qunari out, and will now be under the player's custody. Surprised that the revered mother is letting him out after the crime he did, Sten accepts to follow along with the player to fight against the Blight. After being let out, Sten announces to the player's group that he will follow them into battle, and that he will look for the atonement for the crimes he committed. With Sten added to the party, the player and company head off.
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The player, Alistair, Morrigan and their Mabari Hound arrive in Lothering, a hub village in the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives since there's no guards protecting the village anymore after many were sent off and died at Ostagar. Thus, the Chantry's templar have come in to try to restore order to Lothering. At the southern Imperial Highway entrance into Lothering, the player's group end up being blocked by a group of such bandit groups before being allowed to enter the village. The player either goes with one of the choices to pass by the bandits without causing a confrontation, or the player's group just disposes of them in a fight.

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The player, Alistair, Morrigan and their Mabari Hound arrive in Lothering, a hub village in the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives since there's no guards protecting the village anymore after many were sent off and died at Ostagar. Thus, the Chantry's templar have come in to try to restore order to Lothering. At the southern Imperial Highway entrance into Lothering, the player's group player and company end up being blocked by a group of such bandit groups bandits before being allowed to enter the village. The player either goes with one of the choices to pass by the bandits without causing a confrontation, or the player's group just disposes of them in a fight.
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If the player is not a Human Noble, an encounter with darkspawn occurs along the road to Lothering. The player, Alistair, and Morrigan come across a Mabari Hound running towards them, which it starts barking at the group to warn them ahead of time of an approaching group of darkspawn. Sure enough, the darkspawn appear moments after. The player's group and the dog then proceed to defeat the darkspawn enemies. Afterwards, the Mabari Hound appears to have taken a liking to the player, which Alistair mentions that the dog appears to have chosen the player as its owner since Mabari Hounds are known to "imprint" on individuals that they've taken a liking to. While Morrigan remains disinterested in having a dog follow them around, Alistair figures that this particular Mabari Hound must be the same one that the player helped and bonded with at Ostagar. The player agrees to adopt the Mabari Hound, and the group continues on their way towards Lothering.

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If the player is not a isn't of Human Noble, Noble origin, an encounter with darkspawn occurs along the road to Lothering. The player, Alistair, and Morrigan come across a Mabari Hound running towards them, which it starts barking at the group to warn them ahead of time of an approaching group of darkspawn. Sure enough, the darkspawn appear moments after. The player's group and the dog then proceed to defeat the darkspawn enemies. Afterwards, the Mabari Hound appears to have taken a liking to the player, which Alistair mentions that the dog appears to have chosen the player as its owner since Mabari Hounds are known to "imprint" on individuals that they've taken a liking to. While Morrigan remains disinterested in having a dog follow them around, Alistair figures that this particular Mabari Hound must be the same one that the player helped and bonded with at Ostagar. The player agrees to adopt the Mabari Hound, and the group continues on their way towards Lothering.
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If you're not a Human Noble who already started off with a Mabari Hound, the player, Alistair, and Morrigan group comes across one of such hounds running towards them along the road to Lothering. It starts barking at them to warn them ahead of time of an approaching group of darkspawn, which they appear moments after. The player's group and the dog then proceed to defeat the darkspawn enemies. Afterwards, the Mabari Hound appears to have taken a liking to the player, which Alistair mentions that the dog appears to have chosen the player as its owner since Mabari Hounds are known to "imprint" on individuals that they've taken a liking to. While Morrigan remains disinterested in having a dog follow them around, Alistair figures that this particular Mabari Hound must be the same one that the player helped and bonded with at Ostagar. The player agrees to adopt the Mabari Hound, and the group continues on their way towards Lothering.

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If you're the player is not a Human Noble who already started off Noble, an encounter with a Mabari Hound, darkspawn occurs along the road to Lothering. The player, Alistair, and Morrigan group comes come across one of such hounds a Mabari Hound running towards them along the road to Lothering. It them, which it starts barking at them the group to warn them ahead of time of an approaching group of darkspawn, which they darkspawn. Sure enough, the darkspawn appear moments after. The player's group and the dog then proceed to defeat the darkspawn enemies. Afterwards, the Mabari Hound appears to have taken a liking to the player, which Alistair mentions that the dog appears to have chosen the player as its owner since Mabari Hounds are known to "imprint" on individuals that they've taken a liking to. While Morrigan remains disinterested in having a dog follow them around, Alistair figures that this particular Mabari Hound must be the same one that the player helped and bonded with at Ostagar. The player agrees to adopt the Mabari Hound, and the group continues on their way towards Lothering.

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!!Lothering and the Imperial Highway

The player, Alistair and Morrigan arrive in Lothering, a hub village in the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives.

Gathering supplies and information before heading on, the group have the opportunity to add new companions to their ranks; Leliana, a sister of the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered to fight the Blight by his superiors and seeks to atone for crimes he has committed. The party then depart Lothering to track down the four groups who they can call upon to raise an army:

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!!Lothering !!The Village of Lothering

!!!Lothering
and the Imperial Highway

The player, Alistair and Alistair, Morrigan and their Mabari Hound arrive in Lothering, a hub village in the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives.lives since there's no guards protecting the village anymore after many were sent off and died at Ostagar. Thus, the Chantry's templar have come in to try to restore order to Lothering. At the southern Imperial Highway entrance into Lothering, the player's group end up being blocked by a group of such bandit groups before being allowed to enter the village. The player either goes with one of the choices to pass by the bandits without causing a confrontation, or the player's group just disposes of them in a fight.

After the road bandits are dealt with, the player's group makes their way into Lothering, which Alistair has something to discuss. Morrigan notes that Alistair's starting to seem a bit more brighter than before only for Alistair to call her out that he just lost someone close to him (Duncan), and figures that she would feel the same way if her mother, Flemeth, died. However, Morrigan doesn't seem to care if her mother was to actually kick the bucket. As the two of them argue, the player asks what Alistair wanted to say. In return, Alistair brings up the treaties, and questions how they should go about it. Alistair explains that the treaties consist of three main groups that have pledged their support for the Grey Wardens. These being the Dalish elves, the Orzammar dwarves, and the Circle of Magi. However, he also suggest that Redcliffe is an option, and that they should go there first since gaining the support of Arl Eamon and his human soldiers would be their best bet for help. The player can ask Alistair for directions as to where each of these four groups are found in Ferelden before they continue on into Lothering.

Exploring around Lothering, the villagers remain in a bad mood due to the surrounding danger, and the templar trying to hold order advise the player's group to continue on as it's not worth staying in Lothering. One of the villagers advises the player and company to see Ser Bryant at the Chantry for information about the current state of Ferelden. Side-quests within Lothering include the following: resolving a problem with a Chantry woman hounding a merchant that's selling items for outrageous prices during a crisis, providing 3 Lesser Health Poultices for Elder Miriam, crafting 3 traps for a villager named Allison, gathering 3 flasks of Venom off the Spiders that live on the outskirts of Lothering for a poison-trapmaker named Barlin, and coming across a dead templar that was named Ser Henric on the highway, which the player loots an amulet off of Henric's corpse to return it to Ser Donall within the Lothering Chantry.

Gathering additional supplies and information, the player heads over to the Lothering Chantry. Ser Maron greets the player's group at the entrance, and when the player asks who's in charge of the Chantry, Ser Maron explains that the revered mother runs the Chantry while Ser Bryant runs the templar soldiers within it. Upon entering the Chantry, the group is greeted by Ser Bryant, who provides a warning to the player and Alistair that Teyrn Loghain has branded the Grey Wardens as traitors. The player makes it clear that they're not traitors, which Ser Bryant agrees that he doesn't believe Loghain's claim, but that it still doesn't change the fact that Loghain branding them traitors is going to cause problems for the player and company. The player can also ask Ser Bryant for information regarding what's happening around Ferelden. In return, Ser Bryant explains Loghain's recent takeover of the throne along with how Arl Eamon has apparently become really ill. So ill that Redcliffe's soldiers have gone looking for the Urn of Andraste's Sacred Ashes, which is said to be able to cure anything. The player can also speak with the revered mother, such as making a donation to the Chantry.

Further exploring around, there's also additional side-quests provided from the Lothering Chantry and the Blackstone Irregular mercenary group stationed within the Dane's Refuge tavern. The Lothering Chantry asks to have the 3 bandit camps and a group of black bears outside Lothering dealt with, and to locate the missing villager, Sarha. However, Sarha's discovered to be dead as her body is found in the wilderness outside of Lothering. Meanwhile, the Blackstone Irregulars offer two jobs. One is to recruit 3 people around Ferelden into the Irregulars: Patter Gritch at the Lothering Chantry, Dernal Garrison at a house in Redcliffe Village, and Varel Baern at Denerim's Elven Alienage. The other job is to hunt down and kill 3 Irregular derserters: Tornas at the Frostback Mountain Pass before entering Orzammar, Sammael at the Lake Calenhad Docks, and Layson within one of Denerim's back-streets.

!!!Recruiting Leliana

Before moving on from Lothering, the player has the opportunity to add two new companions to their ranks. One of which is Leliana, who the player and company first comes across within Dane's Refuge. Within the tavern, a group of Loghain's men that were stationed in Lothering confront the player's group claiming that they're a bunch of traitors. However, they're interrupted by the arrival of Leliana seeking for a peaceful resolution, and despite being a Chantry sister will fight if she has to. In return, the soldiers display their blind loyalty to Loghain believing that they were saved by Loghain from the Grey Wardens' treachery, and view Leliana as an enemy as well for supporting the "traitors." A fight breaks out within Dane's Refuge between the player's group with Leliana against Loghain's men until the latter's forced to surrender, which Loghain's men are sent packing along with a message to Loghain that the Grey Wardens are coming for him.

After Loghain's men are kicked out of Lothering, Leliana apologies for interfering, but explains that she couldn't just sit by and not help. The player's surprised to see that a Chantry sister is capable of fighting, which Leliana properly introduces herself to the group as a sister of the Chantry in Lothering. Leliana states that she couldn't help but overhear that the player and Alistair are Grey Wardens that are known to fight against the darkspawn. Thus, in order to deal with the current darkspawn threat, Leliana claims that she's decided to come along with the player's group since the Grey Wardens will need all the help they can get. The player asks why Leliana's so eagar to join, which she answers that the Maker told her to. That she's been divinely called upon by the Maker to combat the Blight. Seeing the player and company in disbelief, she explains that it was something that she saw in a dream as if it was vision. She points out all the surrounding problems going on in Lothering at the moment that this is not what the Maker wanted, and once again offers her services since she's proven that she's not just a Chantry sister, but is also capable of fighting. In the end, the player accepts Leliana into the group, and they depart from the tavern.

!!!Recruiting Sten

Another potential ally to recruit is Sten, a warrior of the northern people known as the Qunari. The player's group finds Sten locked up in a cage at the edge of Lothering village left to die of starvation or be killed by the darkspawn once they arrive. Sten has no interest in talking with humans as he comes off content with the current situation, and asks that the player and company leave him. However, the player asks what Sten is, which he answers that he's obviously a prisoner that was locked away by the Chantry, and that he's known as Sten of the Beresaad; a group known as the vanguard of the Qunari people. Sten further explains that he's been sentenced for murdering a household of eight people, which included children, but that rather than making an escape afterwards, he accepted to be captured without incident once the Ferelden knights arrived to capture him. The player then asks if Sten wishes to seek atonement, which Sten asks what could possibly be equal to the crimes he committed. In return, the player mentions how Sten could help the fight against the Blight.


Gathering supplies Sten assumes that this means that the player's a Grey Warden, and information before heading on, starts to show interest having heard the group have the opportunity to add new companions to legends of their ranks; Leliana, a sister of strength and will. The player asks if the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered mother will allow Sten out to fight the Blight by Blight, which Sten states it should be possible to have him released if she's told that it's the Grey Wardens seeking assistance. Returning to the Chantry, the player speaks to the revered mother about needing help, which she warns that it's a difficult position given that Loghain has branded the Grey Wardens, such as the player, as traitors. Like with Ser Bryant, the player makes it clear that they're not the traitors, but Loghain is, which she finds hard to believe, but goes along with it. She asks what the help is, which the player brings up the subject of Sten. The reverend mother states that she would prefer that he just die and let the Maker take him. However, the player explains that they have a use for Sten. The revered mother warns that Sten might just start killing again, but the player asks for Sten to instead be put under his superiors custody. Knowing that these are trying times due to the incoming darkspawn threat, the reverend mother accepts it, and seeks hands over the keys to atone Sten's cage.

Returning to Sten's cage, the player shows that he's been given the key to let the Qunari out, and will now be under the player's custody. Surprised that the revered mother is letting him out after the crime he did, Sten accepts to follow along with the player to fight against the Blight. After being let out, Sten announces to the player's group that he will follow them into battle, and that he will look
for the atonement for the crimes he has committed. The party then depart With Sten added to the party, the player and company head off.

!!!Bodahn and Sandal

Once it's time to move on, the player's group departs from
Lothering to track begin tracking down the four groups who they can call upon to raise an army:
army. As they make their way out along the Imperial Highway north of Lothering, the player and company come across two surface dwarves being attacked by a group of darkspawn. The player and company save the two dwarves, Bodahn Feddic and his adopted son Sandal, which the two of them decide to travel along with the group as a pair of helpful merchants.


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Following the departure from Lothering, the player and their companions will now have a camp set up in the Ferelden wilderness anytime they're traveling along the road. It's during camp that the player can speak to companions to learn more about them, along with starting up potential romances. In addition, Bodahn and Sandal have set up shot at the camp, which they offer their merchant services to help support the player's group. Meanwhile, any time the player and company are not in camp, they're off completing the main four army recruitment objectives that revolve around Arl Eamon's forces of Redcliffe, the Circle of Magi, the Dalish Elves, and the Orzammar Dwarves.

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Fergus departs with the bulk of the Couslands' army ahead of everyone else, which leaves the castle almost empty. The player is met by Gilmore, which they're given a task by the player's mother, Teyrna Eleanor Cousland, to fetch the Cousland pet attack dog, which is trying to catch rats that invaded the kitchen. After helping out the family dog, the player meets back up with Eleanor, who's talking with Lady Landra, and accompanied by her children, Dairren and Iona. The player can entertain Landra's children by flirting with Dairren (female Human Noble) or Iona (male Human Noble), which the player then brings either of them to the player's bedroom for a night of sex.

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Fergus departs with the bulk of the Couslands' army ahead of everyone else, which leaves the castle almost empty. The player is met by Gilmore, which they're given a task by the player's mother, Teyrna Eleanor Cousland, to fetch the Cousland pet Mabari Hound, an attack dog, which is dog that's been trying to catch rats that invaded the kitchen. After helping out the family dog, the player meets back up with Eleanor, who's talking with Lady Landra, and accompanied by her children, Dairren and Iona. The player can entertain Landra's children by flirting with Dairren (female Human Noble) or Iona (male Human Noble), which the player then brings either of them to the player's bedroom for a night of sex.



At the larder, the player and Eleanor find a heavily wounded Bryce. Duncan is also with him having been the one who came to Bryce's rescue. However, Duncan provides the bad news that due to the castle being surrounded by Howe's forces, it will be too difficult for Bryce to escape with such a heavy injury. Thus, Bryce must be left behind. Duncan offers Bryce a deal to truly save the remainder of the Cousland family if it means that he can recruit the player into the Grey Wardens, which the player, Bryce and Eleanor accept. However, Eleanor decides to stay behind with her husband to fight Howe's forces. Having to leave their parents behind, the player and the family's attack dog depart with Duncan in order to make their escape.

!!!Human/Elf Mage Origin Story

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At the larder, the player and Eleanor find a heavily wounded Bryce. Duncan is also with him having been the one who came to Bryce's rescue. However, Duncan provides the bad news that due to the castle being surrounded by Howe's forces, it will be too difficult for Bryce to escape with such a heavy injury. Thus, Bryce must be left behind. Duncan offers Bryce a deal to truly save the remainder of the Cousland family if it means that he can recruit the player into the Grey Wardens, which the player, Bryce and Eleanor accept. However, Eleanor decides to stay behind with her husband to fight Howe's forces. Having to leave their parents behind, the player and the family's attack dog Mabari Hound depart with Duncan in order to make their escape.

!!!Human/Elf Mage !!!Magi Origin Story



!!Main Story

!!!Arriving at Ostagar

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!!Main Story

!!!Arriving at Ostagar
!!Battle of Ostagar

!!!Joining the Grey Wardens



!!!The Witches of the Korcari Wilds

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!!!The Witches of !!!Tainted Blood and the Korcari Wilds
Grey Wardens' Cache



!!!Joining the Grey Wardens

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!!!Joining the Grey Wardens
!!!The Joining



!!!Battle of Ostagar

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!!!Battle of Ostagar
!!!After the Joining



!!!The Tower of Ishal



!!!Ferelden's Last Two Grey Wardens Set Off

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!!Beginning the Journey

!!!Ferelden's Last Two Grey Wardens Set Off
Wardens



Alistair then chimes in by bringing up the overall issue. That despite Loghain thinking that the darkspawn are a minor threat, they need to warn the people of Ferelden that this isn't the case. Flemeth questions how the player and Alistair will get the people to believe them, which Alistair points out that Loghain betraying the King can't be ignored. That Eamon, the Arl of Redcliffe, would call for Loghain to be executed if he was to find out what happened at Ostagar. The player asks about Arl Eamon, which Alistair explains that along with being King Cailan's uncle, Eamon didn't send any forces to Ostagar, so he still has all his men if they were to go to him for reinforcements. Overall, Alistair sees going to Redcliffe as their best bet to appeal for help. Especially since Arl Eamon is a good man, and is respected in the Landsmeet (a meeting in Denerim amongst Ferelden's nobles to discuss the kingdom's future). Flemeth and the player seem on board, but Alistair remains unconvinced that Eamon's Redcliffe forces would be enough to face the Blight. The player asks about allies, but Alistair points out that it would take too long to get in contact with Grey Wardens from other kingdoms. That Ferelden's in such a desperate situation that they need allies now and fast.

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!!!The Plan to Create an Army

Alistair then chimes in by bringing up the overall issue. That despite Loghain thinking that the darkspawn are a minor threat, they need to warn the people of Ferelden that this isn't the case. Flemeth questions how the player and Alistair will get the people to believe them, which Alistair points out that Loghain betraying the King can't be ignored. That Eamon, the Arl of Redcliffe, would call for Loghain to be executed if he was to find out what happened at Ostagar. The player asks about Arl Eamon, which Alistair explains that along with being King Cailan's uncle, Eamon didn't send any forces to Ostagar, so he still has all his men if they were to go to him for reinforcements. Overall, Alistair sees going to Redcliffe as their best bet to appeal for help. Especially since Arl Eamon is a good man, and is respected in the Landsmeet (a meeting in Denerim amongst Ferelden's nobles to discuss the kingdom's future). Flemeth and the player seem on board, but Alistair remains unconvinced that Eamon's Redcliffe forces would be enough to face the Blight. The player asks about allies, but Alistair points out that it would take too long to get in contact with Grey Wardens from other kingdoms. That Ferelden's in such a desperate situation that they need allies now and fast.
fast.



!!!The Fifth Blight

The player, Alistair and Morrigan arrive in Lothering only to find it in disarray: the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives. Gathering supplies and information before heading on, the group have the opportunity to add new companions to their ranks; Leliana, a sister of the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered to fight the Blight by his superiors and seeks to atone for crimes he has committed. The party then depart Lothering to track down the four groups who they can call upon to raise an army:

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!!!The Fifth Blight

!!!Recruiting a Dog

If you're not a Human Noble who already started off with a Mabari Hound, the player, Alistair, and Morrigan group comes across one of such hounds running towards them along the road to Lothering. It starts barking at them to warn them ahead of time of an approaching group of darkspawn, which they appear moments after. The player's group and the dog then proceed to defeat the darkspawn enemies. Afterwards, the Mabari Hound appears to have taken a liking to the player, which Alistair mentions that the dog appears to have chosen the player as its owner since Mabari Hounds are known to "imprint" on individuals that they've taken a liking to. While Morrigan remains disinterested in having a dog follow them around, Alistair figures that this particular Mabari Hound must be the same one that the player helped and bonded with at Ostagar. The player agrees to adopt the Mabari Hound, and the group continues on their way towards Lothering.

!!Lothering and the Imperial Highway

The player, Alistair and Morrigan arrive in Lothering only to find it Lothering, a hub village in disarray: the center of Ferelden that lies along the crossroads of the kingdom's Imperial Highway. Currently, the village is in disarray since the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives. lives.

Gathering supplies and information before heading on, the group have the opportunity to add new companions to their ranks; Leliana, a sister of the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered to fight the Blight by his superiors and seeks to atone for crimes he has committed. The party then depart Lothering to track down the four groups who they can call upon to raise an army:
army:

!!The Fifth Blight
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Simultaneously in Ferelden's capital city of Denerim, Loghain presents his own version of what happened at Ostagar to the nation's nobility; having placed the blame for the disaster squarely on the Grey Wardens. Standing alongside him is is daughter, Queen Anora, who is also King Cailan's widow. She watches at Loghain advises the people that they must rebuild from their losses at Ostagar, and that they need to refrain from taking advantage of their weakened position as they need to unite to defeat the darkspawn. One of the nobles, Bann Teagan, steps forward questioning Loghain's motives. The latter of which named himself Regent of Ferelden, and is now ordering everyone to unite under his banner. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne). Thus, they see his taking of the Regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.

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Simultaneously in Ferelden's capital city of Denerim, Loghain presents his own version of what happened at Ostagar to the nation's nobility; having placed the blame for the disaster squarely on the Grey Wardens. Standing alongside him is is his daughter, Queen Anora, who is also King Cailan's widow. She watches at Loghain advises the people that they must rebuild from their losses at Ostagar, and that they need to refrain from taking advantage of their weakened position as they need to unite to defeat the darkspawn. One of the nobles, Bann Teagan, steps forward questioning Loghain's motives. The latter of which named himself Regent of Ferelden, and is now ordering everyone to unite under his banner. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne). Thus, they see his taking of the Regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.
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Giving them a hint, Flemeth reminds them of how they have more resources than they think, which gives Alistair hope knowing that she's referring to the scroll treaties. Alistair explains to the player that the treaties were deals that the Grey Wardens made with the people of Ferelden, such as with its dwarves, mages, and elves, where they're obligated to help fight a Blight if they were called upon for help by the Grey Wardens. Along with Arl Eamon's Redcliffe forces, Flemeth points out that this is starting to sound like the very army that will replace the one that was destroyed at Ostagar. Alistair questions if they're really capable of being the ones that build up the new army, which the player answers that they have to be since they're Grey Wardens. Seeing that the player and Alistair are now ready to be true Grey Wardens, Flemeth offers Morrigan's services to them, insisting they can use her help. Morrigan is clearly against the idea, but Flemeth won't hear it knowing that Morrigan's been itching for years to depart from the Korcari Wilds, and that her knowledge of the surrounding forests will help the player and Alistair avoid the surrounding darkspawn that are pouring in from Ostagar.

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Giving them a hint, Flemeth reminds them of how they have more resources than they think, which gives Alistair hope knowing that she's referring to the scroll treaties. Alistair explains to the player that the treaties were deals that the Grey Wardens made with the people of Ferelden, such as with its dwarves, mages, and elves, where they're obligated to help fight a Blight if they were called upon for help by the Grey Wardens. Along with Arl Eamon's Redcliffe forces, Flemeth points out that this is starting to sound like the very army that will replace the one that was destroyed at Ostagar. Alistair questions if they're really capable of being the ones that build up the new army, which the player answers that they have to be since they're Grey Wardens. Seeing that the player and Alistair are now ready to be true Grey Wardens, Flemeth offers Morrigan's services to them, insisting they can use her help. Morrigan is clearly against the idea, but Flemeth won't hear it knowing that Morrigan's been itching for years to depart from the Korcari Wilds, and that her knowledge of the surrounding forests will help the player and Alistair avoid the surrounding darkspawn that are pouring in from Ostagar.
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Exiting the house, the player finds Morrigan's mother alongside Alistair. The latter of which has been worried about the player's survival. Alistair's relieved to see that the player's alive, which the player thanks Morrigan's mother's rescue for that. In return, Alistair's forced to admit that they'd be dead had it not been for a timely rescue from a witch. Said witch then properly introduces herself as Flemeth, which is actually just a nickname that the Chasind folk who originally came across her started calling her as, but she has since accepted it as her name. Having heard the name of Flemeth before written in past legends, Alistair realizes that Daveth was right this whole time that the one before them is the fabled Witch of the Wilds. The player then gets to the main issue asking why Flemeth bothered saving them, which she answers that it would have put them all in a bad position had all the Grey Wardens died off since there needs to be someone to deal with the darkspawn. That it was always the Grey Warden's duty to unite the land to deal with the Blight.

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Exiting the house, the player finds Morrigan's mother alongside Alistair. The latter of which has been worried about the player's survival. Alistair's relieved to see that the player's alive, which the player thanks Morrigan's mother's the old woman's rescue for that. In return, Alistair's forced to admit that they'd be dead had it not been for a timely rescue from a witch. Said witch then properly introduces herself as Flemeth, which is actually just a nickname that the Chasind folk who originally came across her started calling her as, but she has since accepted it as her name. Having heard the name of Flemeth before written in past legends, Alistair realizes that Daveth was right this whole time that the one before them is the fabled Witch of the Wilds. The player then gets to the main issue asking why Flemeth bothered saving them, which she answers that it would have put them all in a bad position had all the Grey Wardens died off since there needs to be someone to deal with the darkspawn. That it was always the Grey Warden's duty to unite the land to deal with the Blight.

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Morrigan leads the player's group to the small house within the Korcari Wilds that her mother resides. Her mother, a powerful sorceress called Flemeth, is seen outside as if expecting their arrival, which Daveth points out that just like Morrigan, Flemeth is a dangerous Witch of the Wilds. The player gets to the point of their arrival that Flemeth has something that they need, which Flemeth gets the gist that they're here for the scroll treaties. However, she assures the player's group that she was just performing the role of safe-keeping the scrolls as it turns out that the seal that was protecting the scrolls had already worn off long ago. Flemeth then hands the scrolls over, but also informs the player and company that the Grey Wardens need to be warned that the Blight's danger is even greater than they think. However, she refuses to elaborate further, and asks for Morrigan to guide the player's group back out of the Korcari Wilds, which she complies to.

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Morrigan leads the player's group to the small house within the Korcari Wilds that her mother resides. Her mother, a powerful sorceress called Flemeth, who appears as an old woman, is seen outside as if expecting their arrival, which Daveth points out that just like Morrigan, Flemeth is her mother must be a dangerous Witch of the Wilds. The player gets to the point of their arrival that Flemeth the old woman has something that they need, which Flemeth Morrigan's mother gets the gist that they're here for the scroll treaties. However, she assures the player's group that she was just performing the role of safe-keeping the scrolls as it turns out that the seal that was protecting the scrolls had already worn off long ago. Flemeth Morrigan's mother then hands the scrolls over, but also informs the player and company that the Grey Wardens need to be warned that the Blight's danger is even greater than they think. However, she refuses to elaborate further, and asks for Morrigan to guide the player's group back out of the Korcari Wilds, which she complies to.



At that same time, a group of darkspawn charge into the top floor of the Tower of Ishal to kill the player and Alistair. The player ends up getting knocked out after being struck by an arrow, which left Alistair to fend for himself. Alistair manages to win the battle, but he's left a bloody mess, and is on the verge of falling unconscious. He remains conscious long enough to check on the player hoping that the latter's still alive before falling unconscious as well. Meanwhile, the Battle of Ostagar is completely lost as the darkspawn are seen roaming all throughout, and killing the last few Ferelden stragglers. A dragon then flies in and blows open the roof of the Tower of Ishal. Landing on the Tower's top floor, the dragon shapeshifts into human form, and is revealed to be the Witch of the Wilds, Flemeth. She checks on the player and Alistair to confirm if they're still alive, and seeing that they are, she transforms back into a dragon in order to carry the two of them away from Ostagar.

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At that same time, a group of darkspawn charge into the top floor of the Tower of Ishal to kill the player and Alistair. The player ends up getting knocked out after being struck by an arrow, which left Alistair to fend for himself. Alistair manages to win the battle, but he's left a bloody mess, and is on the verge of falling unconscious. He remains conscious long enough to check on the player hoping that the latter's still alive before falling unconscious as well. Meanwhile, the Battle of Ostagar is completely lost as the darkspawn are seen roaming all throughout, and killing the last few Ferelden stragglers. A dragon then flies in and blows open the roof of the Tower of Ishal. Landing on the Tower's top floor, the dragon shapeshifts into human form, and is revealed to be the Witch of the Wilds, Flemeth. Morrigan's mother. She checks on the player and Alistair to confirm if they're still alive, and seeing that they are, she transforms back into a dragon in order to carry the two of them away from Ostagar.
Ostagar.

!!!Ferelden's Last Two Grey Wardens Set Off

The player wakes up inside the home of Morrigan and her mother back in the Korcari Wilds. Morrigan appears to check on the player having been the one that bandaged up the latter's wounds, and then asks if the player remembers being rescued by a dragon. The last thing the player remembers was being overwhelmed by darkspawn at the top of the Tower of Ishal, which Morrigan reveals that it was her mother that rescued the player and Alistair. She also reveals Loghain's treachery, and that the Battle of Ostagar ended as a complete loss for Ferelden with King Cailan's and Duncan's forces being massacred to the darkspawn, which Morrigan adds that Alistair didn't take such news well. Morrigan assures the player that Alistair's safe, and is currently outside the house. She then informs the player that her mother wishes to speak to them once the player's awake.

Exiting the house, the player finds Morrigan's mother alongside Alistair. The latter of which has been worried about the player's survival. Alistair's relieved to see that the player's alive, which the player thanks Morrigan's mother's rescue for that. In return, Alistair's forced to admit that they'd be dead had it not been for a timely rescue from a witch. Said witch then properly introduces herself as Flemeth, which is actually just a nickname that the Chasind folk who originally came across her started calling her as, but she has since accepted it as her name. Having heard the name of Flemeth before written in past legends, Alistair realizes that Daveth was right this whole time that the one before them is the fabled Witch of the Wilds. The player then gets to the main issue asking why Flemeth bothered saving them, which she answers that it would have put them all in a bad position had all the Grey Wardens died off since there needs to be someone to deal with the darkspawn. That it was always the Grey Warden's duty to unite the land to deal with the Blight.

The player notes how they're in a bad situation since the Grey Wardens, aside from the two of them, have already been massacred, which Flemeth warns the player that looking at it with such a negative perspective will mean that they've already lost. Alistair gets angry pointing out that they were doing their job by facing the darkspawn alongside King Cailan's army, which is why he doesn't understand why Loghain would betray them. Flemeth answers that there's many dark mysteries to the human heart, which she theorizes that Loghain probably doesn't see how much of the true threat the evil behind the Blight actually is that he thinks he can outmaneuver it. Alistair's quick to realize that the evil Flemeth's referring to is the archdemon leader, which the player asks about it. Flemeth explains of how their Maker cast down the Old Gods of the ancient Tevinter Imperium to sleep in prisons deep beneath the surface. That an archdemon is an awakened Old God; fearsome and immortal beings that have been tainted by darkspawn, and now leads the darkspawn to claim the surface world. The player asks if Flemeth will help deal with the Blight, but she answers that she's just an old woman that lives in the Korcari Wilds. Thus, she would be no help to them.

Alistair then chimes in by bringing up the overall issue. That despite Loghain thinking that the darkspawn are a minor threat, they need to warn the people of Ferelden that this isn't the case. Flemeth questions how the player and Alistair will get the people to believe them, which Alistair points out that Loghain betraying the King can't be ignored. That Eamon, the Arl of Redcliffe, would call for Loghain to be executed if he was to find out what happened at Ostagar. The player asks about Arl Eamon, which Alistair explains that along with being King Cailan's uncle, Eamon didn't send any forces to Ostagar, so he still has all his men if they were to go to him for reinforcements. Overall, Alistair sees going to Redcliffe as their best bet to appeal for help. Especially since Arl Eamon is a good man, and is respected in the Landsmeet (a meeting in Denerim amongst Ferelden's nobles to discuss the kingdom's future). Flemeth and the player seem on board, but Alistair remains unconvinced that Eamon's Redcliffe forces would be enough to face the Blight. The player asks about allies, but Alistair points out that it would take too long to get in contact with Grey Wardens from other kingdoms. That Ferelden's in such a desperate situation that they need allies now and fast.

Giving them a hint, Flemeth reminds them of how they have more resources than they think, which gives Alistair hope knowing that she's referring to the scroll treaties. Alistair explains to the player that the treaties were deals that the Grey Wardens made with the people of Ferelden, such as with its dwarves, mages, and elves, where they're obligated to help fight a Blight if they were called upon for help by the Grey Wardens. Along with Arl Eamon's Redcliffe forces, Flemeth points out that this is starting to sound like the very army that will replace the one that was destroyed at Ostagar. Alistair questions if they're really capable of being the ones that build up the new army, which the player answers that they have to be since they're Grey Wardens. Seeing that the player and Alistair are now ready to be true Grey Wardens, Flemeth offers Morrigan's services to them, insisting they can use her help. Morrigan is clearly against the idea, but Flemeth won't hear it knowing that Morrigan's been itching for years to depart from the Korcari Wilds, and that her knowledge of the surrounding forests will help the player and Alistair avoid the surrounding darkspawn that are pouring in from Ostagar.

Flemeth asks that the player and Alistair accept Morrigan into their group as repayment for saving their lives, which the player accepts, but Alistair notes that Morrigan being an apostate mage will have the Chantry templar after them while they're trying to raise the army. However, Alistair accepts to go along with it when Flemeth reminds him that she saved his life. Morrigan remains unconvinced, but Flemeth assures her that she must help the Grey Wardens stop the Blight, cause if they fail, the darkspawn will destroy Ferelden along with the other kingdoms. Finally accepting to go along with it, Morrigan goes back to the house to gathers her things. Afterwards, despite Alistair still not liking it, Morrigan's ready to guide the player and Alistair through the Korcari Wilds, which she suggests to go to a village north of their current position called Lothering. This northern village being where they can go about learning what is happening with the kingdom, and to determine their best course of action from there. Morrigan then bids her mother farewell as she departs with the player and Alistair to head north towards Lothering.

!!!Loghain Takes Control of Ferelden

Simultaneously in Ferelden's capital city of Denerim, Loghain presents his own version of what happened at Ostagar to the nation's nobility; having placed the blame for the disaster squarely on the Grey Wardens. Standing alongside him is is daughter, Queen Anora, who is also King Cailan's widow. She watches at Loghain advises the people that they must rebuild from their losses at Ostagar, and that they need to refrain from taking advantage of their weakened position as they need to unite to defeat the darkspawn. One of the nobles, Bann Teagan, steps forward questioning Loghain's motives. The latter of which named himself Regent of Ferelden, and is now ordering everyone to unite under his banner. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne). Thus, they see his taking of the Regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.

Teagan points out that Loghain's retreat from the Ostagar battlefield was highly questionable, which enrages the crowd in agreement. In return, Loghain calls them out that all his actions have been for the sake of Ferelden's independence. Thus, he's still not betrayed his role in protecting the throne. However, Teagan continues to argue with Loghain; refusing to follow Loghain's orders just because the latter demands it. In return, Loghain threatens that he will not go easy on those who threaten Ferelden, even its own people, and then leaves the area. Teagan and the other nobles begin to leave as well, which the watching Anora tries to get Teagan to see reason. However, Teagan warns her that Loghain's actions are risking civil war, and that things wouldn't have reached this point had Arl Eamon been here. Anora tries to convince him that her father's just trying to do what's best, but Teagan calls her out asking if that's also what Loghain did when he left her husband to die at Ostagar, which leave her unable to say anything back, and Teagan returns to walking away.



The player and Alistair wake up back at Flemeth and Morrigan's home in the Korcari Wilds. Flemeth urges the two of them to use the treaties to raise a new army to replace the one destroyed at Ostagar, as if the Blight is not stopped soon, the darkspawn will destroy Ferelden and then spread to other regions. Flemeth offers Morrigan's services to them, insisting they can use her help, then directs them to the town of Lothering, where they can learn what is happening and determine their best course of action. Simultaneously in Denerim, Ferelden's capital city, Loghain presents his own version of what happened at Ostagar to the nation's nobility, placing blame for the disaster squarely on the Grey Wardens, before declaring himself regent to Queen Anora, his daughter and Cailan's widow. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne) and see his taking the regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.

The Warden and their companions arrive in Lothering to find it in disarray: the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives. Gathering supplies and information before heading on, the group have the opportunity to add new companions to their ranks; Leliana, a sister of the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered to fight the Blight by his superiors and seeks to atone for crimes he has committed. The party then depart Lothering to track down the four groups who they can call upon to raise an army:

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The player and player, Alistair wake up back at Flemeth and Morrigan's home in the Korcari Wilds. Flemeth urges the two of them to use the treaties to raise a new army to replace the one destroyed at Ostagar, as if the Blight is not stopped soon, the darkspawn will destroy Ferelden and then spread to other regions. Flemeth offers Morrigan's services to them, insisting they can use her help, then directs them to the town of Lothering, where they can learn what is happening and determine their best course of action. Simultaneously in Denerim, Ferelden's capital city, Loghain presents his own version of what happened at Ostagar to the nation's nobility, placing blame for the disaster squarely on the Grey Wardens, before declaring himself regent to Queen Anora, his daughter and Cailan's widow. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne) and see his taking the regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.

The Warden and their companions
Morrigan arrive in Lothering only to find it in disarray: the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives. Gathering supplies and information before heading on, the group have the opportunity to add new companions to their ranks; Leliana, a sister of the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered to fight the Blight by his superiors and seeks to atone for crimes he has committed. The party then depart Lothering to track down the four groups who they can call upon to raise an army:
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The player, Alistair, and the two other new recruits, Daveth and Jory, arrive before Duncan to begin preparations for the Joining ritual. Duncan provides the three recruits their mission, which is to complete two tasks in the nearby Korcari Wilds. The first task being to collect three vials of darkspawn blood for the Joining as one vial is needed for each them. For the second task, Duncan goes over how there's an abandoned Grey Warden archive outpost within the Korcari Wilds, and that a huge discovery was made about it recently. That there's still some magically sealed scrolls there made up of old treaties that would compel certain organizations to render aid to the Grey Wardens during a Blight, which Duncan sees as an opportunity to remind past allies of their commitments to the forgotten Grey Wardens. Thus, Duncan orders Alistair to go along with the recruits to retrieve these scrolls. The group is then sent off to the Korcari Wilds.

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The player, Alistair, and the two other new recruits, Daveth and Jory, arrive before Duncan to begin preparations for the Joining ritual. Duncan provides the three recruits their mission, which is to complete two tasks in the nearby Korcari Wilds. The first task being to collect three vials of darkspawn blood for the Joining as one vial is needed for each of them. For the second task, Duncan goes over how there's an abandoned Grey Warden archive outpost within the Korcari Wilds, and that a huge discovery was made about it recently. That there's still some magically sealed scrolls there made up of old treaties that would compel certain organizations to render aid to the Grey Wardens during a Blight, which Duncan sees as an opportunity to remind past allies of their commitments to the forgotten Grey Wardens. Thus, Duncan orders Alistair to go along with the recruits to retrieve these scrolls. The group is then sent off to the Korcari Wilds.
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Following the war council, Duncan holds a final meeting with the player and Alistair. The latter two being surprised to find out that they won't be partaking in the battle. However, Duncan reminds the player and Alistair that it was an order from Ferelden's own King to perform this role while also assuring them that lighting the Tower of Ishal beacon will play a major part in defeating the darkspawn. Duncan provides them directions of the nearby gorge that will lead them to the Tower of Ishal's entrance, and then bids the player and Alistair farewell. Duncan then begins to head off to join up with King Cailan's forces at the front line, but not before Alistair runs back up to him. Alistair then gives Duncan an honorable handshake goodbye since the former views that latter as a father figure.

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Following the war council, Duncan holds a final meeting with the player and Alistair. The latter two being surprised to find out that they won't be partaking in the battle. However, Duncan reminds the player and Alistair that it was an order from Ferelden's own King to perform this role while also assuring them that lighting the Tower of Ishal beacon will play a major part in defeating the darkspawn. Duncan provides them directions of the nearby gorge that will lead them to the Tower of Ishal's entrance, and then bids the player and Alistair farewell. Duncan then begins to head off to join up with King Cailan's forces at the front line, but not before Alistair runs back up to him. Alistair then gives Duncan an honorable handshake goodbye since the former views that the latter as a father figure.

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Duncan, the player and Alistair arrive at the Ostagar war council to discuss strategy for the coming battle. Since Loghain will not hear of waiting for reinforcements the Grey Wardens of Orlais are bringing across the border to support their Fereldan compatriots, he and Cailan settle upon another strategy: Cailan, along with Duncan, the Grey Wardens and a significant force of Ferelden's army will act as bait in the valley the fortress overlooks, to lure the darkspawn into attacking. The Warden and Alistair are charged with lighting a beacon at the top of Ostagar, which will signal Loghain to charge the darkspawn in the flank once they are engaged with Cailan's forces. In the battle that follows, when the signal is lit, Loghain instead betrays Cailan and quits the field with his army. Without reinforcements, the darkspawn massacre the forces in the valley; Cailan, Duncan and the Grey Wardens are all killed.

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Duncan, the player and Alistair arrive at the Ostagar war council to discuss strategy for the coming battle. Since King Cailan makes it clear that he will stand and fight alongside the Grey Wardens much to Loghain's contention feeling that Cailan's risking too much just to play hero on the front lines. Cailan then suggests that it might be best to wait for the Grey Warden reinforcements from Orlais, but Loghain will not hear of waiting for reinforcements it due to the Grey Wardens of past grudges with said kingdom despite Cailan claiming that the beef with Orlais are bringing across is a thing of the border to support their Fereldan compatriots, he and past. As a result, Cailan and Loghain settle upon another one particular strategy: Cailan, along with Duncan, the Grey Wardens Wardens, and a significant force of Ferelden's army army, will act as bait in the valley the fortress overlooks, overlooks to lure the darkspawn into attacking. The Warden player and Alistair are charged with lighting a the Tower of Ishal's beacon at the top of Ostagar, which will signal Loghain and his forces to charge the darkspawn in the flank once they are engaged with Cailan's forces. In and Duncan's forces.

Following the war council, Duncan holds a final meeting with the player and Alistair. The latter two being surprised to find out that they won't be partaking in the battle. However, Duncan reminds the player and Alistair that it was an order from Ferelden's own King to perform this role while also assuring them that lighting the Tower of Ishal beacon will play a major part in defeating the darkspawn. Duncan provides them directions of the nearby gorge that will lead them to the Tower of Ishal's entrance, and then bids the player and Alistair farewell. Duncan then begins to head off to join up with King Cailan's forces at the front line, but not before Alistair runs back up to him. Alistair then gives Duncan an honorable handshake goodbye since the former views that latter as a father figure.

Shortly after,
the battle begins. An army of darkspawn comes pouring out of the southern Ferelden forest, and charges toward King Cailan's army and Duncan's Grey Warden's that follows, when have set up a front line in the valley below Ostagar fortress. As Cailan's and Duncan's forces battle it out in the valley against the bulk of the darkspawn army, the player and Alistair (and a Dog if you're a Human Noble) make their way over to the Tower of Ishal. However, they're informed by a guard at the entrance that the Tower's been taken over by darkspawn that managed to dig up into the Tower's lower chambers. With the help of one of of the army's mages, the player and Alistair fight their way through the darkspawn up to the top of the Tower of Ishal. Once they reach the top, the player and Alistair battle it out with a darkspawn ogre that's blocking them from lighting the beacon, and manage to kill it.

Once the right moment comes where Cailan and Duncan
signal is lit, for Loghain's flank attack, the player and Alistair proceed to light the Tower of Ishal beacon. Loghain spots the lit beacon, but instead of ordering his forces to attack, he betrays Cailan by ordering his men to retreat. The result is Loghain and quits his army quitting the field with his army. and departing from Ostagar. Without reinforcements, the darkspawn massacre go about massacring the forces in the valley; Cailan, valley, and Cailan ends up being killed by an ogre. Duncan manages to get revenge on the ogre that killed the King, but he's too injured to fight any further, and the Grey Wardens are killed off by the darkspawn. The last thing Duncan sees is the lit Tower of Ishal beacon; unable to understand why Loghain's forces didn't come. Duncan is then killed on the battlefield as well.

At that same time, a group of darkspawn charge into the top floor of the Tower of Ishal to kill the player and Alistair. The player ends up getting knocked out after being struck by an arrow, which left Alistair to fend for himself. Alistair manages to win the battle, but he's left a bloody mess, and is on the verge of falling unconscious. He remains conscious long enough to check on the player hoping that the latter's still alive before falling unconscious as well. Meanwhile, the Battle of Ostagar is completely lost as the darkspawn are seen roaming
all killed.
throughout, and killing the last few Ferelden stragglers. A dragon then flies in and blows open the roof of the Tower of Ishal. Landing on the Tower's top floor, the dragon shapeshifts into human form, and is revealed to be the Witch of the Wilds, Flemeth. She checks on the player and Alistair to confirm if they're still alive, and seeing that they are, she transforms back into a dragon in order to carry the two of them away from Ostagar.



The Warden and Alistair are rescued from death by Flemeth, who takes them back to her home in the forests. She urges them to use the treaties to raise a new army to replace the one destroyed at Ostagar, as if the Blight is not stopped soon, the darkspawn will destroy Ferelden and then spread to other regions. Flemeth offers Morrigan's services to them, insisting they can use her help, then directs them to the town of Lothering, where they can learn what is happening and determine their best course of action. Simultaneously in Denerim, Ferelden's capital city, Loghain presents his own version of what happened at Ostagar to the nation's nobility, placing blame for the disaster squarely on the Grey Wardens, before declaring himself regent to Queen Anora, his daughter and Cailan's widow. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne) and see his taking the regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.

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The Warden player and Alistair are rescued from death by Flemeth, who takes them wake up back to her at Flemeth and Morrigan's home in the forests. She Korcari Wilds. Flemeth urges the two of them to use the treaties to raise a new army to replace the one destroyed at Ostagar, as if the Blight is not stopped soon, the darkspawn will destroy Ferelden and then spread to other regions. Flemeth offers Morrigan's services to them, insisting they can use her help, then directs them to the town of Lothering, where they can learn what is happening and determine their best course of action. Simultaneously in Denerim, Ferelden's capital city, Loghain presents his own version of what happened at Ostagar to the nation's nobility, placing blame for the disaster squarely on the Grey Wardens, before declaring himself regent to Queen Anora, his daughter and Cailan's widow. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne) and see his taking the regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.
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Upon waking up, Duncan officially welcomes the player into the Grey Wardens. Alistair mentions that only one died during his own Joining, but that what he saw regarding that death was horrible, and that he's just glad that for this Joining, at least one (the player) made it out of it alive. Checking if player's okay, the player mentions to Duncan and Alistair the dream he saw, which Duncan assures him that such a case is normal to dream of things related to the darkspawn once one becomes a Grey Warden. Alistair then brings up how after becoming a Grey Warden, the survivors put their blood into a pendent to serve as a reminder of those that didn't make it through the Joining. With the Joining now over, Duncan, the player, and Alistair head off to meet with King Cailan for the Ostagar war council.

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Upon waking up, Duncan officially welcomes the player into the Grey Wardens. Alistair mentions that only one died during his own Joining, but that what he saw regarding that death was horrible, and that he's just glad that for this Joining, at least one (the player) made it out of it alive. Checking if player's okay, how their new Grey Warden is holding up, the player mentions to Duncan and Alistair the dream he saw, which Duncan assures him that such a case is normal to dream of things related to the darkspawn once one becomes a Grey Warden. Alistair then brings up how after becoming a Grey Warden, the survivors put their blood into a pendent to serve as a reminder of those that didn't make it through the Joining. With the Joining now over, Duncan, the player, and Alistair head off to meet with King Cailan for the Ostagar war council.
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Thanks to Morrigan guiding them out of the Korcari Wilds, the player, Alistair, Jory, and Daveth return to Ostagar, which Morrigan then returns to the forest. The player's group then returns to Duncan, who's informed by the recruits and Alistair that they've retrieved the darkspawn vials and scroll treaties. Duncan's also told about the two Witches of the Wilds that had possession of the scrolls, but hearing that they might just be apostate mages hiding from the Chantry, he sets it aside since getting the scrolls back is all that matters. Now set to begin the Joining, Duncan provides a final warning that there's a huge price to pay to become a Grey Warden. However, the three recruits agree to see it through, which Duncan asks for Alistair to lead the them to Ostagar's old temple.

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Thanks to Morrigan guiding them out of the Korcari Wilds, the player, Alistair, Jory, and Daveth return to Ostagar, which Morrigan then returns to the forest. The player's group then returns to Duncan, who's informed by the recruits and Alistair that they've retrieved the darkspawn vials and scroll treaties. Duncan's also told about the two Witches of the Wilds that had possession of the scrolls, but hearing that they might just be apostate mages hiding from the Chantry, he sets it aside since getting the scrolls back is all that matters. Now set to begin the Joining, Duncan provides a final warning that there's a huge price to pay to become a Grey Warden. However, the three recruits agree to see it through, which Duncan asks for Alistair to lead the them to Ostagar's old temple.

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The player from one of the six origin stories travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest the darkspawn are said to massing an army within. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden encounters Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation; Ferelden's army is mustering to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn); the only way to permanently end the Blight is to kill the archdemon. Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years earlier by Maric and Loghain) is still a bitter subject for many.

Duncan orders the new Warden and Alistair, along with two other potential recruits, to go into the forests around the fortress to retrieve vials of darkspawn blood for the Joining, an initiation ritual that will induct the new recruits into the Grey Wardens, as well as treaties housed in an abandoned fort nearby that compel certain organisations to render aid to the Grey Wardens during a Blight. The treaties are not in the fort however, but a young witch by the name of Morrigan prowling the site brings the Wardens to her mother, a powerful sorceress called Flemeth, who took the scrolls for safe-keeping.

Returning to Ostagar, Duncan explains that the Joining involves drinking darkspawn blood, which will either kill the drinker (as it is highly poisonous) or will grant them the ability to sense darkspawn and a rudimentary connection into their hive mind. The player's character is the only one to survive the ritual, after which they and Duncan attend a war council to discuss strategy for the coming battle. Since Loghain will not hear of waiting for reinforcements the Grey Wardens of Orlais are bringing across the border to support their Fereldan compatriots, he and Cailan settle upon another strategy: Cailan, along with Duncan, the Grey Wardens and a significant force of Ferelden's army will act as bait in the valley the fortress overlooks, to lure the darkspawn into attacking. The Warden and Alistair are charged with lighting a beacon at the top of Ostagar, which will signal Loghain to charge the darkspawn in the flank once they are engaged with Cailan's forces. In the battle that follows, when the signal is lit, Loghain instead betrays Cailan and quits the field with his army. Without reinforcements, the darkspawn massacre the forces in the valley; Cailan, Duncan and the Grey Wardens are all killed.

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!!!Arriving at Ostagar

The player from one of the six origin stories travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest that the darkspawn are said to be massing an army within. There, they are introduced at. At Ostagar, Ferelden's army is seen mustering to confront the darkspawn threat. It is here that several important characters in Fereldan society, including society are introduced. The first is King Cailan Theirin, the young and idealistic King of Ferelden, Ferelden. When Duncan and Loghain Mac Tir, Cailan's father-in-law, the player arrive, King Cailan is the first to greet Duncan as he's hyped to fight a glorious battle alongside Duncan and his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden encounters Alistair, a junior member of the Grey Wardens who provides background on both Wardens. The King's also introduced to the Wardens and their current situation; Ferelden's army is mustering player that Duncan recruited. King Cailan remains unconvinced that they're dealing with an actual Blight due to confront how easy the past three fights against the darkspawn at Ostagar because Duncan is insisting he can sense have been, and that there's been no sign of the presence of an archdemon (supposedly (supposedly, one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn); the darkspawn. The only way to permanently end the a Blight invasion is to kill the archdemon. archdemon). Despite his disappointment that the battles haven't been as legendary as he was hoping for, King Cailan departs to prepare for the next Ostagar battle.

As Duncan and the player make their way into Ostagar, Duncan goes over how off the current situation feels due to how the darkspawn south of Ostagar are continuing to grow with each passing day. Thus, even though no one believes him, Duncan remains convinced that there's an archdemon behind this, and is gathering darkspawn to begin the Fifth Blight.
Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred 400 years since the last Blight Blight, and few are taking the possibility that a new one Blight has begun seriously, the seriously. The Grey Wardens have relatively few numbers in Ferelden (two hundred (200 years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring neighboring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years earlier by the past King Maric and Loghain) is still a bitter subject for many.

many. Thus, since the Grey Warden numbers are few, Duncan's hoping that Loghain's army that is currently with them in Ostagar will make up the difference when the Blight truly starts.

Next,
Duncan orders brings up how its about time for the player to go through the Joining; the initiation ritual that inducts new Warden recruits into the Grey Wardens. Duncan also mentions that there's two other recruits, but that some preparations are needed before they can perform the Joining. Thus, the player is ordered to stay within the Ostagar camp for the time being, and to meet up with Alistair, a junior member of the Grey Wardens. Exploring around Ostagar, the second important Ferelden figure that the player meets is the mentioned Loghain Mac Tir, who's Cailan's father-in-law, and the King's most trusted general and a veteran war hero beloved by Ferelden's people for ending Orlais' past occupation of Ferelden. Loghain takes note of the player being Duncan's new recruit, but also appears to be disinterested in Cailan's quest for glory. Further exploring around, there's also the Ostagar dog kennel where the player can befriend a Mabari Hound if they're not of Human Noble origin, who already has a dog. The Human Noble would leave their dog with Duncan during the stay at Ostagar. The player can also meet the two other Grey Warden recruits, Daveth and Jory, along with meeting Wynne, an elderly woman who's a powerful mage of Ferelden's Circle of Magi that's come to support the fight at Ostagar. In addition, amongst the side-quests is getting food for a caged deserter.

Eventually the player meets up with Alistair, who's introduced having a rough chat with a mage that he was delivering a message to. The mage leaves obviously in a bad mood given that their presence at Ostagar at King Cailan's request isn't liked by the Chantry, who's templar soldiers keep watch over the magi. As it turns out, Alistair's a former templar, which is why the mage was at odds with him. Despite the odd introduction, the player and Alistair introduce themselves to one another, which Alistair catches on that the player is Duncan's newest Grey Warden recruit. Alistair mentions that he will be present for the recruits' Joining, and that unlike many people, he's faced the darkspawn before. The player could then ask Alistair about more background on the Grey Wardens or their current situation as the two of them head off to return to Duncan.

!!!The Witches of the Korcari Wilds

The player, Alistair, and the
two other potential new recruits, Daveth and Jory, arrive before Duncan to go into begin preparations for the forests around Joining ritual. Duncan provides the fortress three recruits their mission, which is to retrieve complete two tasks in the nearby Korcari Wilds. The first task being to collect three vials of darkspawn blood for the Joining, an initiation ritual that will induct Joining as one vial is needed for each them. For the new recruits into the Grey Wardens, as well as treaties housed in second task, Duncan goes over how there's an abandoned fort nearby Grey Warden archive outpost within the Korcari Wilds, and that a huge discovery was made about it recently. That there's still some magically sealed scrolls there made up of old treaties that would compel certain organisations organizations to render aid to the Grey Wardens during a Blight. Blight, which Duncan sees as an opportunity to remind past allies of their commitments to the forgotten Grey Wardens. Thus, Duncan orders Alistair to go along with the recruits to retrieve these scrolls. The treaties group is then sent off to the Korcari Wilds.

Making their way through the Korcari Wilds, the player's group comes across a lone surviving soldier, who after getting bandaged up warns the player and company that his entire company was killed by the darkspawn. The soldier then heads back to Ostagar, which Jory begins to worry about the number of darkspawn that seem to have invaded the forest and managed to take out an entire group of soldiers. However, the player and Alistair reassure him, especially with Alistair being the senior of the group, and they continue on. They manage to collect the three vials of darkspawn blood amongst those that they kill along the journey, and eventually, they come across the mentioned Grey Warden outpost. However, they discover that the old treaty scrolls that were stored away within the outpost's special chest
are not in no longer there.

Suddenly,
the fort however, but player's group is met by Morrigan, a young witch by the name of Morrigan that was prowling the site brings the Wardens outpost site. Morrigan questions why a group of four young men have invaded so far into her forest territory, which Alistair remains on-guard due to her potentially being Chasind (an old tribe of barbarians). However, Daveth points out what Morrigan actually is, a Witch of the Wilds, which Morrigan doesn't deny. The player and Morrigan introduce themselves, which Morrigan takes an educated guess that the player's group is here at the abandoned outpost for the special scrolls. Alistair accuses her of stealing them, and asks that she hands them back as they're Grey Warden property. However, Morrigan reveals that it wasn't her that took the scrolls, but her mother, which she offers to take the group to her. Despite Daveth's worry, and how odd the current situation is, the player and Alistair agree that they need to retrieve the scroll treaties. Thus, they all follow behind Morrigan to go and meet with her mother.

Morrigan leads the player's group to the small house within the Korcari Wilds that her mother resides. Her
mother, a powerful sorceress called Flemeth, who took is seen outside as if expecting their arrival, which Daveth points out that just like Morrigan, Flemeth is a dangerous Witch of the Wilds. The player gets to the point of their arrival that Flemeth has something that they need, which Flemeth gets the gist that they're here for the scroll treaties. However, she assures the player's group that she was just performing the role of safe-keeping the scrolls as it turns out that the seal that was protecting the scrolls had already worn off long ago. Flemeth then hands the scrolls over, but also informs the player and company that the Grey Wardens need to be warned that the Blight's danger is even greater than they think. However, she refuses to elaborate further, and asks for safe-keeping.

Returning
Morrigan to guide the player's group back out of the Korcari Wilds, which she complies to.

!!!Joining the Grey Wardens

Thanks to Morrigan guiding them out of the Korcari Wilds, the player, Alistair, Jory, and Daveth return
to Ostagar, which Morrigan then returns to the forest. The player's group then returns to Duncan, who's informed by the recruits and Alistair that they've retrieved the darkspawn vials and scroll treaties. Duncan's also told about the two Witches of the Wilds that had possession of the scrolls, but hearing that they might just be apostate mages hiding from the Chantry, he sets it aside since getting the scrolls back is all that matters. Now set to begin the Joining, Duncan provides a final warning that there's a huge price to pay to become a Grey Warden. However, the three recruits agree to see it through, which Duncan asks for Alistair to lead the them to Ostagar's old temple.

At the Ostagar temple, the player, Alistair, Jory, and Daveth remain on standby for Duncan to arrive. Not liking how many tests there are, Jory starts to second guess himself about becoming a Grey Warden while thinking about how his pregnant wife back in Highever is waiting for him. However, Daveth remains ready to fight for the Grey Wardens having now seen first-hand how dangerous the darkspawn are, and the need to stop the Blight. Shortly after, Duncan arrives with a goblet, and
explains the Joining. That the Grey Wardens were founded during the First Blight when humanity was on the verge of annihilation, which they had to drink darkspawn blood in order for their bodies to master the taint. Hearing that the Joining involves they will be drinking darkspawn blood, which will either kill blood shocks Jory as Duncan points out that doing so is what acts as the drinker (as it is highly poisonous) or will grant them source of power for a Grey Warden. Alistair adds that those who survive the Joining obtain the following: immunity to the taint, the ability to sense nearby darkspawn, and the ability to slay archdemons as they can't be killed except by those who were tainted by darkspawn and blood. However, Grey Wardens also receive a rudimentary connection into their the darkspawn hive mind. mind that come in the form of dreams.

Duncan adds further warning that the Joining ritual can potentially kill the drinker as it is highly poisonous, which is why the Joining has to be kept a secret.
The Joining ritual then begins as Alistair is the one who recites the opening words of the Joining. Daveth is the first to step forward being handed the goblet of darkspawn blood from Duncan, and proceeds to drink it. Hearing a voice in his head, Daveth begins to stumble around in pain, and his eyes go completely white. However, he's unable to make it through the ritual, and ends up falling over in death, much to Jory's shock. Duncan asks for Jory to step forward next, but Jory draws his sword against Duncan having decided out of fear that becoming a Grey Warden's not worth it anymore. In return, Duncan draws his own sword, and proceeds to kill Jory since the latter knows too much about the Joining. Finally, it's the player's character turn. Drinking the goblet of darkspawn blood, the player experiences the same thing as Daveth. The archdemon is seen when the player's eyes go white, which the player then falls unconscious. In the end, the player is the only one recruit that managed to survive the ritual, after which they and become a Grey Warden.

Upon waking up,
Duncan attend officially welcomes the player into the Grey Wardens. Alistair mentions that only one died during his own Joining, but that what he saw regarding that death was horrible, and that he's just glad that for this Joining, at least one (the player) made it out of it alive. Checking if player's okay, the player mentions to Duncan and Alistair the dream he saw, which Duncan assures him that such a case is normal to dream of things related to the darkspawn once one becomes a Grey Warden. Alistair then brings up how after becoming a Grey Warden, the survivors put their blood into a pendent to serve as a reminder of those that didn't make it through the Joining. With the Joining now over, Duncan, the player, and Alistair head off to meet with King Cailan for the Ostagar war council.

!!!Battle of Ostagar

Duncan, the player and Alistair arrive at the Ostagar
war council to discuss strategy for the coming battle. Since Loghain will not hear of waiting for reinforcements the Grey Wardens of Orlais are bringing across the border to support their Fereldan compatriots, he and Cailan settle upon another strategy: Cailan, along with Duncan, the Grey Wardens and a significant force of Ferelden's army will act as bait in the valley the fortress overlooks, to lure the darkspawn into attacking. The Warden and Alistair are charged with lighting a beacon at the top of Ostagar, which will signal Loghain to charge the darkspawn in the flank once they are engaged with Cailan's forces. In the battle that follows, when the signal is lit, Loghain instead betrays Cailan and quits the field with his army. Without reinforcements, the darkspawn massacre the forces in the valley; Cailan, Duncan and the Grey Wardens are all killed.
killed.

!!!The Fifth Blight
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After Jarvia leaves, the player and Leske manage to escape depending on how they deal with their prison locks or the nearby guard that's watching over their prison cell. Following the breakout, the two of them confront Beraht and his men within the main area of the Carta Hideout. The player and Leske manage to kill Beraht, and then escape out a secret entrance that brings them back out into Dust Town. Shortly after, the Proving Master arrives to imprison the player for impersonating Everd. However, Duncan appears to intervene as he was impressed by the player's efforts during the Provings. Duncan invites the player into the Grey Wardens, which the player sees that they have no other option left other than death or exile. Thus, after saying goodbye to Rica and Leske, the player departs from Dust Town by heading off with Duncan.

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After Jarvia leaves, the player and Leske manage to escape depending on how they deal with their prison locks or the nearby guard that's watching over their prison cell. Following the breakout, the two of them confront Beraht and his men within the main area of the Carta Hideout. The player and Leske manage to kill Beraht, Beraht and his followers, and then escape out a secret entrance that brings them back out into Dust Town. Shortly after, the Proving Master arrives to imprison the player for impersonating Everd. However, Duncan appears to intervene as he was impressed by the player's efforts during the Provings. Duncan invites the player into the Grey Wardens, which the player sees that they have no other option left other than death or exile. Thus, after saying goodbye to Rica and Leske, the player departs from Dust Town by heading off with Duncan.
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After Jarvia leaves, the player and Leske manage to escape depending on how they deal with their prison locks or the nearby guard that's watching over their prison sell. Following the breakout, the two of them confront Beraht and his men within the main area of the Carta Hideout. The player and Leske manage to kill Beraht, and then escape out a secret entrance that brings them back out into Dust Town. Shortly after, the Proving Master arrives to imprison the player for impersonating Everd. However, Duncan appears to intervene as he was impressed by the player's efforts during the Provings. Duncan invites the player into the Grey Wardens, which the player sees that they have no other option left other than death or exile. Thus, after saying goodbye to Rica and Leske, the player departs from Dust Town by heading off with Duncan.

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After Jarvia leaves, the player and Leske manage to escape depending on how they deal with their prison locks or the nearby guard that's watching over their prison sell.cell. Following the breakout, the two of them confront Beraht and his men within the main area of the Carta Hideout. The player and Leske manage to kill Beraht, and then escape out a secret entrance that brings them back out into Dust Town. Shortly after, the Proving Master arrives to imprison the player for impersonating Everd. However, Duncan appears to intervene as he was impressed by the player's efforts during the Provings. Duncan invites the player into the Grey Wardens, which the player sees that they have no other option left other than death or exile. Thus, after saying goodbye to Rica and Leske, the player departs from Dust Town by heading off with Duncan.
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The player takes control of a poor Dwarf Commoner of the Brosca family. Within Orzammar lies Dust Town, a highly impoverished area of Orzammar made up of casteless dwarves. In order to survive, the player has to be one of many hoodlums that resort to petty crime work, such as running errands for Dust Town's Carta crime lord, Beraht. The player also lives with a half-sister in Rica Brosca, who's been working to try to get with a wealthy male suitor while the player has to do unsavory work for Beraht. Helping with the work is the player's best friend, Leske, a fellow casteless Dust Town dwarf.

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The player takes control of a poor Dwarf Commoner of the Brosca family. Within Orzammar lies Dust Town, a highly impoverished area of Orzammar that's made up of casteless dwarves. In order to survive, the player has to be one of many hoodlums that resort to petty crime work, such as running errands for Dust Town's Carta crime lord, Beraht. The player also lives with a half-sister in Rica Brosca, who's been working to try to get with a wealthy male suitor while the player has to do unsavory work for Beraht. Helping with the work is the player's best friend, Leske, a fellow casteless Dust Town dwarf.
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The player takes control of a poor City Elf of the Tabris Family. As a City Elf, the player lives in the walled off Elven Alienage; the impoverished elven district of Ferelden's capital city, Denerim. Currently, it's the wedding day for the player along with their cousin, Soris. However, trouble suddenly appears within the Elven Alienage when a sadistic Denerim lord, Vaughan Kendells, arrives with some of his associates. They come off abusive towards the elven women, but the player's other cousin, Shianni, stands up to them, and manages to knock Vaughan unconscious; forcing his friends to carry him off and out of the Elven Alienage. After Vaughan's removal, Duncan arrives shortly after looking for City Elves to recruit into the Grey Wardens. He takes note of the player; mentioning that he attempted to recruit the player's mother into the Grey Wardens ages ago.

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The player takes control of a poor City Elf of the Tabris Family. As a City Elf, the player lives in the walled off Elven Alienage; the impoverished elven district of Ferelden's human capital city, Denerim. Currently, it's the wedding day for the player along with their cousin, Soris. However, trouble suddenly appears within the Elven Alienage when a sadistic Denerim lord, Vaughan Kendells, arrives with some of his associates. They come off abusive towards the elven women, but the player's other cousin, Shianni, stands up to them, and manages to knock Vaughan unconscious; forcing his friends to carry him off and out of the Elven Alienage. After Vaughan's removal, Duncan arrives shortly after looking for City Elves to recruit into the Grey Wardens. He takes note of the player; mentioning that he attempted to recruit the player's mother into the Grey Wardens ages ago.
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At the tower's Harrowing Chamber, the player is given final warnings from Greagoir and Irving about what the player will endure within the test. The player mage then uses a mineral, lyrium, to enter the Fade; a metaphysical realm of floating islands and lyrium veins that spirits and demons reside. Within the Fade, the player takes on a demon with the help of Mouse, who's an apprentice that failed his Harrowing test. Mouse then turns out to be a pride demon that was masquerading as a human, and tries to trick the player into having it enter the player's mage body. However, the player succeeds in rejecting the temptation, and comes out of the Fade as a true mage that has graduated apprenticeship.

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At the tower's Harrowing Chamber, the player is given final warnings from Greagoir and Irving about what the player will endure within the test. The player mage then uses a mineral, lyrium, to enter the Fade; a metaphysical realm made up of floating islands and lyrium veins that veins, and is the home of spirits and demons reside.demons. Within the Fade, the player takes on a demon with the help of Mouse, who's an apprentice that failed his Harrowing test. Mouse then turns out to be a pride demon that was masquerading as a human, and tries to trick the player into having it enter the player's mage body. However, the player succeeds in rejecting the temptation, and comes out of the Fade as a true mage that has graduated apprenticeship.
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Fergus departs with the bulk of the Couslands' army ahead of everyone else, which leaves the castle almost empty. The player is met by Gilmore, which they're given a task by the player's mother, Teyrna Eleanor Cousland, to fetch the Cousland pet dog, which is trying to catch rats that invaded the kitchen. After helping out the family dog, the player meets back up with Eleanor, who's talking with Lady Landra, and accompanied by her children, Dairren and Iona. The player can entertain Landra's children by flirting with Dairren (female Human Noble) or Iona (male Human Noble), and bringing them to the player's bedroom for a night of sex.

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Fergus departs with the bulk of the Couslands' army ahead of everyone else, which leaves the castle almost empty. The player is met by Gilmore, which they're given a task by the player's mother, Teyrna Eleanor Cousland, to fetch the Cousland pet attack dog, which is trying to catch rats that invaded the kitchen. After helping out the family dog, the player meets back up with Eleanor, who's talking with Lady Landra, and accompanied by her children, Dairren and Iona. The player can entertain Landra's children by flirting with Dairren (female Human Noble) or Iona (male Human Noble), and bringing which the player then brings either of them to the player's bedroom for a night of sex.



At the larder, the player and Eleanor find a heavily wounded Bryce. Duncan is also with him having been the one who came to Bryce's rescue. However, Duncan provides the bad news that due to the castle being surrounded by Howe's forces, it will be difficult to escape while also having to protect the injured Bryce. Duncan offers a deal to truly save them if it means that he can recruit the player into the Grey Wardens, which the player, Bryce and Eleanor accept. However, Bryce stays behind knowing that his injury will slow them down. Eleanor stays behind with her husband to fight Howe's forces as Duncan and the player make their escape.

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At the larder, the player and Eleanor find a heavily wounded Bryce. Duncan is also with him having been the one who came to Bryce's rescue. However, Duncan provides the bad news that due to the castle being surrounded by Howe's forces, it will be too difficult for Bryce to escape while also having to protect the injured Bryce. with such a heavy injury. Thus, Bryce must be left behind. Duncan offers Bryce a deal to truly save them the remainder of the Cousland family if it means that he can recruit the player into the Grey Wardens, which the player, Bryce and Eleanor accept. However, Bryce stays behind knowing that his injury will slow them down. Eleanor stays decides to stay behind with her husband to fight Howe's forces as Duncan and forces. Having to leave their parents behind, the player and the family's attack dog depart with Duncan in order to make their escape.
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Over the next 600 years, the darkspawn have tried to destroy the world four different times in immense invasions called 'Blights,' and each time, it was the Grey Wardens who stood on the battlefield to defeated them. However, it's been 400 years since the last Blight, and the need of the Grey Wardens has been forgotten about. The number of Grey Wardens that remain are now few in number, and their warnings of the lingering darkspawn threat have gone ignored. However, under the leadership of Commander Duncan, the remaining Grey Wardens of Ferelden continue to keep a watchful eye on the lands, which is starting to show signs that the Fifth Blight is finally here.

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Over the next 600 years, few centuries, the darkspawn have tried to destroy the world four different times in immense invasions called 'Blights,' and each time, it was the Grey Wardens who stood on the battlefield to defeated them. However, it's been 400 years since the last Blight, and the need of the Grey Wardens has been forgotten about. The number of Grey Wardens that remain are now few in number, and their warnings of the lingering darkspawn threat have gone ignored. However, under the leadership of Commander Duncan, the remaining Grey Wardens of Ferelden continue to keep a watchful eye on the lands, which is starting to show signs that the Fifth Blight is finally here.

Added: 22745

Changed: 3938

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An opening prologue details the history of the continent of Thedas; according to the scriptures of Thedas's central religion, the Chantry, a thousand years ago sorcerer-lords from the ancient Tevinter Imperium tried to conquer the Golden City, the heavenly seat of the Maker, and claim the power of God for themselves. Instead, their corruption and hubris irrevocably poisoned Heaven, and for their crime, they were cast back to earth, twisted and mutated into the first of a race of monsters called the darkspawn. The darkspawn multiplied into a horde that swarmed across the world, destroying everything in their path and threatening every race in Thedas with extermination, until an order of warriors called the Grey Wardens arose to combat the darkspawn. Four times the darkspawn have tried to destroy the world in immense invasions called 'Blights' and each time the Grey Wardens have defeated them.

The opening of the story, which takes place in the kingdom of Ferelden, to the south of Thedas, involves a unique origin story dependent on the player character's choice of race, ability and gender. The choices are to be: a son or daughter of the noble family of House Cousland (Human Noble), a member of the elven Tabris family (City Elf), a hunter from one of the nomadic Dalish elf clans(Dalish Elf), a son or daughter of the dwarven royal family, House Aeducan (Dwarf Noble), a castleless vagrant of the dwarven peasant classes (Dwarf Commoner) or an elven or human member of the Circle of Magi (Mage). A series of events end with the player character coming to the attention of Duncan, the commander of Ferelden's Grey Wardens, who is looking for new recruits to combat the start of what is believed to be potentially the Fifth Blight in southern Ferelden, who offers the player character a place in the Grey Wardens.

The new Warden travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest the darkspawn are said to massing an army within. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden encounters Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation; Ferelden's army is mustering to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn); the only way to permanently end the Blight is to kill the archdemon. Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years earlier by Maric and Loghain) is still a bitter subject for many.

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!!Prologue

An opening prologue is narrated by a human named Duncan, which he details the a history of the continent of Thedas; Thedas from 1000 years ago. That according to the scriptures of Thedas's central religion, the Chantry, a thousand years ago sorcerer-lords from the ancient Tevinter Imperium tried to conquer the Golden City, the heavenly seat of the Maker, and claim the power of God for themselves. Instead, their corruption and hubris irrevocably poisoned Heaven, and for their crime, they were cast back to earth, twisted and mutated into the first of a race of monsters called the darkspawn. The darkspawn multiplied into a horde that swarmed up from the underground Deep Roads, which resulted in the fall of the dwarven kingdoms. They then ravaged across the world, surface world of Thedas, destroying everything in their path and threatening every race in Thedas on the continent with extermination, extermination. That is until an order of warriors called the Grey Wardens Wardens, a mixture of any race and combat class that they could recruit, arose to combat the darkspawn. Four times darkspawn and prevailed.

Over the next 600 years,
the darkspawn have tried to destroy the world four different times in immense invasions called 'Blights' 'Blights,' and each time time, it was the Grey Wardens have who stood on the battlefield to defeated them.

The opening
them. However, it's been 400 years since the last Blight, and the need of the story, Grey Wardens has been forgotten about. The number of Grey Wardens that remain are now few in number, and their warnings of the lingering darkspawn threat have gone ignored. However, under the leadership of Commander Duncan, the remaining Grey Wardens of Ferelden continue to keep a watchful eye on the lands, which is starting to show signs that the Fifth Blight is finally here.

!!The Six Player Origins

The story
takes place in the kingdom of Ferelden, to the south which makes up a southern region of Thedas, Thedas. The opening involves a six unique origin story stories dependent on the player character's choice of race, ability and gender. The choices are to be: the following: a son or daughter of the noble family of House Cousland (Human Noble), a an elven or human member of the elven Tabris family (City Elf), Circle of Magi (Mage), a hunter from one of the nomadic Dalish elf clans(Dalish clans (Dalish Elf), a member of the elven Tabris family (City Elf), a son or daughter of the dwarven royal family, House Aeducan (Dwarf Noble), or a castleless vagrant of the dwarven peasant classes (Dwarf Commoner) or an elven or human member Commoner). Within each of these origin stories, Commander Duncan of the Circle of Magi (Mage). A series of events end with the player character coming to the attention of Duncan, the commander of Ferelden's Grey Wardens, who is looking Wardens appears as he searches around for new recruits to combat the start of what is potentially believed to be potentially the Fifth Blight in southern Ferelden, who offers Ferelden.

!!!Human Noble Origin Story

The player takes control of a Human Noble that's a member of House Cousland, a well-respected noble family that's been stewarding over the lands of Highever in northern Ferelden. At the Cousland castle, the player's father, Teyrn Bryce Cousland, and the player's older brother, Fergus, are seen making preparations to heed King Cailan's call to join the battle at Ostagar against the darkspawn. Arl Rendon Howe of Amaranthine waits with them, which his forces that are supposed to march alongside the Couslands' army to Ostagar, are arriving late. Along with them is Duncan, who's arrived at Cousland castle seeking out recruits for the Grey Wardens, which he's taken an interest in
the player character and Ser Roderick Gilmore. The latter of which is a place in knight servicing the Couslands. However, Bryce rejects turning any of his people into Grey Wardens.

Fergus departs with the bulk of the Couslands' army ahead of everyone else, which leaves the castle almost empty. The player is met by Gilmore, which they're given a task by the player's mother, Teyrna Eleanor Cousland, to fetch the Cousland pet dog, which is trying to catch rats that invaded the kitchen. After helping out the family dog, the player meets back up with Eleanor, who's talking with Lady Landra, and accompanied by her children, Dairren and Iona. The player can entertain Landra's children by flirting with Dairren (female Human Noble) or Iona (male Human Noble), and bringing them to the player's bedroom for a night of sex.

In the middle of the night, Howe's army finally arrives at Cousland castle, but it's here that his true intentions are revealed. The reason Howe's forces arrived "late" was because they were waiting for the Cousland army to depart, which Howe and his men move in to seize the now defenseless castle as a power grab to take control over Highever. Howe's soldiers invade the castle and begin killing all of its inhabitants, which the player wakes up during the attack. The player's lover is killed, but with the help of the family dog, the player fights through the castle until eventually reuniting with Eleanor. They discover Fergus' son and wife murdered while Gilmore and the remaining Cousland defenders engage in a last stand against Howe's soldiers. Before continuing his last battle, Gilmore informs Eleanor and the player that Bryce was last seen escaping towards the castle's larder.

At the larder, the player and Eleanor find a heavily wounded Bryce. Duncan is also with him having been the one who came to Bryce's rescue. However, Duncan provides the bad news that due to the castle being surrounded by Howe's forces, it will be difficult to escape while also having to protect the injured Bryce. Duncan offers a deal to truly save them if it means that he can recruit the player into the Grey Wardens, which the player, Bryce and Eleanor accept. However, Bryce stays behind knowing that his injury will slow them down. Eleanor stays behind with her husband to fight Howe's forces as Duncan and the player make their escape.

!!!Human/Elf Mage Origin Story

The player takes control of a Human or Elf Mage of the Amell Family. Within Ferelden is a remote Circle Tower known as Kinloch Hold, which resides in the middle of Lake Calenhad. The tower is run by the Circle of Magi. Led by the First Enchanter, Irving, it is here that they train
new mage apprentices. However, due to the dangers that the magi pose to the world, they're kept under the watchful eyes of the Chantry's Templar Order. The templar at the Circle Tower being led by its Knight Commander, Greagoir. The player is one of these apprentice magi, and has lived their whole life within the tower. Currently, the player is about to take part in the Harrowing, the final test of apprenticeship to become a full-fledged mage.

At the tower's Harrowing Chamber, the player is given final warnings from Greagoir and Irving about what the player will endure within the test. The player mage then uses a mineral, lyrium, to enter the Fade; a metaphysical realm of floating islands and lyrium veins that spirits and demons reside. Within the Fade, the player takes on a demon with the help of Mouse, who's an apprentice that failed his Harrowing test. Mouse then turns out to be a pride demon that was masquerading as a human, and tries to trick the player into having it enter the player's mage body. However, the player succeeds in rejecting the temptation, and comes out of the Fade as a true mage that has graduated apprenticeship.

After the Harrowing test, the player sees that Duncan has arrived at the Circle Tower seeking out mages to recruit for the upcoming war against the Blight. In addition, the player comes across their mage friend, Jowan, who's accompanied by his lover Lily, an initiate of the Chantry. Jowan tells the player his bad news that he's under suspicion of being a blood mage. This could result in Jowan being made Tranquil, a punishment for mages where they lose their connection to the Fade; resulting in the mage no longer being able to use magic or show any emotions. As a result, Jowan and Lily have come up with a plan to escape the Circle Tower, which is to destroy Jowan's phylactery. The phylacterys being small vials that contain the blood of each mage, which act as trackers for the Circle Tower to hunt down runaway apostate mages. Jowan and Lily ask the player to help them with this stunt.

The player agrees to go along with Jowan and Lily's plan, which the player has the option to report the scheme to Irving, who takes note that a member of the Chantry having an affair with a mage is quite an embarrassment. Irving would ask the player to go along with it to catch Jowan in the act as the player, Jowan, and Lily proceed to break into the Circle Tower's basement where the phylacterys are stored. They manage to break Jowan's phylactery, which takes the tracker off him, but as the group makes their escape, they're caught by Irving and Greagoir. Jowan then reveals that he really is a blood mage as he uses blood magic to escape on his own. Lily ends up accepting defeat, and agrees to be taken away. Even if the player told Irving beforehand, Greagoir is so furious over the situation that he desires for the player to be punished for aiding Jowan and Lily. However, Duncan intervenes seeing this as an opportunity to recruit a mage for his Grey Wardens, which the player mage is sent off with Duncan.

!!!Dalish Elf Origin Story

The player takes control of a Dalish Elf that's a descendant of the Sabrae Clan's Mahariel Family. As a Dalish Elf, the player lives in the wilds with the other Dalish Elves that have made Ferelden's Brecilian Forest their homeland. One day within the wilderness of Brecilian Forest, the player is out hunting with Tamlen, their childhood friend. They come across three humans that claim to have discovered an ancient elven ruin in a nearby cave, which the player and Tamlen head off to explore it. At the elven ruins, they discover a statue of the elven god, [=Falon'din=], who's known as the "Friend of the Dead." Despite the ruins looking dangerous, the player and Tamlen continue deeper into the cave fighting through whatever Corpse or Bereskarn they come across.

Tamlen eventually comes across a strange Eluvian mirror within the ruins, but upon touching it, he's drawn in by something black that he sees within the mirror. The Eluvian mirror then gives off a burst of energy that knocks the player unconscious, but the player turns out to have been rescued by Duncan, who brings the unconscious player back to the Dalish home camp. After being unconscious for two days, the player wakes up having recovered from the lingering "illness" effects of the Eluvian mirror thanks to the magic of Keeper Marethari, the leader of the Dalish camp. Marethari informs the player that she's decided to relocate the clan to the north due to humans getting closer to their home, but that she first wants to commence one last search for the missing Tamlen. Thus, Marethari tasks a Dalish mage of the clan, Merrill, to retun to the elven ruins with the player in the hopes that Merrill can use her magic to locate Tamlen. In addition, the Dalish warrior, Fenarel, joins the group as support.

Making their way back to the elven ruin cave, the player, Merrill and Fenarel are surprised to find that the cave is now surrounded by darkspawn, and have to fight through them. Merrill guessing that the Eluvian mirror is causing the darkspawn to appear. They eventually make it back to the elven ruins only to find Duncan with the Eluvian mirror, which he proceeds to shatter it. Duncan explains that the tainted mirror was acting as a transmitter that brought the darkspawn to the elven ruins, and that even though the player has recovered from the mirror's "illness" thanks to Marethari's magic, it's only temporary. The Grey
Warden Commander also provides the bad news that given how Tamlen's been untreated from the mirror's "illness" for the past three days, there's no possibility that he survived at this point. Thus, Tamlen is pronounced dead. Duncan then advises the group not to enter back into the currently tainted ruins due to how unsafe it is unless they decide to destroy it all by fire.

The player's group and Duncan return to the Dalish camp, which Duncan explains everything that happened to Keeper Marethari. Duncan then explains how the player can survive their "illness" if they were to join the Grey Wardens since such people have immunity to the taint. He also goes over how he's been looking for new recruits for the Grey Wardens, which causes Marethari to remember that the Dalish Elves swore oaths long ago to aid the Grey Wardens in their fight against the Blight. As a result, the player's only option in order to recover from the "illness" is to depart from the clan with Duncan in order to become a Grey Warden, which the two of them head off.

!!!City Elf Origin Story

The player takes control of a poor City Elf of the Tabris Family. As a City Elf, the player lives in the walled off Elven Alienage; the impoverished elven district of Ferelden's capital city, Denerim. Currently, it's the wedding day for the player along with their cousin, Soris. However, trouble suddenly appears within the Elven Alienage when a sadistic Denerim lord, Vaughan Kendells, arrives with some of his associates. They come off abusive towards the elven women, but the player's other cousin, Shianni, stands up to them, and manages to knock Vaughan unconscious; forcing his friends to carry him off and out of the Elven Alienage. After Vaughan's removal, Duncan arrives shortly after looking for City Elves to recruit into the Grey Wardens. He takes note of the player; mentioning that he attempted to recruit the player's mother into the Grey Wardens ages ago.

The wedding ceremony then commences as the player and Soris are to be wed off to their respective lovers. However, Vaughan returns with armed guards out of revenge for his earlier humiliation, and orders said guards to abduct all the elven women. The women end up being taken to the Arl of Denerim's Estate. If the player's a male City Elf, he joins up with Soris to take part in a rescue mission to save the women. If the player's a female City Elf, she gets taken captive along with all the other women, including Shianni and Soris' betrothed.

The male City Elf and Soris would break into estate while the captured female City Elf would go about breaking out of captivity. Eventually, the storylines would be one again when the player and Soris break into Vaughan's room, which it turns out that alongside his friends, Braden and Jonaley, they raped Shianni, who they left lying on the floor. A confrontation goes down between the player's side and Vaughan's side. Vaughan attempts to bribe the player with 40 gold sovereigns to make the player leave so that they can continue tormenting the elven women for the night. If the player accepts the offer and leaves, Vaughan would give the player the 40 gold. If the player refuses the bribe, it turns into a fight; the player and Soris against Vaughan and his associates, which results in the deaths of the latter, and the women rescued.

Following the confrontation with Vaughan, the Denerim guards arrive at the Elven Alienage to arrest the player for the attack on the Arl of Denerim's Estate. If the player accepted the bribe, the 40 gold would get confiscated by the Denerim guards, but there's an option for the player to stash the 40 gold into a hiding spot outside the estate, which the player can return at a much later time to pick it up. As the guards are about to take the player into custody, Duncan intervenes by invoking the Right of Conscription. This allows Duncan to overrule the guards' arrest by taking the City Elf player into his custody, which the guards accept. With no other option but to go along with this, the player agrees to become a Grey Warden, and departs from the Elven Alienage with Duncan.

!!!Dwarf Noble Origin Story

The player takes control of a Dwarf Noble that's a member of House Aeducan, one of the leading, most powerful, and respected houses of the Orzammar dwarves. Residing within the Frostback Mountains, Orzammar stands as one of the last two remaining dwarven kingdoms. As the second child of King Endrin Aeducan, the player starts off in the Orzammar Palace, which a celebration is held to congratulate the player for becoming Orzammar's newest commander. The player can then either participate in the Provings combat-arena, or visit the merchants. Both of which the player is accompanied by their second-in-command, Gorim Saelac, who could be in a relationship with the player if they're a female Dwarf Noble. Eventually, the player's met by their older brother, Trian, and younger brother, Bhelen. Being the arrogant crown-prince to the throne, Trian orders the player to join his ceremony at the throne room.

During the ceremony, the player meets several other nobles along with the King. The player also meets Duncan, who's come to watch the ceremony, and to find any dwarf recruits for the Grey Wardens. Following the ceremony, Bhelen meets with the player for a private talk. Bhelen reveals to the player that the latter is in trouble as it turns out that Trian is planning to kill the player. The reason being that there's a possibility that the Orzammar Assembly will choose the player over Trian to be the next King. The player either decides to not believe the rumor, or comes to the decision that Trian needs to be disposed of.

Before the situation with Trian could be resolved, the dwarven expedition to the Deep Roads goes down where under order of King Endrin, the player and Gorim are sent off to the fallen Aeducan Thaig to retrieve the lost Shield of Aeducan. The Aeducan Thaig was once the proud underground home of House Aeducan, but fell to the darkspawn ages ago. The player and Gorim fight their way through the darkspawn that infest Aeducan Thaig, and locate the chamber of Paragon Aeducan. The two of them manage to find the shield within the chamber, but they also end up getting attacked by mercenaries who carry on them Trian's Aeducan Signet Ring. The player and Gorim make their way out of Aeducan Thaig only for two scenarios to happen. If the player agreed earlier that Trian needed to be disposed off, they're confronted by a vengeful Trian wanting to know why the player betrayed him, which leads to a fight that results in Trian dying. If the player chose not to believe the rumors that Trian is plotting against them, the player will end up stumbling upon the corpses of Trian and his men due to them already being killed by someone.

Shortly after, Bhelen and King Endrin's party arrives at the scene where they find the player standing over the corpses of Trian and his men. Bhelen accuses the player of killing their brother, which the set-up is enough to leave the dwarvern lords convinced that the player committed murder. Especially after Bhelen brings forth two fake witnesses, a Dwarf Scout and Frandlin Ivo, that the player ordered them to attack Trian's party. As punishment, the Orzammar Assembly banishes Gorim to the surface while the player is to die in the Deep Roads to the darkspawn. Due to how unfair Bhelen's trial towards the player was, the Orzammar Lord, Pyral Harrowmont, remains convinced that something's amiss, and provides the player with a sword to help with surviving in the Deep Roads. Afterwards, the Dwarf Noble player is sent into the Deep Roads to battle and die to the darkspawn. While trekking through the Deep Roads however, the player ends up running into Duncan. With nothing left to his name at this point, the player agrees to be recruited into the Grey Wardens, and heads off with Duncan.

!!!Dwarf Commoner Origin Story

The player takes control of a poor Dwarf Commoner of the Brosca family. Within Orzammar lies Dust Town, a highly impoverished area of Orzammar made up of casteless dwarves. In order to survive, the player has to be one of many hoodlums that resort to petty crime work, such as running errands for Dust Town's Carta crime lord, Beraht. The player also lives with a half-sister in Rica Brosca, who's been working to try to get with a wealthy male suitor while the player has to do unsavory work for Beraht. Helping with the work is the player's best friend, Leske, a fellow casteless Dust Town dwarf.

Working for the Carta crime lord, the first job that the player and Leske are tasked with is to kill Oskias, a surface dwarf smuggler that's been hiding lyrium from Beraht. The player and Leske confront Oskias at Tapster's Tavern where he's either killed, or Oskias bribes his way out by offering a couple lyrium nuggets. After the Oskias job is done with, the next job Beraht gives the player and Leske is to drug the drink of a fighter that's going to be partaking in the Provings combat-arena, which will rig the event in Beraht's favor for his own fighter, Everd, that will be taking part in the Provings. Upon arriving at the Provings however, the player and Leske discover Everd passed out from having too many drinks, and is unable to fight. Thus, with no other option but to swap places, the player takes up Everd's armor to impersonate as Beraht's fighter in order to win the Provings match for him. The player enters the Provings arena, which Duncan can be seen watching amongst the spectators.

Fighting their way through the Provings, the player manages to defeat several of the Warrior caste's best fighters. The player makes it to the final Provings match, but Everd ends up stumbling into the arena, which forces the player to reveal that they switched with Everd. As a result, the Provings Master calls for the player's arrest for defiling the Provings' sacred constitution. Thus, resulting in the player getting taken into custody. Shortly after however, the player ends up waking up in the prison cell of the Dust Town Carta Hideout, and that Leske had also ended up getting imprisoned with the player. During imprisonment, Beraht's second-in-command, Jarvia, greets the player and Leske at their cells, which she informs them of the bad news that Beraht lost 100 gold due to the Provings being deemed invalid. Thus, he bribed the Orzammar guards in order to have the player and Leske brought to him so that he can kill them himself for handing him such a massive failure.

After Jarvia leaves, the player and Leske manage to escape depending on how they deal with their prison locks or the nearby guard that's watching over their prison sell. Following the breakout, the two of them confront Beraht and his men within the main area of the Carta Hideout. The player and Leske manage to kill Beraht, and then escape out a secret entrance that brings them back out into Dust Town. Shortly after, the Proving Master arrives to imprison the player for impersonating Everd. However, Duncan appears to intervene as he was impressed by the player's efforts during the Provings. Duncan invites the player into the Grey Wardens, which the player sees that they have no other option left other than death or exile. Thus, after saying goodbye to Rica and Leske, the player departs from Dust Town by heading off with Duncan.

!!Main Story

The player from one of the six origin stories
travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest the darkspawn are said to massing an army within. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden encounters Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation; Ferelden's army is mustering to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn); the only way to permanently end the Blight is to kill the archdemon. Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years earlier by Maric and Loghain) is still a bitter subject for many.
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An opening prologue details some of the history of the nation of Thedas; according to the scriptures of Thedas's central religion, the Chantry, a thousand years before, sorcerer-lords from the ancient Tevinter Imperium tried to conquer the Golden City, the heavenly seat of the Maker, and claim the power of God for themselves. Instead, their corruption and hubris irrevocably poisoned Heaven, and for their crime, they were cast back to earth, twisted and mutated into the first of a race of monsters called the darkspawn. The darkspawn swarmed across the face of the world, destroying and contaminating everything in their path, threatening every race in Thedas with extermination, until an order of warriors called the Grey Wardens arose to combat the darkspawn. Four times the darkspawn have tried to destroy the world in immense invasions called 'Blights' and each time the Grey Wardens have defeated them.

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An opening prologue details some of the history of the nation continent of Thedas; according to the scriptures of Thedas's central religion, the Chantry, a thousand years before, ago sorcerer-lords from the ancient Tevinter Imperium tried to conquer the Golden City, the heavenly seat of the Maker, and claim the power of God for themselves. Instead, their corruption and hubris irrevocably poisoned Heaven, and for their crime, they were cast back to earth, twisted and mutated into the first of a race of monsters called the darkspawn. The darkspawn multiplied into a horde that swarmed across the face of the world, destroying and contaminating everything in their path, path and threatening every race in Thedas with extermination, until an order of warriors called the Grey Wardens arose to combat the darkspawn. Four times the darkspawn have tried to destroy the world in immense invasions called 'Blights' and each time the Grey Wardens have defeated them.



The new Warden travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest where the darkspawn are said to massing an army. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden is also introduced to Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation. Ferelden's army is mustering to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn). Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years earlier by Maric and Loghain) is still a bitter subject for many.

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The new Warden travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest where the darkspawn are said to massing an army.army within. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden is also introduced to encounters Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation. situation; Ferelden's army is mustering to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn).darkspawn); the only way to permanently end the Blight is to kill the archdemon. Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years earlier by Maric and Loghain) is still a bitter subject for many.



Returning to Ostagar, Duncan explains that the Joining involves drinking darkspawn blood, which will either kill the drinker (as it is highly poisonous) or will grant them the ability to sense darkspawn and a rudimentary connection into their hive mind. The player's character is the only one to survive the ritual, after which they and Duncan attend a war council to discuss strategy for the coming battle. Since Loghain will not hear of waiting for reinforcements the Grey Wardens of Orlais are bringing across the border to support their Fereldan compatriots, he and Cailan settle upon another strategy: Cailan, along with Duncan, the Grey Wardens and a significant force of Ferelden's army will act as bait in the valley the fortress overlooks, to lure the darkspawn into attacking. The Warden and Alistair are charged with lighting a beacon at the top of Ostagar, which will signal Loghain to charge the darkspawn in the flank once they are engaged with Cailan's forces. In the battle that follows, however, when the signal is lit, Loghain betrays Cailan and quits the field with his army. Without reinforcements, the darkspawn massacre the forces in the valley; Cailan, Duncan and the Grey Wardens are all killed.

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Returning to Ostagar, Duncan explains that the Joining involves drinking darkspawn blood, which will either kill the drinker (as it is highly poisonous) or will grant them the ability to sense darkspawn and a rudimentary connection into their hive mind. The player's character is the only one to survive the ritual, after which they and Duncan attend a war council to discuss strategy for the coming battle. Since Loghain will not hear of waiting for reinforcements the Grey Wardens of Orlais are bringing across the border to support their Fereldan compatriots, he and Cailan settle upon another strategy: Cailan, along with Duncan, the Grey Wardens and a significant force of Ferelden's army will act as bait in the valley the fortress overlooks, to lure the darkspawn into attacking. The Warden and Alistair are charged with lighting a beacon at the top of Ostagar, which will signal Loghain to charge the darkspawn in the flank once they are engaged with Cailan's forces. In the battle that follows, however, when the signal is lit, Loghain instead betrays Cailan and quits the field with his army. Without reinforcements, the darkspawn massacre the forces in the valley; Cailan, Duncan and the Grey Wardens are all killed.



Once all these allies have been gathered, the Warden returns to Redcliffe to find that concurrently to their quest, Ferelden has collapsed into civil war. Loghain, convinced the Blight is a hoax perpertrated to allow a new Orlesian invasion of Feredlden, has refused to resign the regency despite the accusations of his involvement in Cailan's death and the Fereldan nobility's refusal to bow his demands they accept his authority has caused the situation to fall into open fighting between the two sides. Even worse, the darkspawn have taken advantage of the chaos to advance further into Ferelden unopposed. At this time, Eamon and Alistair reveal a secret; Alistair is a bastard son of King Maric, King Cailan's half-brother. He was raised by Eamon away from court to stop Cailan's enemies using him as a pawn, but with Cailan dead, Alistair possesses a better claim to the throne of Ferelden as a blood son of King Maric than Queen Anora, Loghain's daughter and Cailan's widow. Eamon proposes a Landsmeet, a political gathering of all Ferelden's nobility in the capital city, Denerim, where they can put forward their case to dethrone Loghain and place Alistair on the throne.

Upon arrival in Denerim and after a brief attempt by Loghain to intimidate them into submission, the Warden is discreetly contacted by Erlina, a handmaiden of Queen Anora herself. The Queen has come to suspect her father's role in her husband's death, and fears Loghain's pigheaded stubbornness and brutality will leave Ferelden defenceless against the darkspawn horde, and is willing to offer an alliance with the aim of stopping her father. At present however, Loghain's chief lieutenant, Arl Rendon Howe, is keeping her as a virtual hostage at his estate in Denerim, and Anora believes Howe, with her father's consent, plans to assassinate her and pin the killing on Eamon and the Warden to destroy their credibility at the Landsmeet. Given the seriousness of that threat, and the fact Anora could be an invaluable source of information on Loghain, the Warden and their companions mount a rescue mission. In the course of rescuing Anora, killing Howe along the way, the Warden can free a number of prisoners whose testimony would prove damning to Loghain at the Landsmeet. Among them is an Orlesian Grey Warden called Riordan, who was sent to investigate what was going on after Ostagar and why Loghain was blaming the Grey Wardens for the disaster.

Back at Eamon's estate, the Warden must make a choice who they will back; Anora is willing to support the Warden and Eamon against her father, but makes it clear her support is conditional on them backing her claim to the throne. The two claimants for the throne have both good and bad points; Alistair has little experience with politics and ruling, but he is a good man willing to learn, and with the right guidance and direction could become a good king in time. Anora, on the other hand, is an experienced politician and diplomat, having been Ferelden's de facto ruler for years, but like her father, she is proud, stubborn and arrogantly overconfident in her abilities, and the fact she was never able to give Cailan a child cast serious doubts about her ability to continue the royal line. Anora does however provide the Warden with information regarding potentially damning acts and practices Loghain has condoned amongst his forces that would help shatter his credibility at the Landsmeet. Once they have completed their investigations, the Landsmeet begins in earnest; Loghain continues to blame the Grey Wardens for the defeat at Ostagar and being facilitators of a new Orlesian conquest of Ferelden, while the Warden argues the severity of the threat posed by the Blight and lists the atrocities Loghain has committed (including torture, assassination, murder, endorsing slavery) in a bid to retain a throne he has no right to. Whether by political or more direct means, the Landsmeet turns against Loghain and strips him of his power and authority, leaving his fate in the hands of the victorious Warden.

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Once all these allies have been gathered, the Warden returns to Redcliffe to find that concurrently to their quest, Ferelden has collapsed into civil war. Loghain, convinced the Blight is a hoax perpertrated to allow a new Orlesian invasion of Feredlden, has refused to resign the regency despite the accusations of his involvement in Cailan's death and the Fereldan nobility's refusal to bow his demands they accept down to his authority has caused the situation to fall into open fighting between the two sides.a civil war. Even worse, the darkspawn have taken advantage of the chaos to advance further into Ferelden unopposed. At this time, Eamon and Alistair reveal a secret; Alistair is a bastard son of King Maric, King Cailan's half-brother. He was raised by Eamon away from court to stop Cailan's enemies using him as a pawn, but with Cailan dead, Alistair possesses a better claim to the throne of Ferelden as a blood son of King Maric than Queen Anora, Loghain's daughter and Cailan's widow. Eamon proposes a Landsmeet, a political gathering of all Ferelden's nobility in the capital city, Denerim, where they can put forward their case to dethrone Loghain and place Alistair on the throne.

Upon arrival in Denerim and after a brief attempt by Loghain to intimidate them into submission, the Warden is discreetly contacted by Erlina, a handmaiden of Queen Anora herself. The Queen has come to suspect her father's role in her husband's death, and fears fearing Loghain's pigheaded stubbornness and brutality will leave Ferelden defenceless against the darkspawn horde, and is willing to offer an alliance with the aim of stopping to stop her father. At present however, Loghain's chief lieutenant, Arl Rendon Howe, is keeping her as a virtual hostage at his estate in Denerim, and Anora believes Howe, with her father's consent, plans to assassinate her and pin the killing on Eamon and the Warden to destroy their credibility at the Landsmeet. Given the seriousness of that threat, and the fact Anora could be an invaluable source of information on Loghain, the Warden and their companions mount a rescue mission. In the course of rescuing Anora, killing Howe along the way, the Warden can free a number of prisoners whose testimony would prove damning to Loghain at the Landsmeet. Among them is an Orlesian Grey Warden called Riordan, who was sent to investigate what was going on after Ostagar and why Loghain was blaming the Grey Wardens for the disaster.

Back at Eamon's estate, the Warden must make a choice who they will back; Anora is willing to support the Warden and Eamon against her father, but makes it clear her support is conditional on them backing her claim to the throne. The two claimants for the throne have both good and bad points; Alistair has little experience with politics and ruling, but he is a good man willing to learn, and with the right guidance and direction could become a good king in time. Anora, on the other hand, is an experienced politician and diplomat, having been Ferelden's de facto ruler for years, but like her father, she is proud, stubborn and arrogantly overconfident in her abilities, and the fact she was never able to give Cailan a child cast serious doubts about her ability to continue the royal line. Anora does however provide the Warden with information regarding potentially damning acts and practices Loghain has condoned amongst his forces that would help shatter his credibility at the Landsmeet. Once they have completed their investigations, the Landsmeet begins in earnest; Loghain continues to blame the Grey Wardens for the defeat at Ostagar and being facilitators of a new Orlesian conquest of Ferelden, while the Warden argues the severity of the threat posed by the Blight and lists the atrocities Loghain has committed (including torture, assassination, murder, endorsing slavery) in a bid to retain a throne he has no right to. Whether by political means or more direct means, force, the Landsmeet turns against Loghain and strips him of his power and authority, leaving his fate in the hands of the victorious Warden.
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The opening of the story, which takes place in the kingdom of Ferelden, to the south of Thedas, involves a unique origin story dependent on the player character's choice of race, ability and gender. The choices are to be: a son or daughter of the noble family of House Cousland (Human Noble), a member of the elven Tabris family (City Elf), a hunter from one of the nomadic Dalish elf clans(Dalish Elf), a son or daughter of the dwarven royal family, House Aeducan (Dwarf Noble), a castleless vagrant of the dwarven peasant classes (Dwarf Commoner) or an elven or human member of the Circle of Magi (Mage). A series of events end with the player character coming to the attention of Duncan, the commander of Ferelden's Grey Wardens, who is looking for new recruits to combat a potential Blight in southern Ferelden, who offers the player character a place in the Grey Wardens.

The new Warden travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest where the darkspawn are said to massing an army. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden is also introduced to Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation. Ferelden's army is amassing to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn). Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years before by Maric and Loghain) is still a bitter subject for many.

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The opening of the story, which takes place in the kingdom of Ferelden, to the south of Thedas, involves a unique origin story dependent on the player character's choice of race, ability and gender. The choices are to be: a son or daughter of the noble family of House Cousland (Human Noble), a member of the elven Tabris family (City Elf), a hunter from one of the nomadic Dalish elf clans(Dalish Elf), a son or daughter of the dwarven royal family, House Aeducan (Dwarf Noble), a castleless vagrant of the dwarven peasant classes (Dwarf Commoner) or an elven or human member of the Circle of Magi (Mage). A series of events end with the player character coming to the attention of Duncan, the commander of Ferelden's Grey Wardens, who is looking for new recruits to combat a potential the start of what is believed to be potentially the Fifth Blight in southern Ferelden, who offers the player character a place in the Grey Wardens.

The new Warden travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest where the darkspawn are said to massing an army. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden is also introduced to Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation. Ferelden's army is amassing mustering to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn). Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years before earlier by Maric and Loghain) is still a bitter subject for many.



* Alistair suggests seeking aid from Arl Eamon Guerrin, the elder of King Cailan's maternal uncles and a popular man amongst Ferelden's nobility. As his forces did not fight at Ostagar, his army remains the largest not sworn to Loghain. Unfortunately, Eamon has been struck down by a strange and mysterious illness that defies all efforts to heal it. The Arl's pious wife, Lady Isolde, is convinced the only thing that can save her husband now is the Urn of Sacred Ashes, said to contain the mortal remains of Andraste, the Chantry's messianic figure, said to have incredible healing powers, and implores the Warden and their company to find the Urn.

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* Alistair suggests seeking aid from Arl Eamon Guerrin, the elder of King Cailan's maternal uncles and a popular man amongst Ferelden's nobility. As his forces did not fight at Ostagar, his army remains the largest not sworn to Loghain. Unfortunately, Eamon has been struck down by a strange and mysterious illness that defies all efforts to heal it. The Arl's pious wife, Lady Isolde, is convinced the only thing that can save her husband now is the Urn of Sacred Ashes, said to contain a container for the mortal remains of Andraste, the Chantry's messianic figure, said to have incredible healing powers, and implores the Warden and their company to find the Urn.



* The Dalish clans, nomadic survivors of the long fallen elven empire, have little love for the kingdoms of humanity, but the darkspawn will not spare them either and they are compelled to aid the Grey Wardens against the Blight. Encountering a Dalish clan within the forests to the south-east of Ferelden, the Warden's party discover the elves are being attacked by werewolves, and many in the clan have been infected with lycanthropy. The clan's Keeper (a mixture of tribal chieftain and shaman) Zathrian, requests the Warden bring him the heart of the werewolves' leader, as it will allow him to cure the afflicted, but as they venture into the forests, the Wardens discover that the werewolves seek redress of an ancient wrong done to them by the elves, and the Warden must decide whose side they will take in a bitter dispute spanning centuries.

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* The Dalish elf clans, nomadic survivors of the long fallen elven empire, have little love for the kingdoms of humanity, but the darkspawn will not spare them either and they are compelled to aid the Grey Wardens against the Blight. Encountering a Dalish clan within the forests to the south-east of Ferelden, the Warden's party discover the elves are being attacked by werewolves, and many in the clan have been infected with lycanthropy. The clan's Keeper (a mixture of tribal chieftain and shaman) Zathrian, requests the Warden bring him the heart of the werewolves' leader, as it will allow him to cure the afflicted, but as they venture into the forests, the Wardens discover that the werewolves seek redress of an ancient wrong done to them by the elves, and the Warden must decide whose side they will take in a bitter dispute spanning centuries.



Once all these allies have been gathered, the Warden returns to Redcliffe to find that concurrently to their quest, Ferelden has collapsed into civil war. Loghain, convinced the Blight is a hoax perpertrated to allow a new Orlesian invasion of Feredlden, has refused to resign the regency despite the accusations of his involvement in Cailan's death and the Fereldan nobility's refusal to bow his demands they accept his authority descended into open fighting between the two sides. Even worse, the darkspawn have taken advantage of the chaos to advance further into Ferelden unopposed. At this, Eamon and Alistair reveal a secret; Alistair is a bastard son of King Maric, King Cailan's half-brother. He was raised by Eamon away from court to stop Cailan's enemies using him as a pawn, but with Cailan dead, Alistair possesses a better claim to the throne of Ferelden as a blood son of King Maric than Queen Anora, Loghain's daughter and Cailan's widow. Eamon proposes a Landsmeet, a political gathering of all Ferelden's nobility in the capital city, Denerim, where they can put forward their case to dethrone Loghain and place Alistair on the throne.

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Once all these allies have been gathered, the Warden returns to Redcliffe to find that concurrently to their quest, Ferelden has collapsed into civil war. Loghain, convinced the Blight is a hoax perpertrated to allow a new Orlesian invasion of Feredlden, has refused to resign the regency despite the accusations of his involvement in Cailan's death and the Fereldan nobility's refusal to bow his demands they accept his authority descended has caused the situation to fall into open fighting between the two sides. Even worse, the darkspawn have taken advantage of the chaos to advance further into Ferelden unopposed. At this, this time, Eamon and Alistair reveal a secret; Alistair is a bastard son of King Maric, King Cailan's half-brother. He was raised by Eamon away from court to stop Cailan's enemies using him as a pawn, but with Cailan dead, Alistair possesses a better claim to the throne of Ferelden as a blood son of King Maric than Queen Anora, Loghain's daughter and Cailan's widow. Eamon proposes a Landsmeet, a political gathering of all Ferelden's nobility in the capital city, Denerim, where they can put forward their case to dethrone Loghain and place Alistair on the throne.
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An opening prologue details some of the history of the nation of Thedas; according to the scriptures of Thedas's central religion, the Chantry, a thousand years before, sorcerer-lords from the ancient Tevinter Imperium tried to conquer the Golden City, the heavenly seat of the Maker, and claim the power of God for themselves. Instead, their corruption and hubris irrevocably poisoned Heaven, and for their crime, they were cast back to earth, twisted and mutated into the first of a race of monsters called the darkspawn. The darkspawn swarmed across the face of the world, destroying and contaminating everything in their path, threatening every race in Thedas with extermination, until an order of warriors called the Grey Wardens arose to combat the darkspawn. Four times the darkspawn have tried to destroy the world in immense invasions called 'Blights' and each time the Grey Wardens have defeated them.

The opening of the story, which takes place in the kingdom of Ferelden, to the south of Thedas, involves a unique origin story dependent on the player character's choice of race, ability and gender. The choices are to be: a son or daughter of the noble family of House Cousland (Human Noble), a member of the elven Tabris family (City Elf), a hunter from one of the nomadic Dalish elf clans(Dalish Elf), a son or daughter of the dwarven royal family, House Aeducan (Dwarf Noble), a castleless vagrant of the dwarven peasant classes (Dwarf Commoner) or an elven or human member of the Circle of Magi (Mage). A series of events end with the player character coming to the attention of Duncan, the commander of Ferelden's Grey Wardens, who is looking for new recruits to combat a potential Blight in southern Ferelden, who offers the player character a place in the Grey Wardens.

The new Warden travels with Duncan to Ostagar, a fortress in southern Ferelden on the borders of a forest where the darkspawn are said to massing an army. There, they are introduced to several important characters in Fereldan society, including King Cailan Theirin, the young and idealistic King of Ferelden, and Loghain Mac Tir, Cailan's father-in-law, his most trusted general and a veteran war hero beloved by Ferelden's people. The new Warden is also introduced to Alistair, a junior member of the Grey Wardens who provides background on both the Wardens and their current situation. Ferelden's army is amassing to confront the darkspawn at Ostagar because Duncan is insisting he can sense the presence of an archdemon (supposedly one of Tevinter's Old Gods incarnated in the form of a powerful and corrupted dragon with complete control over the darkspawn). Unfortunately, although Cailan is willing to take Duncan at his word, the Grey Wardens do not enjoy a good reputation in Ferelden: it has been over four hundred years since the last Blight and few are taking the possibility a new one has begun seriously, the Grey Wardens have relatively few numbers in Ferelden (two hundred years ago, they were exiled for participating in a revolt to overthrow a tyrant king of Ferelden, only being allowed to return twenty years earlier by King Maric, Cailan's father), and most of those are from the neighbouring kingdom of Orlais, whose brutal, century-long occupation of Ferelden (ended thirty years before by Maric and Loghain) is still a bitter subject for many.

Duncan orders the new Warden and Alistair, along with two other potential recruits, to go into the forests around the fortress to retrieve vials of darkspawn blood for the Joining, an initiation ritual that will induct the new recruits into the Grey Wardens, as well as treaties housed in an abandoned fort nearby that compel certain organisations to render aid to the Grey Wardens during a Blight. The treaties are not in the fort however, but a young witch by the name of Morrigan prowling the site brings the Wardens to her mother, a powerful sorceress called Flemeth, who took the scrolls for safe-keeping.

Returning to Ostagar, Duncan explains that the Joining involves drinking darkspawn blood, which will either kill the drinker (as it is highly poisonous) or will grant them the ability to sense darkspawn and a rudimentary connection into their hive mind. The player's character is the only one to survive the ritual, after which they and Duncan attend a war council to discuss strategy for the coming battle. Since Loghain will not hear of waiting for reinforcements the Grey Wardens of Orlais are bringing across the border to support their Fereldan compatriots, he and Cailan settle upon another strategy: Cailan, along with Duncan, the Grey Wardens and a significant force of Ferelden's army will act as bait in the valley the fortress overlooks, to lure the darkspawn into attacking. The Warden and Alistair are charged with lighting a beacon at the top of Ostagar, which will signal Loghain to charge the darkspawn in the flank once they are engaged with Cailan's forces. In the battle that follows, however, when the signal is lit, Loghain betrays Cailan and quits the field with his army. Without reinforcements, the darkspawn massacre the forces in the valley; Cailan, Duncan and the Grey Wardens are all killed.

The Warden and Alistair are rescued from death by Flemeth, who takes them back to her home in the forests. She urges them to use the treaties to raise a new army to replace the one destroyed at Ostagar, as if the Blight is not stopped soon, the darkspawn will destroy Ferelden and then spread to other regions. Flemeth offers Morrigan's services to them, insisting they can use her help, then directs them to the town of Lothering, where they can learn what is happening and determine their best course of action. Simultaneously in Denerim, Ferelden's capital city, Loghain presents his own version of what happened at Ostagar to the nation's nobility, placing blame for the disaster squarely on the Grey Wardens, before declaring himself regent to Queen Anora, his daughter and Cailan's widow. This move is met with outrage by the nobility, most of whom look down on Loghain as an upjumped commoner (though he is a war hero and veteran of Ferelden's war for independence from Orlais, he is a farmer's son and has no legitimate claim to the throne) and see his taking the regency as a blatant grab for power, and his dismissal of their concerns sow the seeds of civil war.

The Warden and their companions arrive in Lothering to find it in disarray: the vanguard of the darkspawn horde are only days away, and bandits and criminals are preying on those trying to flee for their lives. Gathering supplies and information before heading on, the group have the opportunity to add new companions to their ranks; Leliana, a sister of the Chantry in Lothering, who believes she has been divinely called to combat the Blight, and Sten, a warrior of the northern people known as the Qunari, who has been ordered to fight the Blight by his superiors and seeks to atone for crimes he has committed. The party then depart Lothering to track down the four groups who they can call upon to raise an army:

* Alistair suggests seeking aid from Arl Eamon Guerrin, the elder of King Cailan's maternal uncles and a popular man amongst Ferelden's nobility. As his forces did not fight at Ostagar, his army remains the largest not sworn to Loghain. Unfortunately, Eamon has been struck down by a strange and mysterious illness that defies all efforts to heal it. The Arl's pious wife, Lady Isolde, is convinced the only thing that can save her husband now is the Urn of Sacred Ashes, said to contain the mortal remains of Andraste, the Chantry's messianic figure, said to have incredible healing powers, and implores the Warden and their company to find the Urn.
* The Circle of Magi, a Chantry-operated organisation that monitors and polices the use of magic, have long aided the Grey Wardens in the Blights. However, upon arrival at the Circle's stronghold in Ferelden, the Wardens discover an insurrection has taken place; mages in league with Loghain tried to convince the Circle to back Loghain's claim to the regency, but when others revealed his treachery at Ostagar, a battle broke out between both sides, and in the chaos, legions of demons were let loose, killing many and possessing others. The Warden must work quickly to put an end to the disaster, if they are to ensure the Circle's magic will be at their side against the darkspawn.
* The Dalish clans, nomadic survivors of the long fallen elven empire, have little love for the kingdoms of humanity, but the darkspawn will not spare them either and they are compelled to aid the Grey Wardens against the Blight. Encountering a Dalish clan within the forests to the south-east of Ferelden, the Warden's party discover the elves are being attacked by werewolves, and many in the clan have been infected with lycanthropy. The clan's Keeper (a mixture of tribal chieftain and shaman) Zathrian, requests the Warden bring him the heart of the werewolves' leader, as it will allow him to cure the afflicted, but as they venture into the forests, the Wardens discover that the werewolves seek redress of an ancient wrong done to them by the elves, and the Warden must decide whose side they will take in a bitter dispute spanning centuries.
* With the death of their king Endrin Aeducan, the dwarves of the city of Orzammar are in disarray as bitter infighting over who next takes the throne rages, while criminal elements in the city are taking advantage of the chaos to enrich themselves. The Warden finds themselves forced to side with one of the two candidates for the dwarven throne; either Lord Pyral Harrowmont, the late King's chief advisor, said to be a good man but one devoted to the conservative traditions of the dwarves, or Prince Bhelen Aeducan, King Endrin's last surviving son, who favours change and wants to advance Orzammar's society, but is regarded with suspicion due to rumours he arranged the assassination and disgrace of his elder siblings to advance up the line of succession. After helping their chosen candidate amass political and popular support while restoring law and order to Orzammar, the Warden is asked to complete one final task to swing the balance completely in their candidate's favour: with the dwarven Assembly deadlocked, the only one who can sway the debate is a woman called Branka. A Paragon of the Dwarves, recognised for her genius and abilities so highly she is the closest thing the dwarves have to a living god, if Branka were to return and give her backing to one candidate or the other, the dwarves would be obliged to accept her choice. Unfortunately, Branka is gone from the city; two years earlier, she departed into the Deep Roads, a network of continent-spanning underground tunnels that once allowed the dwarves to traverse the length and breadth of Thedas, now long since abandoned and overrun with darkspawn, in search of some ancient dwarven artefact, and while most in Orzammar assume she's long dead, the stakes are now too high to simply take that as fact. The Warden, accompanied by Branka's ex-husband, the dwarven warrior Oghren, must journey through miles of hostile territory to find Branka and convince her to return and give her blessing to allow the dwarves a new king.

Once all these allies have been gathered, the Warden returns to Redcliffe to find that concurrently to their quest, Ferelden has collapsed into civil war. Loghain, convinced the Blight is a hoax perpertrated to allow a new Orlesian invasion of Feredlden, has refused to resign the regency despite the accusations of his involvement in Cailan's death and the Fereldan nobility's refusal to bow his demands they accept his authority descended into open fighting between the two sides. Even worse, the darkspawn have taken advantage of the chaos to advance further into Ferelden unopposed. At this, Eamon and Alistair reveal a secret; Alistair is a bastard son of King Maric, King Cailan's half-brother. He was raised by Eamon away from court to stop Cailan's enemies using him as a pawn, but with Cailan dead, Alistair possesses a better claim to the throne of Ferelden as a blood son of King Maric than Queen Anora, Loghain's daughter and Cailan's widow. Eamon proposes a Landsmeet, a political gathering of all Ferelden's nobility in the capital city, Denerim, where they can put forward their case to dethrone Loghain and place Alistair on the throne.

Upon arrival in Denerim and after a brief attempt by Loghain to intimidate them into submission, the Warden is discreetly contacted by Erlina, a handmaiden of Queen Anora herself. The Queen has come to suspect her father's role in her husband's death, and fears Loghain's pigheaded stubbornness and brutality will leave Ferelden defenceless against the darkspawn horde, and is willing to offer an alliance with the aim of stopping her father. At present however, Loghain's chief lieutenant, Arl Rendon Howe, is keeping her as a virtual hostage at his estate in Denerim, and Anora believes Howe, with her father's consent, plans to assassinate her and pin the killing on Eamon and the Warden to destroy their credibility at the Landsmeet. Given the seriousness of that threat, and the fact Anora could be an invaluable source of information on Loghain, the Warden and their companions mount a rescue mission. In the course of rescuing Anora, killing Howe along the way, the Warden can free a number of prisoners whose testimony would prove damning to Loghain at the Landsmeet. Among them is an Orlesian Grey Warden called Riordan, who was sent to investigate what was going on after Ostagar and why Loghain was blaming the Grey Wardens for the disaster.

Back at Eamon's estate, the Warden must make a choice who they will back; Anora is willing to support the Warden and Eamon against her father, but makes it clear her support is conditional on them backing her claim to the throne. The two claimants for the throne have both good and bad points; Alistair has little experience with politics and ruling, but he is a good man willing to learn, and with the right guidance and direction could become a good king in time. Anora, on the other hand, is an experienced politician and diplomat, having been Ferelden's de facto ruler for years, but like her father, she is proud, stubborn and arrogantly overconfident in her abilities, and the fact she was never able to give Cailan a child cast serious doubts about her ability to continue the royal line. Anora does however provide the Warden with information regarding potentially damning acts and practices Loghain has condoned amongst his forces that would help shatter his credibility at the Landsmeet. Once they have completed their investigations, the Landsmeet begins in earnest; Loghain continues to blame the Grey Wardens for the defeat at Ostagar and being facilitators of a new Orlesian conquest of Ferelden, while the Warden argues the severity of the threat posed by the Blight and lists the atrocities Loghain has committed (including torture, assassination, murder, endorsing slavery) in a bid to retain a throne he has no right to. Whether by political or more direct means, the Landsmeet turns against Loghain and strips him of his power and authority, leaving his fate in the hands of the victorious Warden.

The Warden must now make a choice; Anora wants her father spared, both out of paternal loyalty and because of his years of previously loyal service to the nation, while Alistair wants the man whose treachery cost his half-brother, his mentor Duncan and his friends in the Grey Wardens their lives executed. Riordan offers a compromise between both sides in putting Loghain through the Joining; if he dies in the ritual, justice is served for his crimes, and if he lives, the Grey Wardens gain a skilled military commander to their ranks. The Warden must decide Loghain's fate and the matter of who takes the throne of Ferelden in Cailan's place (either Alistair or Anora rules alone, the pair join together in a political marriage, or a Human Noble Warden can arrange matters to rule besides them- a male Warden can rule besides Anora as Prince Consort, while a female Warden can wed Alistair and become his Queen, though this is dependent on certain conditions- if Loghain is executed, Anora will refuse to wed her father's killer, and if he is spared, Alistair leaves the party in disgust).

Once the matter is done, the Warden and their companions head back to Redcliffe, where the darkspawn are rumoured to be moving to attack. However, after fending off an attack on Eamon's castle, they discover from Riordan they have been duped; contrary to what all their intelligence suggested, the bulk of the darkspawn horde has circled around them and is now moving to attack Denerim. With most of its soldiers having gone to reinforce Redcliffe, the capital city is all but defenceless and to make matters worse, the archdemon itself is personally leading the attack. The gathered forces decide to make a forced march back to Denerim; if they can kill the archdemon before it and its army move on from sacking the city, they can end the Blight before it spreads beyond Ferelden. In private, however, Riordan explains why the Grey Wardens are essential to stopping the Blight; while archdemons are not invulnerable, if an ordinary warrior strikes a fatal blow against the dragon, its spirit will survive its body's death and find a new host in the nearest darkspawn, making the archdemon effectively immortal. If a Grey Warden deals the killing blow however, the archdemon's spirit will be drawn into the Warden's body, killing them both. Riordan is willing to make that sacrifice, but warns the other Wardens they must be prepared to do the same if needs be.

It is after this meeting that Morrigan confronts the Warden in their chambers and offers an alternative: a magical ritual that involves a Grey Warden conceiving a child with her. The child will possess the taint and at such an early stage in its development, absorb the archdemon's spirit without perishing, ending the Blight but sparing the Grey Warden the need to die to do so. In return, Morrigan gains a child born with the soul of an Old God, effectively a demi-god that she intends to raise by herself for her own ends (Morrigan freely admits this has been the sole reason she accompanied the Wardens, and the sole reason Flemeth saved their lives at Ostagar). The Warden can either sleep with Morrigan or, if they are unwilling or female, convince Alistair or Loghain to do it. If her offer is refused, Morrigan leaves.

The Wardens and their army march to Denerim and a bloody battle ensues between the forces they have gathered and the darkspawn rampaging through the city. In the course of the battle, Riordan is able to cripple the archdemon to stop it escaping Denerim, though doing so costs him his life. Fighting their way through the city, the Warden confronts the archdemon at the summit of Fort Drakon, a fortress that is the tallest building in the city, and after a climactic final battle against the archdemon and the darkspawn trying to defend it, brings the dragon down. If the ritual with Morrigan is performed, the Warden automatically deals the fatal blow; if not, they must decide whether they or their companion will sacrifice their life to kill the monster. Either way, the archdemon is slain, and the darkspawn horde, robbed of the will to fight on without their leader, retreat from Denerim in disarray, bringing the Fifth Blight to an end.

The story concludes with the new monarch of Ferelden being crowned, the Warden and their companions being honoured for their bravery in fighting the Blight and an epilogue detailing the consequences of the Warden's choices over the course of the story for Ferelden and Thedas.

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