A surfacer dwarf who works for Marjolaine.
- An Axe to Grind: He wields an axe.
- Boisterous Bruiser: Loves to brag about how tough he is.
- Girl-on-Girl Is Hot: He makes jokes about this when he sees Marjolaine tackle Leliana.
- Heroic Sacrifice: He goads the Hard Line Guards into torturing him before Sketch, because they'll remove Sketch's hands to prevent him using magic, and he figures he could take the punishment they have in store. Unfortunately, he is wrong.
- Jerk with a Heart of Gold: He gives his friends a hard time, but he is fiercely loyal to them, as exemplified by his Heroic Sacrifice.
- Sacrificial Lion: His death shows how serious the consequences of Marjolaine's betrayal are.
- Red Oni, Blue Oni: The red to Sketch's blue.
- Vitriolic Best Buds: With Sketch.
An elven apostate mage specialized in healing magic who works for Marjolaine.
- Badass Bookworm: Had to be one in order to learn healing magic.
- The Cameo:
- Makes an appearance in Dragon Age II running from several squads of assassins.
- In Inquisition, he shows up during a war table mission. He's joined the mage rebellion and passes some information off to Leliana.
- Cowardly Lion: His first suggestion to danger is always running from it.
- Doom Magnet: The tall tales surrounding him make him a prime target for mercenaries in Dragon Age II.
- Famed in Story: He blames it on Leliana.Sketch: (to Hawke) Take my advice, friend: stay away from storytellers. Never know what they'll say.
- Meta Guy: In Dragon Age II, he shares a lot of similarities to Hawke in that both have become Famed in Story as a Memetic Badass due to having been friends with storytellers, which has lead to powerful enemies attempting to track them down. As the Interrogation Flashback has Varric recounting the games events, Sketch's final warning to stay away from storytellers also doubles as Varric delivering a sly take that to himself, since his stories about Hawke have caused similar trouble and lead to his own interrogation by Cassandra.
- Red Oni, Blue Oni: The blue to Tug's red.
- Tragic Keepsake: There is a sidequest where you can give Tug's handaxe to either him or Silas.
- Vitriolic Best Buds: With Tug.
- White Mage: Is a Spirit Healer, the standard healing party member.
A man whom Leliana rescues from prison.
- The Atoner: He seeks to join the Chantry to atone for the poaching that got him imprisoned.
- Distaff Counterpart: To Leliana.
- I Owe You My Life: He's grateful for his rescue from Harwen's dungeon.
- Sixth Ranger: Joins the party in after he's rescued.
- Suspiciously Similar Substitute: For Tug, both are Weapon and Shield warriors.
- This Is Not My Life to Take: Leliana can allow Silas to finish off Raleigh after defeating him in battle. He smacks him around and throws him off a cliff.
- Tragic Keepsake: There is a sidequest where you can give Tug's handaxe to either him or Sketch.
The leader of the Hard Line mercenaries.
- The Beastmaster: He has a horde of "pets" for you to deal with. Including a dragon.
- Cluster F-Bomb: "Spying bitch-born Orlesian whore" was probably the most profane sentence in the franchise until Dragon Age: Inquisition.
- Disney Villain Death: No matter who kills him, he falls off a cliff without showing what happens to his body.
- The Dragon: To Marjolaine. He even has his own literal pet dragon that must be killed before he is dealt with.
- Dragon-in-Chief: He's the main antagonistic force in the DLC, not Marjolaine.
- Hypocrite: He hates Orlesians, but has no issue with sleeping and allying with Marjolaine.
- Pay Evil unto Evil: Either Leliana or Silas kicks him off a cliff.
- Politically Incorrect Villain: Racist against Orlesians.
- Villainous Breakdown: See Cluster F-Bomb. Also, his reaction if Leliana tells him that she will expose his attempts to start a war with Orlais.
An Orlesian Revered Mother in Denerim, who helps Leliana escape from prison.
- Ambiguously Bi: Much like Leliana, she was seduced by and became an Unwitting Pawn of Marjolaine, though it's unknown if she also harbors attraction to men.
- Big Good: Of Leliana's Song. She is also implied to be one of the main reasons for Leliana's eventual HeelFaith Turn.
- The Chessmaster: Her re-introduction in Asunder has it mentioned that she's an expert of The Game.
- Dark and Troubled Past: Alludes to having a similar background as Leliana, although the details of her "colourful past" are not ever revealed.
- Rank Up: Dorothea goes from being a Revered Mother in Denerim to Divine Justinia V, after the death of the elderly Beatrix III.
A Dalish Elf looking for Morrigan after the latter stole a tome detailing elven lore from her clan. Having a common goal, she joins the Warden-Commander in searching for the witch.
- Action Girl: A Dalish warrior.
- Cute Bruiser: Being a female elf, she's significantly shorter than the majority of people around her (who tend to be human); yet she dual-wields two full-sized swords with lethal skill and makes it clear from the beginning that she doesn't take shit from anyone - especially not from the aforementioned humans. She's also quite the looker, to boot.
- Deadpan Snarker: Aimed mostly at the Circle Tower's way of life.
- Dual Wielding: Her default fighting style of choice.
- Hyper-Awareness: After noticing the male Warden fiddles with the ring that a romanced Morrigan gave him when he thinks no one else is looking, she becomes aware the Warden might have more personal reasons for finding Morrigan.
- Lady of War: She renames one of her swords to something more feminine because the previous named disturbed her.
- Leaning on the Fourth Wall: Due to the DLC's smaller scope, fleshed-out dialogue isn't as prevalent as it is in the base game, which means talking to her while exploring elicits nothing but a random quip from her and thus serves no actual purpose. One of her lines for such an occasion claims that, as a child, she used to break the fingers of those who poked her needlessly.
- The Knights Who Say "Squee!": On discovering the identity of the Dalish Warden.
- The Prankster: Hinted at having elements of this in Circle Tower. Dog ends up having to restrain her.
- Ship Tease: With Finn.
- Speaks Fluent Animal: Unlike most characters, whose conversations with Dog are truncated by his inability to speak Common, Ariane actually understands what he's saying, and is even lectured by him at one point!
A rather foppish Circle mage. A bookworm at heart, about the only thing that will make him leave the Tower willingly is if he has a chance to delve into some ancient Elven or Tevinter history.
- Adventurer Archaeologist: His sole motivation for joining you is to hopefully learn more about the Eluvian.
- Badass Bookworm: A well-read expert on Dalish history and capable of putting up a fight.
- Berserk Button: Improper handling of ancient books! The Warden first meets him when he chews them out for doing so.
- Camp Straight: He has very campy mannerisms.
- Combat Medic: His default specialization is Spirit Healer, and he's heavily invested in the generally defensive Creation school of magic.
- Continuity Nod:
- He tells the Warden about one of Anders' attempts to escape from the tower.
- He mentions that escape attempts which consist of "a dangerous plan with little or no chance of success", have been dubbed by the other Mages as "pulling a Jowan", although he acknowledges that this is technically a misnomer since Jowan did successfully escape.
- In the same conversation, he mentions that mage phylacteries are no longer stored in the basement after the incident with Jowan, which a Mage Warden can admit to having also been partially responsible for.
- The Dandy: He enchanted his robe to remain perfectly clean, and he hates dirt and physical exertion because they mess up his appearance.
- Embarrassing Nickname: Due to his Overly Long Name, most just shortened it to "Flora." Not liking this at all, he decided to go with "Finn" instead.
- Foil: To the Mage Warden. Both are mentioned as being highly academic, both are considered highly talented mages within the Circle by their peers and if the Mage Warden is Human, both are originally from wealthy families. The only difference between the two is that when the Warden left the tower, they ended up fighting a war.
- Foreshadowing: The oracular statue in the Mage Tower tells him they will not speak again, and Finn wonders if this means something will happen to him. Nothing does over the course of Witch Hunt. However, according to The World of Thedas, vol. 2, he and Ariane continued adventuring together after parting from the Warden. He never went back to the Circle, technically fulfilling Eleni's prophecy.
- Freedom from Choice: An example of a Circle Mage who has no problems whatsoever being locked in a tower all the time. It helps that, unlike most of them, he's lucky enough to still know his family.
- Gameplay and Story Segregation: Similarly to Wynne in Origins, he can be specialized as a Battlemage despite his vocal hatred of not only combat, but all physical exertion in general. He can also be specialized as a Blood Mage, despite his obvious discomfort with the implications of blood magic in his ritual to locate the Lights of Arlathan, although his appallingly low Constitution score makes it a poor choice.
- I Call It "Vera": His staff really is called Vera.
- Neat Freak: To the point that he is one of the few mages who doesn't enjoy any outings from the Tower.
- World of Thedas Volume II shows that his Neat Freak tendencies have softened somewhat.
- Non-Action Guy: Before meeting the Warden, at least.
- Omniglot: He considers himself one of the best linguists in the tower.
- Overly Long Name: His full name is Florian Phineas Horatio Aldebrant, Esquire.Finn: Can't forget the Esquire. Father insisted.
- Parental Abandonment: A very rare subversion in the Circle of Magi. When discussing his Overly Long Name with Ariane, she asks if his parents hated him and he replies that they actually adore him and his name was a result of overwhelming love outweighing common sense. Unlike most mages who are taken from their parents never to see them again, it's implied that Finn has somehow been able to maintain a relationship with his. His "Ghastly Hat" was knitted by his mother. It protects against the cold, but Willpower takes a hit.
- Ship Tease: With Ariane throughout the DLC. The World of Thedas vol.2 mentions that after the Warden left their company, he and Ariane continued to travel together.
- He possesses a weapon called Vera and a Ghastly Hat that he doesn't wear. Hmmmm...
- He's also a magic user who works with an organization of "Wardens", and wears clothing that he himself enchanted to protect against magic, arrows, and unsightly stains. When selected during combat, he may respond with a battle cry of "I am mage, hear me roar!"
- Who Names Their Kid "Dude"?: See Overly Long Name.
The Darkspawn Chronicles
The player character for the Darkspawn Chronicles, a powerful Darkspawn who fights and kills most of the Dragon Age: Origins cast in an alternate universe.
- Asskicking Equals Authority: The only way to earn approval is to slaughter your enemies, which makes sense if you think about it: your party members in this DLC are vicious warriors, cruelly cunning emissaries and blighted creatures. They don't have divided personalities to reconcile or personal problems to work through; the only things they care about are killing and destroying; the only kind of leader they respect, therefore, is logically the strongest and most destructive darkspawn in the area.
- Authority Equals Asskicking: The Vanguard has unique equipment better than that available to regular Darkspawn and is a higher level than the others.
- Bad Boss: He can avert this by giving his thralls gifts to earn their respect.
- On the other hand, see You Have Outlived Your Usefulness.
- Blood Knight: Implied by the introductory text.
- The Dragon: To the Archdemon.
- Elite Mook/King Mook: The Vanguard is something of a stand-in for the anonymous Hurlock Generals who fight the Wardens in the main campaign.
- The Faceless: It's covered by his helmet.
- Flat Character: The Vanguard has no chance to display a unique personality. He is defined by his role and rank
- For Want of a Nail: In the main universe, the Vanguard is killed in the Return to Ostagar DLC, as a lieutenant level baddie. Here, he's leading the invasion of Denerim after the player Warden dies in the Joining, and thus never opposes him.
- Hero Killer: Over the course of the DLC he kills every party member and non-party member the Warden can have save for the Secret Companion (who was probably killed before the battle at the Landsmeet).
- In the Back: How the Vanguard finally offs Alistair.
- Kick the Son of a Bitch: Among the people the Vanguard kills are resident Hate Sinks Arl Howe and Bann Vaughan. If anyone deserves to fall at the hands of the darkspawn...
- Luckily, My Shield Will Protect Me: The Vanguard starts with a shield and his abilities revolve around using a shield in the other hand.
- Obviously Evil: He'a a Darkspawn after all.
- Right-Hand Attack Dog: Blight wolves can join the party as a stand-in for Dog.
- Sinister Scimitar: The Darkspawn Longsword is closer to this in reality.
- Spikes of Villainy: He wears a Darkspawn Alpha's armor, which includes a horned helmet and enough jagged edges to grate cheese on.
- Villain Protagonist: Of The Darkspawn Chronicles.
- The Voiceless: He doesn't even have Black Speech.
- You Have Outlived Your Usefulness: The Vanguard gets around the Arbitrary Headcount Limit by executing teammates he no longer needs. Of course, you can also just do it if you feel like killing them at a bad time.
The Golems of Amgarrak
A dwarf noble who requests the Warden's help in investigating Amgarrak Thaig.
- The Beastmaster: Summons his pet bronto to fight alongside the party.
- Big Brother Instinct: Unlike the rest of House Dace, who wrote Brogan off as dead, Jerrik funded the entire expedition out of his own pocket in order to rescue Brogan.
- The Cameo: He can show up in Varric's war table quest in Inquisition. Evidently, Jerrik is a member of the Dwarven Merchant's Guild and a friend of Varric's, and his expedition into Amgarrak was financed by Varric.
- Creator In-Joke: Both characters are voiced by Brian Bloom.
- Dual Wielding: He specializes in using two weapons.
- Jerkass Has a Point: If you attempt to point out that Orzammar already has the Anvil of the Void producing golems for their benefit, Jerrik asserts that they need a back-up plan/alternative source of golems because Branka is not all there and could turn on them without provocation; the epilogue of the original campaign mentions that really does happen.
- The Unfettered: If you warn him that reviving Caridin's research is a poor idea, he'll snap that you ought to spare him your moralizing.
Jerrik's missing brother.
- An Axe to Grind: He fights with a rather powerful hatchet.
- Go Mad from the Revelation: Brogan's mental state can be partly attributed to lyrium exposure, but seeing the horrors of what the Harvester can do didn't help matters. The shell-shock this caused probably didn't either.
- Handicapped Badass: He's more than a little shell-shocked after what he's been through, but there's a reason he's the last one standing in Amgarrak.
- Morality Chain: In the end, he convinces his brother to abandon the secrets of Amgarrak.
- Only Sane Man: While "sane" might be pushing it, he is the only one advocating everyone immediately leaving Amgarrak, and convinces Jerrik not to salvage the research left there. These are both excellent ideas.