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Recap / Dragon Age Origins Broken Circle

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One of the four recruitment objectives that make up the seventh main quest of the Dragon Age: Origins video-game. The story follows the player and company after arriving at the Circle of Magi's Kinloch Hold in order to recruit First Enchanter Irving's magi into the new Ferelden army. However, things become complicated when it turns out that a mage insurrection has taken place within the Circle Tower to the point of demons taking the place over.


Lake Calenhad Docks

When it's decided to go out and recruit Ferelden's Circle of Magi, or if the player's urged to recruit the mages in order to save Redcliffe's Connor Guerrin from his demonic possession, the player and their companions head off towards the Circle Tower. The player's group arrives at the Lake Calenhad Docks, an area residing along the eastern bank of Lake Calenhad in western Ferelden. The dock area consists of just the Spoiled Princess inn, and the player's destination, the Circle Tower's Kinloch Hold, can be seen on an island in the middle of the lake. However, what was once the stone bridge to the island turns out to be in ruin, which the only way to get to the Circle Tower now is by boat ferry from the Lake Calenhad Docks.

Kester, the lake ferryman, is found outside the Spoiled Princess inn, but he's out of the job at the moment due to Kinloch Hold's Knight-Commander Greagoir ordering the ferry to be shut down for the time being. Thus, making it obvious that something suspicious is going on at the Circle Tower. Instead of the ferryman, it's Carroll, one of Greagoir's Templars, keeping watch over the docks to make sure that none of the boats travel to Kinloch Hold. The player and company approach Templar Carroll at the docks, who makes it clear that no one's allowed to venture to Kinloch Hold, and doesn't believe that the player and Alistair are Grey Wardens on a mission. Depending on how the encounter with Carroll is handled, the player uses some form of persuasion or intimidation to convince the Templar to ferry them across the water to Kinloch Hold.

Lake Calenhad Docks Side-Quests

A representative of the Mages Collective can be found at the docks, which offers several side-quests. The first side-quest is to deliver three letters of termination to mages that the collective wishes to fire. One is found in the Frostback Mountain Pass before Orzammar, and the other two are found within Denerim. The next side-quest is to dispose of a blood mage cable that's performing work in a northern area of East Brecilian Forest. Another side-quest involves bringing ten bundles of Deep Mushrooms to the Mages Collective, which the mushrooms can be purchased from several vendors around Ferelden. The last side-quest involves needing to mark four mystical places around Ferelden with Glyphs of Krebulash that contain power that the Mage Collective might have interest in. These four mystical places are found in the Circle Tower, West Brecilian Forest, Ortan Thaig, and Denerim.

Circle Tower's Entrance: The Templar Barricade

After arriving on the island in the middle of Lake Calenhad, the player and their companions enter the Circle Tower's Kinloch Hold. The Circle of Magi are known to have long aided the Grey Wardens in the Blights, but it's made obvious upon entering Kinloch Hold that recruiting the mages isn't going to be so simple. The Templar guards stationed to watch over the Circle Tower mages are shown to be in a panic. Knight-Commander Greagoir remains in command as he orders his fellow Templar to keep the door that leads to the upper floors of the Circle Tower barricaded. Seeing the arrival of the player and company, Greagoir remains annoyed that Carroll let people pass through the docks. The player makes it clear that they're on Grey Warden business to recruit the mages for the battle against the Blight. However, while Greagoir understands that he can't say no to a Grey Warden's plea for help, he provides the bad news, which is that they've lost control of the Circle Tower.

Greagoir explains that due to the mess they're in, they're unable to spare any Templar soldiers as they're currently trying to hold back the mess from escaping Kinloch Hold, and that the mages they've been watching over are currently indisposed. He reveals the mess to be abominations and demons having invaded the Circle Tower, which they've taken over the upper floors. Greagoir adds that he doesn't know how this happened, and that he ordered his Templar to retreat to the entrance once it became clear that they were losing the fight, which the mages were left behind and presumed dead. Thus, Greagoir has decided to call for reinforcements from Denerim, and plans to perform the Right of Annulment. A right where the Templar are given permission to neutralize the Circle Tower completely, which would kill any mages that might still be alive and fighting the demonic invaders on the upper floors.

A choice is made here regarding the eventual fate of the Circle Tower mages. Either the player agrees that the Templar need to cleanse the Circle Tower by disposing of everything, mage and demonic invader alike, or the player convinces Greagoir that the mages still alive and fighting on the upper floors need to be rescued. The former pick is to just kill everything on the upper floors of the Circle Tower. If the latter is picked, Greagoir makes it clear that he will only consider the situation safe again if the Circle Tower's mage leader, First Enchanter Irving, is found and brought back alive. Otherwise, he will go through with the Right of Annulment. Greagoir then allows the player and company to pass through to the upper floors, which his Templar barricade the door behind them. Thus, trapping the player's group on the upper floors until they've completed the objective. Either by killing everything, or by fighting through the demons while taking the time to rescue the mages.

Circle Tower's 1st Floor: Recruiting Wynne

Starting their journey through the Circle Tower, the first room the player's group enters has them stumbling across a battle between the elderly mage, Wynne, and two mage apprentices, Petra and Kinnon, against a Rage Demon that's trying to break through the magic door barrier that Wynne set up to keep the demons out. Several mage children are also with them that they're fighting to protect. After the demon is disposed of, Wynne's group notices the arrival of the player and company. Despite having briefly met during the Battle of Ostagar, Wynne remains on the defensive against the player's group out of protection for her fellow mages.

Wynne questions why the player's group is here as the Templar barricading the entrance wouldn't just let anyone through. In return, the player explains that they're here to resolve Greagoir's problem with the Circle Tower, and that the Right of Annulment to cleanse the place is on its way. Thus, Wynne realizes that Greagoir must think that the mages are all dead to come to such a decision. The player asks what happened for the Circle Tower to end up in such a state, which Wynne explains that they're currently experiencing a revolt. That a mage named Uldred tried to take over the Ferelden mage Circle following the Battle of Ostagar. Uldred and his blood mages are in league with Loghain, which they tried to convince the Circle to back Loghain's claim to Ferelden's regency. However, when others revealed Loghain's treachery at Ostagar, a battle broke out between both sides. Wynne notes that while she doesn't of what happened to Uldred after the attempted revolt, she remains convinced that the current demonic presence within the Circle Tower was his doing.

Due to Wynne's door barrier blocking the path to the upper floors, a choice is made regarding Wynne. If the player is dead set on killing everything, Wynne and her apprentices will fight the player's group, which results in Wynne's death and the barrier removed. If the player continues down the path to save the mages before the Right of Annulment arrives, Wynne will join the group as she's determined to help save the Circle Tower. The player makes it clear to Wynne that Greagoir will only consider the tower safe if First Enchanter Irving is found, which she accepts. As Petra and Kinnon are left behind to watch over the mage children, Petra asks for the player to take care of Wynne as the latter got injured trying to protect them from the demons. Warning the group to be prepared for anything, Wynne removes her magical door barrier. The player's group and Wynne then begin the journey up the Circle Tower. Battling their way through the demons that have invaded the 1st floor's Apprentices Quarters, the player's group eventually locates the stairwell to the 2nd floor.

Circle Tower's 2nd Floor: Uldred's Blood Mages

Arriving on the Circle Tower's 2nd Floor, the player's group begins their trek through the Senior Mage Quarters. They first encounter Owain, a mage survivor that had been made Tranquil. Thus, he has no emotions. If a player of mage origin hadn't already met him beforehand, Owain introduces himself as the one who manages the Circle's magical stockroom, even working to keep it clean despite the current war within the Circle Tower going on. Not wanting to die, Owain remains convinced that a fellow mage named Niall will save them all. The player asks what Niall's planning, which Owain explains that he doesn't know anything except that Niall and his followers appeared before Owain to retrieve the Litany of Adralla; a scroll chant that when used protects its user from mind-controlling blood magic. Wynne remembers how Niall was amongst the mages that witnessed the meeting with Uldred, which Wynne takes as confirmation that Niall caught on that blood magic is at work here for causing the mess within the Circle Tower. Thus, Wynne figures that they should search for Niall since the mind-protecting scroll will be helpful for them.

After the encounter with Owain, the player's group continues on through the Senior Mage Quarters. They eventually stumble upon a group of blood mages that are in service to Uldred. The blood mages are heard discussing their regret in going through with the revolt after a certain something happened to Uldred, but they agree to continue going along with the plan, and attack the player's group upon noticing their arrival. The player's group defeat the blood mages, and kill all but a female blood mage that's left lying on the floor injured. The remaining blood mage begs not to be killed, which she explains that she didn't want the current death and destruction. That she just wanted to be free from the eyes of the Chantry and its Templar. She further reveals how Uldred had teamed up with Loghain, and that if the the mages supported Loghain's claim to be Ferelden's Regent, he would help free the mages from the Circle Tower. Wynne admits that she understands their fight for freedom, but notes that the end result doesn't justify the means of how they're doing it. The blood mage finds that hard to believe when Andraste was known to have waged war on the Imperium to make a better future for everyone, which the blood mage chose to do the same fighting for a better life.

The blood mage justifies her actions that no matter what, they had to fight and force a change to be made for the betterment of the mages. Wynne remains unconvinced that devastating the Circle Tower was worth it, which the blood mage is left in despair; claiming that Uldred's gone mad, and knowing that Uldred's followers will be hunted down due to the damage they've done. Still begging for her life, the female blood mage asks to be allowed to atone for her sins, which she would seek refuge at a Chantry for the time being. The choice is then made to either kill the female blood mage, or let her escape. If she's allowed to live, she gets up thanking the player for showing mercy, and runs off to find a way to escape the Circle Tower. Afterwards, the player's group continues on through the Senior Mage Quarters fighting through any demon or blood mage they come across. Eventually the player's group locates the stairwell to the 3rd floor.

Circle Tower's 3rd Floor: Bewitched Templar

Arriving on the Circle Tower's 3rd Floor, the player's group begins their trek through the Great Hall. Along with the enemy demons, abominations, and blood mages, it's here that the player's group starts to get attacked by Templar that have been possessed or charmed by Desire Demons. One of such Desire Demons alongside her charmed Templar allies being fought by the player and company before they could continue on. Eventually, the player's group makes it to the final Great Hall room of the 3rd Floor, which a massive battle breaks out against the demons and abominations. Also within the room are three surviving Tranquil mages, which they start to go through demonic transformation and attack the player and company due to the surrounding demonic influence. If the path to save the mages was picked, the Tranquil mages are freed once the abominations are dealt with. The player's group then heads for the stairwell to the 4th floor.

Circle Tower's 4th Floor: Encountering the Unique Abomination

Arriving on the Circle Tower's 4th Floor, the player's group begins their trek through the Templar Quarters. The player and company fights through the usual tower enemies seen up to this point until coming across a room where a Desire Demon is seen toying with a Templar she bewitched named Drass. The Desire Demon offers the player two choices, which is to either let the Desire Demon escape with her Templar toy, or battle her along with the bewitched Templar. If the Desire Demon is fought, the demon is killed, but it also results in Drass dying. If the Desire Demon is allowed to live, Drass and the demon leave, but the Templar remains under the Desire Demon's control. After the Desire Demon encounter, the player's group fights through a battle with an elite blood mage before continuing on.

Eventually, the player's group stumbles into a room housing a unique looking abomination, which its seen standing over the corpse of a male human. The abomination speaks to the player's group claiming that its not interested in entertaining its new guests, which the player and company remain determined to fight. However, the abomination asks why the fighting's necessary, and claims to have grown tired of all their world's violence. The abomination then asks for the player to lie down, forget everything, and leave the world behind. As a result of the abomination's magic, the player and their companions start to become tired. The player's group struggles to stay awake until they all eventually fall unconscious. The abomination's last heard stating that they deserve a rest, and that the world will continue on without them.

The Fade: Lost In Dreams

The Player's Dream

After being put to sleep by the unique abomination within the Circle Tower, the player wakes up within a large chamber. Standing before the player is a live Warden-Commander Duncan, who greets his Grey Warden recruit. Seeing the player confused as to what's going on, Duncan reminds his recruit that they're within Weisshaupt Fortress (the far away headquarters of the Grey Wardens), and that the player has been here for some time. The player remains confused as to why they're not currently fighting the darkspawn, which Duncan assures his recruit that the last great battle defeating the archdemon has already happened, and that the darkspawn are now gone. Thus, the Grey Wardens are no longer needed. That they can retire to Weisshaupt, which they can go about recording their history rather than prepare for the next battle. However, the player doesn't fall for the story, because stopping to rest doesn't sound like something Duncan or the Grey Wardens would do. Duncan starts to grow irritated that his recruit is denying his peace offer, which the player becomes convinced that the one he's taking to isn't Duncan. The result is the impostor Duncan attacking the player, but said impostor is eventually defeated.

The Mage Trapped Within the Fade

Following the duel against the impostor Duncan, a pedestal appears within the Weisshaupt chamber. Upon touching it, the player gets sent off elsewhere. The player teleports onto a floating island, and the openness of space is seen all around. Thus, it becomes clear where the Circle Tower's unique abomination had sent the player of to. The player's mind is now within the Fade; the dream-like metaphysical realm made up of floating islands and lyrium veins, and the home of spirits and demons. Exploring the starting island area known as the Raw Fade, the player finds another teleportation pedestal, a Fade portal, and a male Circle mage near them. The mage being the one that the unique abomination was standing over at the Circle Tower before it put the player to sleep. Said mage gets the gist that the player is in a similar situation as him as someone trapped within the Fade, and that the player must have just escaped the dream trap that the unique abomination tried to force upon its victims to make them not want to leave the Fade. In the player's case, trying to make them live a retired life with Duncan.

The male mage explains his experience within the Fade that after he managed to escape from his own dream trap, he's been stuck for a lifetime trying to find an escape. The player asks who the mage is, which the latter introduces himself as Niall, the one the player's group were looking for regarding the Litany of Adralla scroll. Niall explains how he was attempting to save the Circle Tower, but he ended up running into a Sloth Demon (the unique abomination). And just like the player, the Sloth Demon used its magic to put Niall to sleep, which sent the latter's mind off to the Fade. Niall goes over how plan was to use the Litany of Adralla to counter blood mage mind-domination for the battle that would free the Circle Tower, but due to him believing that a lifetime has already passed being trapped within the Fade, he's left in despair knowing that it's now too late to save his fellow mages. The player assures Niall that they will find a way out, but Niall remains unconvinced.

Niall points the player in the direction of their Raw Fade island's pedestal, and explains that he had studied it. He explains to the player how they're actually within the Sloth Demon's domain. Said demon lives on a center floating island surrounded by five other floating islands in the shape of a pentagon. However, the Sloth Demon's center island can't be reached as it turns out that the five surrounding islands are somehow acting as a protective barrier. Niall explains how he's been stuck ever since as the islands are a maze of dead ends and obstacles blocking the way forward, which Niall hasn't been able to figure out the right path. The player asks if their group's companions have also ended up in the Fade, which Niall answers that it's very possible that they're currently stuck within their dream traps on other floating islands. Thus, it should be possible to eventually come across them from the outer pentagon's five islands.

The player next asks how the protective barrier shielding the Sloth Demon's island works. In return, Niall mentions how he spotted several demons that looked stronger than others, which Niall states his theory that the Sloth Demon must have stationed a minion at each of the five islands. That once the Sloth Demon's five minions are defeated, the barrier blocking the path to the Sloth Demon's center island should fall. The player next asks about how to traverse the islands, which Niall goes about explaining how it's a maze of obstacles where you would need to have the right tool to traverse, such as needing fire resistance to walk through a hall of fire, or the ability to become small in order to go into small tunnels. Niall mentions that there's small mouse spirits within the Fade that could help regarding the latter, but that he hasn't been able to catch one. With enough information now as to how to go about solving the Sloth Demon's Fade domain, the player goes through the Fade portal near Niall.

Traversing the Sloth Demon's Domain

The player is teleported to a nearby Raw Fade island where they find a mouse spirit being attacked by a Rage Demon. After the player disposes of the demon, the mouse spirit thanks the player for the rescue, but also provides the bad news that it doesn't have much time left. Asking the player to save the other trapped dreamers and to kill the Sloth Demon, the mouse spirit provides the player the ability to shape-shift into a mouse within the Fade. The mouse spirit then dies and disappears. Sure enough, the path forward appears as a small mouse mound on the ground, which the player shape-shifts into a mouse to go through the small tunnel. The mouse tunnels eventually take the player into Vereveel's room on Templar's Nightmare island, which the player kills the Desire Demon, the first of the Sloth Demon's five minions. Returning to the starting island with Niall, which the mage gets the gist that the player learned something. The player reveals that they obtained the ability to turn into a mouse to traverse the small mound tunnels, which gets Niall excited that there's finally hope of escaping. Niall then theorizes that there must be other forms to shape-shift into in order to bypass other unique obstacles, which the player goes to the pedestal in order to explore the pentagon's other four islands.

Using the Raw Fade island's pedestal, the Sloth Demon domain's four other surrounding floating islands are the Mage Asunder, Darkspawn Invasion, Burning Tower, and Templar's Nightmare. Exploring around the islands consists of fighting through enemies, such as demons and darkspawn, along with needing to figure out how to bypass certain obstacles. Now that the player has mouse-form, the player can go through small tunnels to reach a new room of the Darkspawn Invasion island. It's within this room that human spirits are fighting against darkspawn, which the player disposes of the darkspawn. Before departing, one of the human spirits rewards the player with the ability to shape-shift into a spellcaster Spirit. The new Spirit form allows the player to use certain spells, and the ability to go through magical doors that can only be touched by Spirits. Ruturning to the Raw Fade, the player uses Spirit form to go through the magic door into Yevena's room. The player then kills the Desire Demon, which is the second of the Sloth Demon's five minions.

Eventually, the player comes across a new room on the Burning Tower island where they battle a possessed Templar that's shrouded in flames. Upon attacking and freeing the Templar from its demonic possession, the Templar rewards the player with the Burning Man form. The new Burning Man form allows the player to use certain fire spells along with the ability to traverse blocking fire obstacles. With Burning Man form, the player goes goes through the halls of fire within Burning Tower island, and eventually comes across Rhagos' room. The player then kills the Rage Demon, which is the third of the Sloth Demon's five minions. Continuing the exploration around the pentagon's five floating islands, the new shape-shifting forms eventually allow the player to enter a new room of the Mage Asunder island. It's here that enemy Chantry priests and golems are seen fighting a mage. After the player saves the mage from his dream enemies, the mage rewards them for their efforts with the Golem form. The new Golem form provides unique golem attacking skills along with the ability to bash through massive stone doors. The Golem form allows the player to bash down the stone door blocking the way to Slavren's room on the Mage Asunder island. Upon entering Slavren's room, the player kills the Abomination demon, which is the fourth of the Sloth Demon's five minions.

Returning to Darkspawn Invasion island, Golem form is also needed to bash down the massive stone door blocking the way to Uthkiel's room. The player then kills the Darkspawn Ogre, which is the fifth and final of the Sloth Demon's five minions. With the five demon minions all dead, the path to the Sloth Demon's middle island is now open. If the player chooses to, there's three dream islands that can be teleported to. The three dream islands being for the three companions that the player grouped with within the Circle Tower. These dream islands open up when two adjacent Sloth Demon minions are defeated around the pentagon's surrounding islands.

Alistair's Dream

If Alistair was in the Circle Tower group, his dream island in the Fade has him living a happy life with his sister, Goldanna, and her two children. Alistair remains content to not have to go back to all the pain and fighting, but as the player starts to get him to remember that they're currently battling at the Circle Tower, Goldanna and her children become demons and attack. After Alistair's been freed from his dream trap, he disappears from the island.

Dog's Dream

If your dog was in the Circle Tower group, its dream island in the Fade has it still sleeping when the player finds it. Once the player approaches the dog and wakes it up, the dog barks at the player then disappears.

Leliana's Dream

If Leliana was in the Circle Tower group, her dream island in the Fade has her back at the Chantry praying before a Revered Mother. Leliana remains content to stay with the Chantry, but as the player gets Leliana to remember the "sign" that she was given from the Maker to go out and help the Grey Wardens, the Revered Mother become a demon and attacks. After Leliana's been freed from the dream trap, she disappears from the island.

Morrigan's Dream

If Morrigan was in the Circle Tower group, her dream island in the Fade has her with her mother, Flemeth. Unlike the other dream traps, Morrigan isn't fooled. She remains irritated since she can already tell that she's stuck in a fake dream, and that a demon's been pestering her trying to pose as her mother. The player and Morrigan then dispose of the demon that was trying to impersonate Flemeth, which Morrigan then disappearing from the island.

Oghren's Dream

If Oghren was in the Circle Tower group, his dream island in the Fade has him living the life getting drunk at Tapster's Tavern in Orzammar. In addition, he's surrounded by fellow dwarves giving him a rough time, yet Oghren puts up with it cause he's used to the verbal backlash. Once the player convinces him to fight back, the surrounding dwarves become demons and attack them. After Oghren's been freed from his dream trap, he disappears from the island.

Shale's Dream

If Shale was in the Circle Tower group, its dream island in the Fade has it standing alone as a frozen statue. When the player approaches, Shale unfreezes. It remains confused as to where it currently is, which the player informs Shale of how they've been sent off to the Fade. In return, Shale remains confused as to how it, a golem, ended up in the Fade. Despite that, Shale remains determined to fight whoever trapped it before disappearing from the island.

Sten's Dream

If Sten was in the Circle Tower group, his dream island in the Fade has him at peace as he hangs out with two fellow Qunari soldiers. Once the player starts to convince him that his fellow Qunari are dead, the Qunari soldiers refuse to let Sten leave, and attack him and the player in their demon forms. After Sten's been freed from his dream trap, he disappears from the island.

Wynne's Dream

If Wynne was in the Circle Tower group, her dream island in the Fade has her standing amongst the corpses of several apprentice mages lying on the ground. Wynne remains in grief and guilt over her inability to save her fellow mages, and asks to be left alone. When the player starts to convince her that she's stuck in a dream, the mage corpses stand up as demons begging her to stay and attack. After Wynne's been freed from the dream trap, she disappears from the island.

Zevran's Dream

If Zevran was in the Circle Tower group, his dream island in the Fade has him going through a torture test in order to become a full-fledged assassin for the Antivan Crows organization. Once the player starts to convince him to not go through with the test, the Crow members providing Zevran his test get irritated, and turn into demons to attack him and the player. After Zevran's been freed from his dream trap, he disappears from the island.

Final Battle Against the Sloth Demon

Now that the protective barrier's gone, the player teleports onto the center island of the Sloth Demon's Fade domain. Here, the player encounters the Sloth Demon in its true Arcane Horror-like form getting excited at the sight of one of his prisoners having escaped. As the Sloth Demon warns for the player to go back, the player prepares for battle. Either the player's set to face the Sloth Demon alone if they didn't wake up their companions from their dream traps, or the player's companions suddenly appear on the center island due to being awoken, which they stand ready with the player to face the Sloth Demon. The Sloth Demon attempts to convince the player and company one last time to return to their dreams and rest, but the player's set to kill said demon and escape the Fade, which results in the Sloth Demon finally attacking them.

The final battle within the Fade goes down between the player and the Sloth Demon. Against the Sloth Demon, the player can use its four shape-shifting Fade forms, and their companions help out if they were awoken from their dream traps. The battle is a lengthy one due to the Sloth Demon going through five shape-shifting forms (Ogre, Rage Demon, Abomination, Shade, and Arcane Horror) that it switches to each time one form is defeated. Eventually, the Sloth Demon is defeated in its 5th and final Arcane Horror form, which means that the player and their companions are finally free to depart from the Fade. Before leaving the Fade, Niall catches up to the player's group, which he finds it hard to believe that the player managed to free him by slaying the Sloth Demon.

Reminding the player about the Litany of Adralla, Niall asks for his savior to loot the scroll off his corpse for the upcoming battle against the Circle Tower's blood mages. The mention of Niall being dead confuses the player, which Niall informs them that his mind has been lost for way too long within the Fade. That while the player's group will quickly return to their bodies as if they just experienced an afternoon nap, Niall has no body to return to as it will have wasted away by now. The player remains confused as Niall was only within the Fade for a short time longer than the player's group. However, Niall explains that the Sloth Demon had been feeding on his life energy to work its Fade domain, which drained Niall's real world body to the point of it dying. As a result, Niall has accepted his death. His only regret being that he couldn't save the Circle Tower, which he asks the player once more to retrieve the Litany of Adralla scroll. After biding Niall farewell, the player's group is finally released from the Fade.

Circle Tower's 4th Floor (continued): The Imprisoned Templar

Upon returning from the Fade, the player and their companions wake up back in their real world bodies within the Templar Quarters of the Circle Tower's 4th Floor. Looking around the room they forcibly fell asleep in, the player's group sees the corpses of the defeated Sloth Demon and Niall lying on the floor. The player retrieves the Litany of Adralla scroll off of Niall's body, and the group continues on. The player's group fights through more rooms of the Templar Quarters, which they come across Dragonlings that have made a home for themselves on the upper floors of the Circle Tower. Fighting through the Dragonlings, the player and company eventually reach the stairwell to the tower's 5th and highest floor. However, a Templar is found trapped within a magical prison barrier next to the stairs, which the player and company approach said Templar to speak with him.

The prisoner turns out to be Cullen, a Templar who was seen briefly during the Mage Origin as one of the guards watching over the Circle Tower's mage apprentices. Cullen calls out the player's group as a bunch of demon illusions, and refuses to fall for it. The player questions what's going on, which the Templar appears to be struggling to keep it together; having been tortured by the blood mages within the magical prison. The group chats with Cullen to get him to focus, which eventually gets through to him. The Templar comes to realize that the player's group are real people that are here to help. If the player is of mage origin, Cullen will recognize the player; even admitting that he had a crush on the player if they're a female mage. Cullen next questions why the player and company are here, which the player will explain that they're here to save the Circle Tower, and that Greagoir is allowing their objective. In return, Cullen's glad to hear it, and hopes that the player doesn't just kill Uldred, but everyone else. Cullen explains how the blood mages caged them like animals, and that after many experiments, such as turning his fellow Templar into monster Abominations, he's now the only one left remaining.

The player asks about the status of First Enchanter Irving, which Cullen explains that Irving's up at the 5th Floor's Harrowing Chamber, but that he's been hearing unpleasant sounds from said chamber. Thus implying that Irving is probably being tortured. Enraged over the deaths of his friends, Cullen then makes it clear that the blood mages need to pay for what they've done to the prisoners, which leaves the player with another choice whether or not to kill all the mages. If the choice is made to kill everyone, Wynne will attack the player if she made it this far, which would result in her death. Choosing to save the mages that are still innocent will result in Cullen criticizing the choice, but he's talked down regarding the fact that it's wrong to kill innocents. Overall, Cullen would be forced to accept the choice to save the innocent mages given that he can't do anything while he's currently trapped within a magical prison. Cullen then informs the group that his magical prison is the work of Uldred and his blood mage followers, which they will have to die in order for him to go free. Following the talk with Cullen, the player's group heads up the stairwell to the 5th floor.

Circle Tower's 5th Floor: Uldred

The player and company make their way up to the 5th Floor's Harrowing Chamber where the main villain behind the Circle Tower's current mess resides. Within the Harrowing Chamber, First Enchanter Irving and several other Circle mages are off to the side tied up as captives of Uldred, who's supported by his blood mage followers and several Abominations. Currently, Uldred and his followers are within the Harrowing Chamber performing magic rituals to turn mages still opposing him into loyal Abominations. After turning their next victim into an Abomination, Uldred and company notice the arrival of the player's group.

Uldred greets the player asking if the latter wants to join in. However, the player and company reject him knowing that he's gone mad. In return, Uldred complains how people like the Chantry can't seem to understand the greatness of the mages, and that he's managed to become something far greater than anyone of the Circle of Magi. Uldred even points in the direction of First Enchanter Irving as someone on his side. However, it's made quite obvious that Irving is being held against his will, and is currently being tortured by blood magic. Irving struggles to hold it together, but he manages to warn the player's group that Uldred must be stopped as the latter's making an army that will destroy everything. Uldred then returns his focus to the player's group, which he has no interest in chatting as long as they're backed by the Templar. He offers the player demonic transformation to become a part of his army, but the player rejects him. Uldred has had enough at this point, and is ready for battle. The player's companions reminds them to use the Litany of Adralla scroll as the battle begins.

The final battle of the Circle Tower goes down within the Harrowing Chamber where the player's group faces off against Uldred and his followers of blood mages and Abominations. As someone who's obtained demonic power, Uldred shows off his true form by transforming into a powerful Pride Demon, and attacks the player and company. During the battle whenever Uldred starts a magic ritual to try to turn surrounding mage captives into Abomination minions, the player using the power of the Litany of Adralla scroll disrupts the ritual. First Enchanter Irving could potentially be turned into an Abomination, which will result in the player no longer being able to recruit mages for the Ferelden army. Eventually, Uldred and his followers are all killed by the player's group, which brings the mess within the Circle Tower to an end.

If First Enchanter Irving survives, he's left in a rough state still shaking off the blood magic effects that Uldred tortured him with. However, he assures the player that he can return to Knight-Commander Greagoir to inform the Templar that the Circle Tower is once again secure. If First Enchanter Irving was killed, the player speaks to Cullen about the mages having been eradicated, which they head off to inform Greagoir.

Circle Tower Freed: Recruiting the Mages or the Templar

The player heads back down the Circle Tower to the entrance with either a living First Enchanter Irving (mages alive) or Cullen (mages dead) in order to inform Knight-Commander Greagoir and the Templar that Kinloch Hold hold is secure once again. Speaking to Greagoir if Irving and the mages are all dead, the player and Cullen inform Greagoir that the tower has been cleansed, which Geagoir thanks the player for their efforts, and offers to have his Templar join the Grey Wardens' new Ferelden army against the Blight, which the player accepts.

If the mages were chosen to live, there's two ways that this can conclude after Irving informs Greagoir that Uldred is dead and that the Circle Tower is safe once more. One choice is another way to recruit the Templar. If the mages are saved, the player can convince Greagoir, Irving, and Wynne that there may still be blood mages amongst the survivors. Thus, the mages must be put into containment for the time being. Due to the mages being put into containment, Greagoir offers to spare some Templar to join the Grey Wardens' new Ferelden army against the Blight, which the player accepts. Despite the containment order, Wynne would still remain a companion, and departs the Circle Tower with the player's group to help with the fight against the Blight.

The other option after saving the mages is to recruit the magi into Ferelden's army. Having been freed from his magic prison, Cullen will try to convince Greagoir that the mages need to be killed for what they've done, but Greagoir will hear none of it since the decision is his as the Circle Tower's Knight-Commander. The player asks for Greagoir's decision, which the Knight-Commander remains satisfied to not do anything further as being told that everything's secure from First Enchanter Irving is enough. After thanking the player for their efforts, Greagoir states that while his Templar will need to stay behind to watch over the mage survivors, some magi are free to join the Grey Wardens' new Ferelden army against the Blight as long as Irving allows it.

To complete recruiting the mages, the player speaks with Irving. The First Enchanter points out that despite what happened to the Circle Tower, things could have ended up much worse, and is glad that the player's group chose to help them out. The player then asks for aid against the Blight, which Irving admits that it would be pointless to survive the Circle Tower ordeal only to then die to a darkspawn invasion. As a result, Irving agrees to support the Grey Wardens by sending off several of his mages to join the new Ferelden army. Wynne would then ask Irving for permission to continue journeying alongside the player to help accomplish their goals, which despite Irving wanting Wynne to stick around to help restore the Circle Tower, he accepts to let her go after Wynne assures him that Irving's capable enough to restore the Circle Tower on his own.

Saving Connor

Midway through the Arl of Redcliffe recruitment questline, the player has to make a choice on how to deal with Connor Guerrin's demonic possession, such as potentially saving him from it. One of the choices is the player deciding to put the questline on hold in order to go out and seek help from the Circle Tower. Compared to Jowan's blood magic ritual that requires sacrificing Isolde in order to save Connor, the Circle Tower mages would perform a regular ritual utilizing lyrium that can be performed without anyone needing to die.

The player then goes about completing the Broken Circle questline. If First Enchanter Irving was saved along with the mages being chosen to recruit for the Grey Warden's army, the player can ask Irving to help save Connor. Irving agrees to help out, which he and several of his mages would head off to Redcliffe; taking along some lyrium needed to perform the mage ritual that would free Connor from his demonic possession.

Circle Tower Side-Quests

There are several side-quests that can be done while the player and their companions make their way through the Circle Tower. The first side-quest involves needing to find six Apprentice Notes around the first three floors of the tower in order to perform a ritual that summons a demon called Shah Wyrd. Killing said demon drops a unique two-handed sword called Yusaris. The second side-quest is looting a Small Painted Box from Irving's room, which the box is eventually given to a mysterious person (implied to be someone named Red Jenny) at an alley house in Denerim in exchange for some gold coins. The third side-quest involves coming across five pages in the Great Hall where the pages together explain how four mages fell victim to a con artist named Beyha Joam. Outside the Circle Tower, the player's group stumbles upon Beyha Joam as a world encounter along the road, and is killed.

Finally, another side-quest comes in multiple parts. The first part involves working a Summoning Font within the Apprentice Quarters' library. The Summoning Font eventually summons a demon called Trickster Whim into the world, but it escapes the Circle Tower. This causes the second part of the quest to occur. A new side-quest will appear on the Chantry board where the church asks for someone to go out and dispose of whatever's been killing merchants along the road. Sure enough while the player and company are traveling along the road, a world encounter occurs where they stumble upon Trickster Whim at a merchant caravan that the demon just destroyed, which the player's group kills Whim.

Broken Circle Quest Completed

Having completed the task at the Circle Tower, the player's group (along with Wynne most likely) departs from Kinloch Hold in order to continue the journey around Ferelden, such as completing the other main recruitment objectives.

While journeying around Ferelden after the Broken Circle's quest has been completed, there's a world encounter that will pop up along the road where either a group of mages or a group of Templar will be battling it out with the darkspawn. After the player's group helps dispose of the darkspawn, the mages or Templar continue on towards Denerim as they're recruits that are joining up with the Grey Wardens' new army of Ferelden.


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