Dragon age start all characters. Dragon Age: Origins, Handbook, Character Creation. Classes and specializations

dragon age: Origins (in the Russian localization of Dragon Age: The Beginning) is a single-player fantasy RPG developed by the Canadian studio BioWare and released by Electronic Arts in 2009, which can be called the spiritual heir to the famous Baldur's Gate.

Players will have to wander through the fairy-tale world as part of a squad, fighting side by side with its members and communicating with them. Negotiations in general mean a lot in this game - the remarks and behavior of companions directly depend on the situation in which you find yourself and what decisions you make at one time or another. By the way, players can take up to three partners with them at the same time, which makes each outing from the camp memorable and unique.

System requirements

  • Processor: Intel Core 2 @ 1.4 Ghz / AMD X2 @ 1.8 Ghz;
  • RAM: 1 GB;
  • Video card: ATI Radeon X850 128MB / NVIDIA GeForce 6600 GT 128MB;
  • 20GB free space on the HDD.

Plot

The plot of Dragon Age: Origins is extremely rich in details and various surprises. All events that take place are recorded in the game log, which also notes conversations, key plot twists and turns, and many other incidents. The passage of the game takes more than a hundred hours - with the implementation of all side quests, of course. Players will visit major cities, and in small villages, they will examine various ancient ruins, go down deep underground and walk through the elven forest - the geography of visits in the game is huge.

In total, 6 unique storylines are available in the game, and the plot component depends on the race and class of the hero. Players are offered a choice of three separate races (humans, dwarves and elves) and three main classes (warrior, thief and mage). In addition to this, the character receives skills that are unique to his skill class and special skills that can be learned through books or communication with other characters. In Dragon Age: Origins, there are a lot of options for developing a hero, and an extremely high "development ceiling" allows you to create 2 completely different characters, even though they share the same backstory.

Characters

The player begins the game by creating a character and choosing one of 6 backstories. The choice of gender does not change the backstory, except for nuances. The player can choose the name of the hero himself, the surname cannot be changed:

  • Noble Man- Cusland, younger son or daughter of teyrn Highever. The game begins with the day when the eldest son and brother of the player character Fergus is sent to war against the Darkspawn. As soon as the brother goes on a campaign, at night the castle is attacked by the former friend of the Kuslands and the hero of the war with the Orlesian Empire, Earl Howe, who was visiting the castle, and kills everyone in the castle (servants, guests, wife and son of Fergus). Desperate, the hero finds his father mortally wounded near the secret exit, where he was brought by the Gray Guardian Duncan, who also visited the Kuslands in the estate. The main character's mother refuses to run, and Duncan takes the hero to the Gray Guards. Of the features storyline in the sequel, it can be noted that Fergus was sent with reconnaissance by King Kailan, after which his brother and all reconnaissance disappeared without a trace. It can also be noted that for a human nobleman, you can settle the score in a special way with Earl Howe, and also become a king (or queen) during the completion of the quest line. If you do not play for this character, then the entire Kusland family, except for Fergus, is considered dead.
  • Mage (human or elf)- Amell or Surana, mage of the Ferelden Circle. The game for him begins with a ritual called "Torment", in which the character is sent to the Shadow - the local world of spirits. The goal of the passage of Torment is to kill the demon. However, the main goal is not to succumb to the temptations of demons and return without becoming possessed by a malevolent spirit. After successfully passing the tests, the young magician Jovan, who they want to make pacified, will ask for your help. He decides to run away, and the hero agrees to help him, either out of the goodness of his heart or at the request of the First Enchanter. But in the end, both Jovan and the main character are caught by the templars. Jovan manages to escape, and they want to put the hero under arrest, but Duncan stands up for him and offers to join the Gray Guards. If you do not play as a magician, then Jovan still escapes, but on his own, and meets with the hero in Earl Eamon's castle. Also in the second part of the game, a magician from the circle named Amell is mentioned, who turns out to be a relative of the Hawke family.
  • Dalish Elf- Mahariel, an elf of one of the Dalish clans, who stumbled upon human marauders, treasure seekers In the cave. The hero and his companion Tamlen go inside and find a magic mirror - Eluvian. In the centuries that the artifact has spent in ruins, it has deteriorated, and young hunters have become victims of its magic. The main character is saved by Duncan, but his companion - Tamlen - disappears without a trace. The apprentice of the Keeper of the Merrill clan and the player's character will go in search of Tamlen, but they will only find Duncan, who will explain: the magic mirror is affected by dark magic - bad - and infects everyone who had the misfortune to get close to it. He declares Tamlen dead, and the main character has no choice but to believe him and join the Gray Wardens, who supposedly know the cure for filth. However, in the future, Tamlen can be met during one of the "random meetings" on the map. The Dalish is dying of filth and the main character will have to end the suffering of a friend. Passing as a Dalish makes it easier to communicate with the Dalish elves throughout the story, and Hawke's companion Merrill will mention Mahariel and Tamlen more than once in the second part. And the mirror with which her quests are connected is the very broken mirror from the ruins.
  • city ​​elf- Tabris, an elf from the Denerim Elvenage who marries / marries with his brother Soris in an arranged marriage. The hero also has a sister, Shianni, and a father. On this day, the Gray Guardian Duncan comes to Elfinage and goes to talk to the elder of the village. Unfortunately, at the very beginning of the wedding, the son of Arl Denerim named Vaughan arrives with a detachment and, having stunned the protagonist, takes both brides and Shianni to his estate. In the case of playing for a female character, she is also taken away. Waking up main character and his brother Soris go to save the girls by killing Vaughan. In the case of playing as a female character, Soris goes in the company of the groom, who dies at the hands of Vaughan's soldiers. After returning to the alienage with the girls, the guards will come for the main character and his brother, but Duncan stands up for the hero and takes him to the Gray guards. During the game, you can return to Elfinage, where Soris is at home, the hero's father is taken away by slavers, and Shianni leads the defense of Elfinage from the creatures of darkness. If you do not play as a city elf, he dies before the events of his initiation, and Vaughan sits alive in the prison of Denerim, from where he asks to be released.
  • Dwarf Commoner- Throw, an untouchable dwarf from Orzammar, works for the Charter, or rather for its head, Berat. The protagonist, who performs the dirtiest tasks (from racketeering and extortion to smuggling and murder), has an alcoholic mother and a sister who they want to work as a prostitute. Berat will give the main character several tasks, the last of which will be fatal for the hero: he will be forced to fight instead of the warrior Everd, and during the battle it will become clear that it is not a gnome from the warrior caste who is actually fighting, but an untouchable gnome, which is prohibited by the law of the gnomes. The hero is thrown into prison, from which he is forced to flee after learning that his sister is in danger. Subsequently, the hero kills Berat and gets caught by the guards. All this was helped by his friend, who shared his troubles, and swore an oath to watch over his sister while Duncan took the hero to the Gray Guards. Subsequently, according to the storyline, the hero can return to Orzammar and put an end to the Charter he worked for by killing its new leader, Jarvia (originally she was Berat's "right hand"). If you don't play as an untouchable dwarf, Jarvia kills Berat herself, and she needs to be killed anyway, without further ado.
  • Dwarf Aristocrat- Aedukan, middle son or daughter of King Orzammar, having two brothers Belen and Trian. The hero's father is already old and bequeaths the title to one of the three sons, and the sons decide to destroy each other, first of all taking care of the middle brother. The hero comes to his friend Gorim, the most faithful of all friends. Together with Gorim, the hero has to avoid his own death, and at the same time prove his right to the throne. At the very end, the hero is substituted by his brother Belen, who made an appointment for the hero, but when he arrived, he found the body of Trian at the meeting place. At this moment, Belen arrives, who framed him, and the father, who found the hero with the body of his brother. Almost everyone betrayed the hero, except for Gorim, and at the council they were sentenced. Against the verdict were Lord Harromount and the Gray Warden Duncan, who did not believe in the guilt of the hero. As a result, Gorim was expelled from Orzammar to the surface, and the hero was taken into the Gray Wardens. Upon returning to Orzammar, the hero learns that Belen hastened the death of his father and decided to sit on the throne. Harromount does not allow him to do this, fighting for the throne. Initially, Belen, having learned about the return of his brother, wants to kill him, and then lure him to his side, but you can also refuse (and then Belen’s people will attack the hero several times in an attempt to kill him) and take the side of Harromunt, who will give you difficult tasks and , in the end, after several unsuccessful assassination attempts, Belen himself will come to the hall and try to kill both Harromount, and the hero, and everyone who was in the hall, but subsequently the hero kills his brother, and Harromunt gives his strength to fight Mor. If you take the side of Belen, he will also give strength (less than Harromunt), and, handing over his brother's hammer, gently banishes the hero from Orzammar forever. If you do not play as a gnome-aristocrat, then according to him, Belen himself kills the king and Trian in detours, trying to become king.

Following the plot of each of the backstories, the player encounters the Gray Warden Duncan, who is recruiting new recruits into the ranks of the order, as the Blight - an invasion of monsters known as "Darkspawn" - approaches. Together with Duncan, the player travels to the ancient fortress of Ostagar, where he will have to undergo the rite of passage into the Gray Wardens and help King Cailan of Ferelden fight the advancing Darkspawn. The rite of passage requires the blood of the Darkspawn, and the player, along with other recruits and Gray Warden Alistair sets off to mine it in the Korcari Wildlands, where at the same time, with the help of the sorceress Morrigan and her mother, the legendary witch of the Wildlands, Flemeth, he finds the ancient Treaties of the Gray Wardens. At initiation, each recruit is given to drink the blood of the darkspawn with the addition of one drop of Archdemon blood, only the player character is destined to survive.

The battle begins. According to the plan of King Cailan, the player character and Alistair must light a signal fire on one of the towers, thereby giving a signal to teyrn Loghain (Cailan's father-in-law) to lead the troops into battle. It turns out that the Creatures of Darkness have already filled the tower, the player has to break through with a fight to light a fire, but Loghain, having seen the signal, decides to withdraw his troops, thereby dooming the king and his army to death. The Hero and Alistair are rescued by Flemeth. She sends her daughter Morrigan along with the player character and Alistair to help the Guardians in the fight against the Blight. Alistair suggests using the Treaties and raising an army of Dalish elves, Circle mages, and Orzamar dwarves.

Meanwhile, the traitor Loghain proclaims himself regent, and the kingdom is on the brink of civil war. The Hero, Alistair and Morrigan arrive at the village of Lothering, where refugees live. In the tavern, they are attacked by Loghain's men, but the hero and his companions fight them off with the help of the acolyte Leliana (Sister Nightingale). While passing through the village, the heroes discover the Qunari Stan, whom the hero frees after convincing the Reverend Mother to give the key. When leaving Lothering, the hero and his squad see the merchant Bodan and his son Sandal, attacked by the Creatures of Darkness, and save them. Grateful gnomes go on a campaign together with the hero and his companions.

Then the hero has to choose one of 4 paths - the path to Radcliffe, where they want to ask for help from Earl Eamon, as well as to the camp of the Dalish elves in the Bresilian forest, the dwarf city of Orzammar, and to the Circle Tower near the pier near Calenhad Lake. Traveling through Ferelden, the player visits these places and encounters local problems that he has to solve, each time facing a choice. After solving problems, Dalish elves (or werewolves), mages of the Circle (or templars), Radcliffe's army, Orzammar's dwarves and golems (if the Anvil of the Void was saved) join you.

Then the hero goes to Denerim to the Assembly of the Lands, convened by Earl Eamon. There he wages a covert battle against Teyrn Loghain, gathering information about his crimes. At the Gathering of the Lands, he presents this evidence, thereby exposing Loghain.

After the Gathering of the Lands and the election of a new ruler of Ferelden, the player travels to Radcliffe to fight a horde of Darkspawn led by an Archdemon who has revealed himself. But it turns out that the main forces of the Horde are moving on the weakly defended Denerim. The hero gathers an army and goes there. The hero's army reaches the city when the Darkspawn are already in it. He makes his way through the Horde, fighting against numerous enemies and finally gets to the Archdemon. The fight ends on top of Fort Drakkon, where the hero defeats the Archdemon and saves Ferelden from the Blight. The player is given the title of Hero/Hero of Ferelden.

Interesting Facts

  • Perhaps the image of Morrigan is a reference to the character of Irish mythology - the goddess of war and the werewolf Morrigan.
  • The visual images of Leliana and Morrigan were based on real girls - Maxim magazine models Alexandra "Alleykatze" Stein and Victoria Johnson.
  • In the official Russian localization: "Apparatus of Spirits" is translated as "Moonshine Apparatus".
  • In the English version, the people of Ferelden speak British, the Anders speak German, the Orlesians speak French, the Antivans speak Spanish, and the Dwarves speak American.
  • In one of the "random" locations with a fallen meteorite in the introductory video, an elderly couple finds a baby in a funnel and the old man says to his wife: "Martha, we will raise this boy ourselves." Apparently, this is a reference to the famous episode from the biography of Superman.
  • 800 thousand words were recorded in the studio during the voice acting of Dragon Age: Origins. In total, in the game, taking into account background information, there are over a million words.
  • Isabella the pirate and Merrill the elf sorceress appear in the Dragon Age II sequel as Hawke's companions.
  • The name of the king of Calenhad is similar to the name of one of the watchtowers of Gondor in Tolkien's legendarium.
  • The world of the game, Thedas, originally unnamed, was only a short name, abbreviated - THE Dragon Age Setting (Dragon Age Universe). Then the developers decided to leave it because of the euphony.

Critical reaction and awards

The game was very well received by critics, with the PC version scoring at least 9.0 out of 10.

According to GameSpot Dragon Age: Origins, " Best game 2009 for PC" and "Best RPG 2009", "Best PC Game 2009" by Gamespot.com users, " Best Story”, “Best Original IP”, “ Best Story and dialogues.

The game won the "Game of the Year" and "RPG of the Year" (2009) nominations from Igromania magazine.

The Russian portal Absolute Games gave the game a score of 92 out of 100. Dragon Age: Origins also took first place in the categories Best PC Game, Best RPG, Best Game Narrative, Best Visuals, Best Pre-Rendered cutscenes", "Best Sound", "Best Music", and "Best Title Theme" in AG's annual 2009 Reader's Poll. The game was also ranked second in "Bloodest/Brutal Game" and third in " Best Xbox 360 Game and Best PS3 Game.

Alistair is the youngest Gray Warden in the order. He is an optimist, a joker. In the veins of this Gray Warden also flows Royal blood, as Alistair is the illegitimate son of the late King Maric. But even knowing this, the joker does not want to become king. As a child, he was sent to the temple, after which he became a templar, but Duncan took the prince in time, right before Alistair pronounced the vow of the templar, seeing his grief and unwillingness to become a minister of the church. Nevertheless, the former templar remained prejudiced against mages. At the same time, Alistair loves all kinds of amulets, talismans and other "magic" items.

Alistair is kind, appreciates good human deeds, but does not tolerate evil. He is hilarious, but at the same time he often "dismisses nurses", recalling the death of Duncan and so on.

Alistair has a sister, Goldanna. She lives in Denerim's market district, next to the blacksmith Wade's workshop. When Aleister and the Gray Warden come to her, she does not particularly welcome them, after which the frustrated Aleister, along with the Gray Warden, will go outside. Teirin will once again complain to the Gray Warden. If you reproach Alistair and tell him that life is not a fairy tale, Alistair's character will become more solid. He will become more resolute, cruel, will not treat the idea of ​​his coronation with great contempt.

Accepted into your squad already under Ostagar. Will leave you if you save the life of Loghain MacTeer.

The prequel book The Calling introduces the theory that Alistair is the son of an elf mage who was a Gray Warden and whom King Maric slept with during the events of the book. At the end of the book, she introduces him to a human baby, stating that the child of a human and an elf is always a full-blooded human. Maybe it's Alistair.

In the second part, Alistair will appear if he survived after the events of the first part. Appearances also depend on the events of the first game. He can appear as a king, a Gray Warden, or a drunkard in the Hangman's Tavern.

Wynn

Wynn is one of the greatest mage healers who could have become the First Enchanter, but refused. This sorceress chose to help the Gray Wardens, so she was also present at Ostagar and saw Loghain's betrayal. She can leave you, but after attacking if she finds out that you are a blood magician (if you are one). If you desecrate Andraste's ashes, she will also leave.

Wynn had an apprentice, an elf named Aneurin. Wynn will mention him in conversation, after which the Gray Warden can promise her to look for him. Aneirin became a healer and went to the Dalish. However, he does not live in their camp, but prefers to wander through the forest. If Aneurin is found and Wynn is brought to him, she will be immensely grateful to the Gray Warden.

"Inside" Wynn, if I may say so, sits good spirit from the Shadow. He possessed her during the battle with the demon, when she protected children and students. Wynn lost the battle and died, but then resurrected and destroyed the demon. As you travel, the abilities of the spirit will increase. However, Wynn admits that the spirit is weakening and will soon leave her, and then she will die.

Wynn appreciates good, right deeds, but despises freedom-loving apostate magicians, does not tolerate maleficars (blood magicians), because he considers them magicians who do evil, not good.

Ms Coutren

He is the commander of the detachment, despite his peasant origin. Teirn Loghain's right hand. From her body, you can remove the sword from the codex - the Summer Sword or the Sword of Summer. Lady Couthren is boundlessly loyal to Loghain. During the Battle of Ostagar, it was she, along with Loghain, who commanded the soldiers of MacTeer. However, she does not always approve of his actions and decisions: for example, when Loghain gives the order to retreat during the assault on Ostagar, Coutren will dumbfoundedly ask about the king, but, after angrily pulling back the hand that Loghain grabbed, he will nevertheless withdraw the troops. A servant of Queen Anora will come running to Earl Eamon and you will be sent to rescue her. You will fight Earl Howe, after which Couthren will attack you. If your companions are strong, you can defeat her. Before the Gathering of the Lands, Couthren will try to stop the Gray Warden by force. However, if the Gray Warden is eloquent enough, he (or she) can persuade Lady Couthren to step aside. Coutren, sighing sadly, will finally understand what McTeer has become and let the Gray Warden pass.

Duncan

Head of the Gray Wardens in Ferelden. He appears in all of the game's backstories, no matter which one you choose. He was wounded by an ogre at Ostagar, then cut in two by the ax of the gurlock leader. However, the ogre is killed by Duncan.

Duncan's body, like the other soldiers, was never found. Most likely, the creatures of darkness simply ate him or, due to the fact that he is a Gray Warden, burned him.

It seems that Duncan was fluent in two types of combat: with a sword and dagger, and with a sword and shield. At the Battle of Ostagar, he fought with an enchanted sword and dagger, however, his shield can also be found in the Gray Wardens' cache.

The Calling book reveals Duncan's origins. In his youth, he was a pickpocket in the Orlesian slums (although he was originally from Rivain), but was caught and sentenced before being freed by the Gray Warden and recruited into the order (most likely because of this, he recruited Daveth) . Even after that, Duncan did not immediately get rid of the habit of grabbing everything that is badly lying. At the end of the book, the command of the Guardians appoints him as the main Guardian in Ferelden.

Zevran

Zevran is an elf, the son of a whore and a lumberjack. He grew up in a brothel, and after that, he was bought by the Antivan Crows - the best killers in Antiva, and possibly all of Thedas. Zevran's past is rather vague, and he doesn't really want to talk about it. The only thing that is initially known about him is that he grew up in Antiva, raised first by prostitutes and then by Ravens, became one of the top killers, and was hired by Loghain to kill the Gray Warden.

Zevran has a very ambiguous personality. On the one hand, he mocks himself and the entire public, but on the other hand, he is offended when he is reproached for something. Zevran is cold-blooded in battle. Trained in the Antivan Crows guild of Antivan assassins, Zevran endured many abuses, passed the "natural selection" and became the best of the best. He realized that in order to achieve the main task - killing - everything is good, therefore, in the battle he uses "dirty" tricks, poisons and even bombs.

Zevran is very ironic, although his irony often turns into vicious black humor. Zevran's mother was a Dalish, so he speaks well enough of this people and will be very upset if the Gray Warden destroys the elves in the Brecilian Forest.

Zevran is very nostalgic for his homeland - Antiva. He often thinks about the brothel he grew up in and the smell of Antivan leather. In Dragon age II, Isabella remembers him as he killed her husband with a dagger to the head.

Jovan

Maleficar. In the Tower of the Circle, he fell in love with one of the priests, who told him that the templars intended to make him pacified for supposedly "studying blood magic." He asked an unknown mage of the circle, or your protagonist to help him, but, in the end, the escape with his beloved failed, the templars tried to grab him, but he was able to escape, causing them great physical harm. His beloved, by her own will, was imprisoned. She could not forgive Jovan for lying about his non-blood magic, nor could she forgive herself for believing him and becoming an accomplice in crime.

Having become an apostate, Jovan looked for ways to save his life. He was then hired by teyrn Loghain to poison Arl Eamon "for betraying Ferelden". Jovan was promised the protection of the teyrn in the event of the earl's death. To get closer to the Earl, Jovan, at the request of Lady Isolde, the Earl's wife, was hired to work as a teacher to Eamon's son, Connor, who turned out to be a magician. Jovan fulfilled his part of the treaty with the teyrn and poisoned the arl, but due to the intervention of the demon of Desire, which took possession of Connor, Eamon was able to survive. Jovan was captured and imprisoned in the dungeon of the earl's castle on the orders of Lady Isolde, who was sure that Jovan had summoned the demon, and Teirn Loghain, of course, quickly forgot about the maleficar.

The fate of Jovan is completely in the hands of the Gray Warden - he can kill him, drive him away, or use him to destroy the demon Connor through the Shadow. The further fate of Jovan depends on his actions - if he escapes, he can be found on the road, fighting the creatures of darkness. Otherwise, he will either be executed or turned into a Humble.

According to the game's creators, Jovan was originally intended to be the player's companion, but time constraints forced them to cut that part of the game.

King Cailan Teirin

The son of King Maric, after the death of his father became the new King. Two months after his coronation, he married Anora, daughter of Teirn Loghain, Maric's advisor and best friend. He died in the Battle of Ostagar: he was literally crushed by an Ogre, subsequently killed by Duncan. In the Return to Ostagar downloadable content, you can bury Cailan with dignity by exposing his body to fire, hanging from a crucifix built by the darkspawn, or throwing him to be eaten by wolves. Also there you can collect his armor and get his father's weapon - Maric's Blade.

Despite his royal lineage, Cailan is essentially a simple man, he likes to shirk his duties and spend time with ordinary soldiers or messing around with mabari. In this, he is very similar to Alistair, his half-brother, who also prefers the simple life to the crown. Anora later hopes to take advantage of this, who, even being Kailan's wife, practically ruled the state without his help.

Kailan Teirin is a arrogant and impatient person, in many ways this is what ruined him. He spoke disparagingly of the darkspawn, thinking that the horde was just a few large bands united in one army, but not the Blight. Cailan admired the Gray Wardens, elevating their skill almost to the level of heaven, dreaming that the battle of Ostagar would glorify him, as once the ancient kings, who also fought alongside the Gray Wardens. Then he did not take into account the possibility of Loghain's betrayal, however, no one could have foreseen this, except Loghain himself.

Cailan refused to wait for reinforcements from the Orlesians and Redcliffe's army. Subsequently, it turns out that Kailan may have had some feelings for the Empress of Orlais, and mutual.

Kailan is a fairly experienced warrior, he participated in the battle along with his soldiers. At the Battle of Ostagar, he fought with a two-handed blade, leaving his main weapon, Maric's blade, in a chest in the royal enclave, leaving the key to a trusted soldier.

Queen Anora

Widow of Cailan Teirin. After the death of her husband, she formally remains the ruler of Ferelden, although, in fact, her father Loghain MacTeer, who declared himself regent of the queen, seized power.

Anora is very smart and prudent, it was she who ruled the kingdom under King Kailan, who almost completely retired in favor of his hobbies. According to Kailan's correspondence, it can be said that he did not have or lost feelings for Anora, and started an affair with the Empress of Orlais. Anora herself was criticized more than once, mainly for the fact that she never gave birth to an heir, despite her no longer a girl's age. Many believe that she is barren, some even spread rumors, as if a curse for the fact that a commoner was placed on the throne.

After the death of her husband, Anora does not support her father in many ways, although it is possible that it is not only that she does not like Loghain's politics, but also that he tried to take the throne from her. Ultimately, if the Gray Warden does not support her candidacy as the sole queen, or at least Alistair's future wife, she will again stand up for her father, believing that it is better to share the throne with him than to completely give it to Alistair. Also, if the Gray Warden is a man and the heir of the Kusland family, then he can offer Anora to marry him. Thus, the Gray Warden would become Prince Consort, and Alistair would be relieved of the need to be made King. But Anora will refuse to marry Alistair or the Gray Warden if Loghain is killed before he becomes a Gray Warden.

Loghain McTeer

Advisor and father-in-law to King Cailan. He is also the Teyrn of Gwaren. Thairn is a very intelligent person and an excellent tactician. By origin - a commoner, but for the victory over Orlesian and the expulsion of the Orlesian troops from Ferelden, he received an honorary title from the previous king of Ferelden - Maric. At the Battle of Ostagar, his task was to stay with a small force in ambush to surprise the Darkspawn in the flank. The signal for the attack was to be a signal fire lit on the Tower of Ishal. However, when this happened, Loghain orders a retreat, thus leaving King Cailan and the Gray Wardens to be torn to pieces by the darkspawn. Despite the fact that many - including the closest associate of the protagonist, the Gray Warden Alistair - consider Loghain's act a betrayal, the teyrn himself claims to the last that this was a necessary measure to preserve the army. This is confirmed by the writers of Bioware, but nevertheless, there is no evidence in the game that Loghain did not intentionally leave the king to die. Returning to Denerim, he declared himself regent for Queen Anora, his daughter, which angered the Banns and Earls, who demanded that Loghain abdicate. However, the teyrn refused to do so, thus plunging Ferelden into civil war in the face of the oncoming Blight. He blamed the Gray Wardens for the death of the king (and, perhaps, even sincerely thought so) and announced a hunt for those of them that survived, including the heroes of the game. When the Gray Wardens began to make headway in gathering a united force to fight the Blight, Earl Howe, with Loghain's permission, hired the Antivan Ravens, the world-famous assassins from Antiva, to get rid of the hero.

The exact reason for Loghain's betrayal is not entirely clear, and many factors could have contributed to it. But at the head of all is his love for Ferelden, which ruined him. Loghain considers Cailan a king unworthy of his kingdom. King Cailan appears as a young, glory-seeking youth who dreams of epic battles"Like the old days." He constantly argues with Loghain in matters of strategy and tactics, and also rejects reasonable tactical combinations in favor of spectacular and pretentious ones. This jeopardizes not only the king himself, but the success of the war as a whole. Another reason for the conflict is Cailan's desire to unite in the war with Orlais, and this after only a few decades since the de-occupation of Ferelden. Orlais is a powerful state with a good army, ready to lend its troops to Ferelden in the fight against Blight. Cailan believes an alliance with Orlais is necessary, while Loghain, a hero of Ferelden's war of independence, considers an alliance with Orlais a betrayal of the country. In many ways, this hatred of Orlais blinded Loghain, the teyrn was ready to destroy the people of his state and give everything to the creatures of darkness, just not to let the Orlesians into their lands. After Cailan's death, Loghain immediately declared himself regent for his daughter Queen Anora, blocking the way for the Orlesian forces, including the Gray Wardens.

In the Return to Ostagar add-on, in Cailan's chest, you can find his correspondence with the Empress of Orlais, from which it is concluded that Cailan had a mutual attraction with her. Adding fuel to the fire is the fact that, according to rumors, Queen Anora suffers from infertility, which is pointed out to the king by his adviser and uncle Earl Eamon. He advises to break up with her.

Loghain can be called not only a nationalist, but also a racist. He gave permission to the people of the Tevinter Empire to lead the elves out of Denerim's Elvenage, thus allowing the slave trade in free Ferelden. He himself justified this by the fact that Elfinage still could not be saved from Mora, and the money from the slave trade would benefit the army.

Thus, Loghain himself believes that he is doing the right thing and his only desire is to save the country. Comments on this subject are also given by the scriptwriters of the game. In addition, in the game resource editor, it is possible to read the comments of the developers in the dialogues and cutscenes from the game.

Toward the end of the game, you can take Loghain into the squad, make him a Gray Warden, but then Alistair will leave the group, not wanting to forgive "the killer of Duncan and all the other Gray Wardens of Ferelden."

In The Stolen Throne, we learn that Loghain used to be a brigand and his father was a farmer from Luttering who lost his land. Loghain also had an affair with Rowan, Maric's future wife, but he himself insisted that Rowan return to Maric for the good of the country.

Leliana

She used to be a bard in Orlais and, concurrently, a hired killer, but after the betrayal of her close friend and mentor (perhaps even her lover), Marjolaine moved to the Lothering church. It helps you, motivating your actions by the fact that "the Creator himself gave her a sign." With Leliana in the team, you will always have an excellent relationship with the church, for example, when she sees Leliana, the Reverend Mother can immediately give Stan to you without further questions.

Leliana's mother is from Ferelden, so despite her life in Orlais, she considers herself a Fereldan. Her mother was a servant of a rich lady named Cecile, who brought them to Orlais. Leliana was orphaned at an early age, but remained under the care of Lady Cecile, who raised her with an education that consisted mainly of singing and dancing. As she grew older, she fell under the influence of Marjolaine, a bard, spy and assassin. So Leliana learned her art and mastery of combat. During one of her missions, she learned that Marjoline was selling information about Orlais to Tevinter and Antiva. Fearing for her friend's life, Leliana gave her the discrediting documents. But soon the guards came for Leliana herself and accused her of betrayal, referring to the very documents that Marjolaine had redone, inscribing the name of Leliana instead of her own name. Leliana was imprisoned and tortured. But she managed to escape and escape to Ferelden. There she became a novice of the Lothering church. Having dreamed about the coming darkness and the flowering of the already withered rose bush, she took this as a sign from above and offered her services to the Gray Wardens. The church made her softer, but did not deprive her of her fighting skills. Subsequently, she again had to face Marjoline and forever resolve their conflict.

In the second part of the game, she returns to Orlais and becomes an inquisitor, answering only to the Most Holy One herself (a person similar to the Pope). Hawke can meet her in Kirkwall, where she arrives to warn the Reverend Mother Elfine of the possible danger due to the upcoming conflict between mages and templars. At the end of the game, it turns out that she is the partner of Cassandra Pendegast and is looking for where the Defender of Kirkwall and the Hero of Ferelden (if the Guardian survived) disappeared.

Morrigan

Morrigan has a rather complex character. She appreciates deeds that lead to profit and power, regardless of the consequences, for example, in a mission where the player has to choose between an army of golems and huge losses of human lives, or the destruction of a forge, she takes the side of Branca, or rather supports her, but fights sideways side by side with you. Morrigan is a tough and purposeful person, her life credo is "survival of the fittest", while she is not a supporter of senseless killings.

Morrigan is very poorly versed in human psychology. So, she does not understand such a phenomenon as "love", she is very surprised that she has a friend - the Gray Guardian. She also warmly accepts gifts and says that she has never received presents.

Morrigan is the daughter of Flemeth, a legendary witch from the Korcari wilderness. She is a stranger from the world, and only occasionally got out of the forest, therefore, she never had friends, and the company of only her mother gave her a complex character.

If the Gray Warden befriends Morrigan and brings her Flemeth's grimoires, she will offer the Warden a way to slay the Archdemon and still survive. You just need to sleep with her the night before the battle with the Archdemon. If the Guardian is a woman, Alistair will need to be persuaded to sleep with Morrigan.

Oghren

A red-haired and red-bearded berserk dwarf who used to be in the warrior caste. After the departure of his wife, Branka, who went in search of the Forge of the Void, drunk, she kills another warrior. Orzamar Thaeig, as well as the Diamond Halls, forbid him from carrying weapons. But this punishment is the greatest shame for a skilled warrior.

Oghren tries to maintain the image of a "rock warrior", insensitive and unemotional. However, he doesn’t do it very well: for example, he explains a mean tear by the fact that “a bee has bitten”, and when he wanted to ask the Guardian for help, he could not find words for a long time. Oghren is always happy to have a drink in the company, but just care and concern for him cause him joy and sympathy for the Guardian. However, he never expresses it directly.

Oghren is a skilled warrior, a berserker. As he himself explained, berserkers are warriors who build up rage and release it during combat to shred nearby enemies. He can teach this to a Guardian (if he is a Warrior), Alistair or Stan.

After the battle with the Archdemon, Ogren will be offered a position as a general in the human army. However, Oghren remained himself and argued with Bann Tegann that he would drink a keg of brine.

In Dragon Age Origins: Awakening, Oghren appears during the defense of Vigil's Tower from the darkspawn. If the Gray Warden is imported from original game, then Oghren will gladly greet an old friend. Later, he easily endures the rite of passage and becomes a Gray Warden. He helps the player throughout the game.

Oghren has a wife and child, whom he ran away from to become a Gray Warden.

Subsequently, Oghren could become one of the best Gray Wardens in Ferelden.

Stan

A warrior from the Qunari race, who sailed on ships with his detachment on a special mission. Later, stopping at Lake Calenhad, his entire squad is killed by the creatures of darkness, and his sword, which was made specifically for his hand in Beresaad itself, is kidnapped by a marauder. Later, farmers from Lothering find him, but he, in a madness, after learning that his sword was missing, kills the family. The Reverend Mother imprisoned him on the street without food or water, leaving him to fend for himself.

The Gray Warden releases Stan (that's not a name, by the way, but a title), and he joins him (although he can simply be kicked out). Stan owns a two-handed blade, although he lost his "native" sword - a weapon forged from rare blue steel only under his hand - during the battle at Calenhad Lake. If the Gray Warden finds the sword, Stan will be eternally grateful to him.

From time to time, Stan will share his own observations about Ferelden, as well as talk about the Qunari people.

Flemeth

A witch from the Korkari Wilds, who is the stuff of legends both in Ferelden and in the barbarian tribes, the Hasinds. There are so many legends and myths about her that no one even knows what is true and what is fiction and a fairy tale. Helps the Gray Wardens, explaining his help by his own fear of the Blight. As payment for the rescue, he sends his daughter Morrigan with the Guardians. One of Leliana's tales tells how Flemeth became a witch from the Wild Lands: she took revenge on her husband Connabar for the murder of her lover. In anger, she became possessed by a powerful demon that destroyed Connabar and all his people. The legend mentions Highever Castle, which now belongs to the Cousland family (they may be the Gray Warden - a noble person). Morrigan will tell this story differently, and later, in the Witch Hunt DLC, he will declare that Flemeth is not possessed at all and not even a person. If you find a book with Flemeth's secrets in the Circle Tower and give it to Morrigan, then she will tell you what was written in the tome: the secret of Flemeth's immortality. It turns out that the legendary witch bore her daughters, raised them, raised them, and then killed them in order to inhabit their bodies with the help of magic. Upon learning of this, Morrigan will ask you to kill your mother. However, the protagonist can release the witch, who promised never to appear in Ferelden.

In the second part, Flemeth (disguised) saves the Hawke family during their flight from Luttering. In return, she asks Hawke to deliver her amulet to the Dolly elves near Kirkwall, which he does a year later. The elves perform a ritual that Flemeth recreates. Apparently, Flemeth knew that Morrigan would try to eliminate her and set in motion a plan to return. From her words, it can be judged that Flemeth can exist in several bodies at the same time. The Dalish elves know Flemeth under the name of Asha "bellanar -" Woman of Many Years ", however, the Gray Warden Dalish will not remember this when meeting with Flemeth.

Rendon Howe

Aristocrat, ward and chief henchman of Loghain. Slaughters the entire clan of Kuslands in order to take possession of their lands. If you play as the last Cousland, then you are the last survivor (except for the older brother, who appears at the end of the game). Howe soon takes possession of Denerim as well, becoming its Earl as well. He is distinguished by cruelty, love of torture and self-righteousness (his last words, when he dies at the hands of a hero, are: "The Creator sees, I did not deserve this!").

Eamon Guerrin

Earl of Radcliffe, who is poisoned by Jovan, but the Urn of Sacred Ashes is soon found, with which he is cured. He is married to Lady Iseult, an Orlesian, with whom he has a son, Connor, who wields magic, and a brother, Tegan. The earl also had a sister who married Maric. After healing, he helps the Gray Wardens, as well as his nephew Alistair, whom he wants to seat on the throne of Ferelden.

Sheila

Downloadable Content Golem " stone prisoner". She used to be a dwarf of the warrior caste, but in Caridin's time, she sacrificed her soul so that he could create a golem out of her.

Sheila is strong, she has special abilities, and she also calls the protagonist the name "it". If you kill Karidin in the Anvil of the Void mission, she may leave your party.

After spending a long time immobile as a statue, Sheila developed a deep hatred for pigeons and birds in general, as everyone knows what pigeons do to statues.

In the English version of the game, Shale is a neutral name, and the golem's deep voice makes everyone think it's a man.

Andraste

A historical figure, for the setting of Dragon Age, which is an analogue of both Christ and Joan of Arc. In ancient times, all of Thedas was ruled by magisters, the sorcerers of the Tevinter Empire. The runaway slave Andraste received a vision from the Maker and united the wild tribes of southern Thedas (this territory would later be called Ferelden) to lead them on a Holy campaign against the Empire. The campaign was successful, and southern Thedas was freed from oppression. But Andraste herself was betrayed by her own husband, jealous of her power and honor, and handed over to the masters who betrayed her to the fire. At the last moment, the Tevinter Archon Hessarian could not stand Andraste's torment and stabbed her with a sword, granting a quick death. The ashes of Andraste fell into the hands of one of the founders of the Church and are hidden in the mountains. Subsequently, Andraste became a great martyr, to whom almost all the prayers of the followers of the Church are addressed. Just like Christians in real world, the followers of the Andraste cult were persecuted and few in number for a long time.

Dragon Age: Origins - Awakening

Unlike the first part of the game, there are no such romantic lines, and it is almost pointless to delay any relationship, since big time focused on combat, not storylines.

Anders

A renegade mage that the protagonist encounters during the attack on Vigil's Tower. He joins the battle with the creatures of darkness, and after the victory he can be protected from the templars by accepting into the order of the Gray Wardens. He will survive the Initiation and join the squad. Anders is not his real name, but only a pseudonym indicating the origin - the magician comes from Anderfels. He got into the Circle already as a teenager, and therefore he could not get used to the orders prevailing there and set a record of successful escapes from the Tower - seven times. Fortunately, he has never been accused of using blood magic, and is generally considered capricious, but useful - Anders' talents lie in the field of spiritual healing and elemental magic. This mage fears maleficars and blood magic. He does not want to study it, although if you teach it to him, or if you yourself turn out to be one, then it's okay - Anders' attitude towards you will not worsen. Anders does not approve of the rebellious moods of many magicians and their idea to rebel against the Church, but he himself hates the templars and mockingly treats the dogmas of the Church and Andraste herself.

Anders has several interests: jewelry, gold earrings, and cats, which Anders loves. He will tell you that he already had a cat in the Circle of Magicians, named "Mr. Fluffy". The templars and the First Enchanter allowed the cat to be looked after, but soon a demon moved into it, the templars had to kill the small animal. Also, as a child, the magician dreamed of a tiger knight named Sir Lancelap, who would tear apart the hated templars and pull Anders out of the tower (you can find drawings of little Anders in Witch Hunt). Subsequently, Anders will name a kitten after the knight from his dreams.

If in Dragon Age: Origins - Awakening you leave him in the Vigil's Tower before going to Amaranthine, which is about to be attacked, and then does not return to save the Tower, he will die from a darkspawn arrow that hit him in the throat, but before that he will kill about a hundred enemies with magic.

Escapes from the order to Kirkwall, where he joins Hawke's squad. By default, he is considered accepted into the Gray Wardens, and a deserter. Even if he is declared dead in the Awakening epilogue, it will only affect a couple of dialogues with cameo characters. Anders' character also changes a lot - he is far from being so cheerful and selfish, although he still loves cats and yearns for Sir Lancelap, who was taken by the Guardians. This is explained by the fact that Anders became a vessel for the spirit of Justice, which, under the influence of his anger, was transformed into Vengeance. Even if you taught Anders blood magic in Awakening, in the second part of the game he will not know it, and will also disapprove of deals with demons and blood magicians in general. As the game progresses, Anders is revealed to be the main culprit in the ensuing mage uprising.

Velanna

Like Anders, Velanna is an apostate mage, but this is because she is one of a clan of Dalish elves. Velanna was a student of the Clan Guardian, and it is known that the guardians of the elves are able to control plants and tree roots, and the trees themselves in principle. Once, she did not want to follow her clan, opposing her teacher, then some of the elves followed her. Leading them to their goal, the apostate did not suspect that the creatures of darkness would kidnap her sister, and then cut the rest of the rest, scattering human weapons.

It was then that Velanna raged, starting to revive the trees in her anger. She attacked the barbarian tribes, but soon a hero (heroine) arrives and stops the guardian's apprentice.

Despite everything, at its core, Velanna is very kind and sincere (for an elf character). She loves different memoirs, things belonging to the clans of the Dalish elves. She can also teach you the art of Guardian Magic by passing on her knowledge.

Mhairi (originally Mhairi)

Her character was never revealed, as she dies almost at the very beginning of the game. We only learn about Mhairi that she used to be in the service of the king (queen), is good with a sword and shield, and also admires the Gray Wardens.

This warrior dies during the rite of Initiation.

Nathaniel Howe

Son of Earl Rendon Howe. When the hero becomes commander of the Gray Wardens and Earl of Amaranthine, Howe Jr. secretly infiltrates the fortress. Initially, he wants to kill the Guardian, thus avenging the death of his father and the expulsion of the family, but on the spot - perhaps because the Guardian has not yet arrived at the castle - he decides to get by with the theft (from his point of view - returning to the hands of the rightful owners) family values. But the guards of the castle grab him and, despite desperate resistance (according to the guards, it took four people to twist Nathaniel) he was put in a dungeon. The hero, as the new owner of the castle, needs to decide his fate: execute him, let him go in peace, or call him to the Gray Wardens. In the latter case, he joins the squad.

If you have a chance to travel through the castle dungeons, you will find many things that belonged to his family. Of course he will like them.

Oghren

In this part, you will also meet Oghren. Nothing happened to him, of course, except that he wanted to become a Gray Warden. Having passed the beginning, you are faced with the choice of whether to leave Oghren?

If the player imports their character from Origin into the module, Oghren behaves according to the story set out in the module. However, his attitude towards the GG will be kept at the “neutral” level.

By the way, after the initiation, this merry fellow began to dream, and therefore talking with him is even more fun! As already mentioned, nothing really has changed in it.

Sigrun

Dwarf girl from the Legion of the Dead. She and her party found a passage to one of the dwarven thaigs, which you will have to explore with her. In the course of the story, we learn that Sigrun was a reconnaissance legionnaire that can survive the most powerful opponents and blows. Sigrun is rough, strong, but very kind, while she has a well-developed sense of humor.

Justice

Going on a journey to the Dark Marshes, you will stumble upon an abandoned village. During the passage of the mission, you will be thrown into the Shadow, where this place is not affected at all: neither by time, nor by creatures. Exploring, you will soon make your way to the village, and there the Spirit of Justice awaits you. After you defeat the witch in the Shadow, Justice will fall into the body of a dead gray guard, because of which you actually went to the swamps. Having defeated the demon witch once again, he will try to find his meaning in life, then he can join you.

Kristoff, or rather already Justice owns Spirit Magic, which you can actually learn, but only as a warrior. To establish relations with Justice, it is necessary to find things that belonged to Kristoff - he will gradually remember fragments of the past experienced by the dead gray guard.

Dragon Age 2

Hawk family

Protagonist (surname Hawke)

Main Dragon hero Age 2 is a human refugee from Lothering, a village completely destroyed by the darkspawn during the Blight in Ferelden. After escaping from his native village, where his (her) father died, he migrates with his family to Kirkwall, the City of Chains, which is part of the Free Marches, to the homeland of his mother Liandra. In order to work out the fee for "entrance to Kirkwall", he is hired as mercenaries or smugglers. Within a year, he becomes a notable person in criminal circles, thanks to which Varrik notices him (her), whose brother arranges an expedition to the Deep Roads. After this expedition, Hawk turns out to be a rich man, at the expense of money and an aristocratic pedigree of his mother, he is knocked out in the Upper City. Three years later, he takes an active part in the defense of Kirkvol from the attack of the Qunari and defector elves, which deserves the title of Defender. After that, he becomes a respected person, the second in power after the knight-commander Meredith. Three years later, the Protector finds himself involved in a conflict between the mages and the templars of Kirkvol, which flared up with unprecedented force through the fault of Anders. The defender has to support Meredith's Destruction Right and exterminate all the mages, or help the mages fight the templars. In the first case, the Protector will end up being asked to become a viceroy in Kirkwal, otherwise, he will have to flee the city. In any case, after these events, Circles of magicians will begin to rise throughout Thedas, and the Protector himself will disappear for one reason known to him.

He is the son (daughter) of Leandra Hawke (Amell), the older brother (sister) of Bethany and Carver.

Bethany Hawk

Renegade mage, twin sister of Carver Hawke, younger sister of Garrett/Marianne Hawke. Specializes in fire magic. If you choose the specialization "Mage", she dies at the beginning of the game. Spends his free time at Uncle Gamelin's house. A kind girl who prides herself on being an apostate. He loves his older brother (sister) very much.

She can become a Gray Warden on an expedition to the Deep Roads (if Anders is in the party, otherwise she will die), but if you did not take her on an expedition with you, she will be taken to the Circle of Mages.

Carver Hawk

Warrior, twin brother of Bethany Hawke, younger brother of Garrett/Marianne Hawke. Prefers two-handed swords. If you choose the specialization "Warrior" or "Rogue", dies at the beginning of the game. Spends his free time at Uncle Gamelin's house. Carver has a bad temper, often whines for one reason or another, rarely satisfied. He envies the talent of his brother (sister) and argues with him (her) in everything. In this respect, he has become a little closer to Varric, also a younger brother who has to obey his older brother, although Varric prefers to take his situation with irony.

Can become a Gray Warden on an expedition to the Deep Roads (if Anders is in the party, otherwise he will die), but if you did not take him on an expedition, he will run away from home and become a templar.

Leandra Amell

Mother of Hawke, Bethany and Carver. She is a Kirkwall noblewoman and chief heiress of House Amell, but left the house and fled to Ferelden to marry the renegade mage Malcolm Hawke. There were also magicians in the Amell family.

He dies in the fourth year of his new life in Kirkwall at the hands of a crazy blood magician who collected zombies from the body parts of various women, reminiscent of his deceased beloved.

Companions

Varric Tetras

A Dwarf Grounder of the Orzammar blacksmithing caste. Hawk's friend or rival. Rogue, specialization: crossbowman. It is on behalf of Varrik that the second part of Dragon Age is narrated. He rents a room in the Hanged Man tavern. He considers the latter to be his home and cannot imagine his life without it.

He has a brother, Bartrand, with whom Varric and Hawk go on an expedition to the Deep Roads. As a result, Bartrand is possessed by a demon and forced to lock his own brother and his friends in a forgotten teig. They manage to get out, but Varric forever loses trust in his brother.

He has a fanatical love for his crossbow, which he calls "Bianca" (a clear reference to the game "Assassin's Creed II" - there was also a character who called his weapon "Bianca"). It is later revealed that this crossbow is unique. It was designed by Varric's former comrade in an attempt to create an automatic crossbow. "Bianca" is the only working copy.

Aveline Wallen

A warrior girl who specializes in sword and shield, she was in the ranks of Kailan's troops destroyed at Ostagar. Templar's widow Wesley. It is possible that the prototype of Aveline was the legend of the first warrior girl Aveline, told in Dragon Age by Leliana, or read in the Codex. Lives in the barracks of the city guard.

At the start of the game, her templar husband Wesley Wallen becomes infected with the corruption and asks to be killed before turning into a screamer. The player can do it himself or let Aveline, but if he does it himself, then Aveline may be offended by him, but if you choose the phrase: "... Your husband is up to you ...", then she will be grateful. In similar cases, also leave it to relatives or friends to decide (exception - when Anders asks about Karl, advise him to kill).

In Kirvol, Aveline quickly makes her way into the people, joining city ​​guard. With Hawke's support, she is able to find evidence of the city watch captain's treachery and subsequently take his place. Also, not without the help of Hawke, Aveline clumsily, but will achieve the location of the guard Donnik and marry him.

Aveline has a very strong character, she does not like illegal actions of any kind and tries to suppress them harshly. But, on the other hand, she showed herself to be very shy and rather clumsy during the courtship of Sweet clover, if Hawk had not directly expressed her feelings to him, perhaps Aveline would have remained single.

Isabel

Rogue duelist of Rivain, pirate, former captain of a pirate ship. It also occurs in the first part, where it can train the protagonist of the duelist specialization. In combat, he prefers two daggers. Spends his free time drinking alcohol in the "Hangman".

Isabella is a freedom-loving and dissolute person. She has a weakness for handsome and strong men who do not have to persuade her to "close relationships" for a long time. She ended up in Kirkwall by an unfortunate accident. She was ordered to steal the sacred book of the Qunari, the same chased her ship, but the battle and the untimely flown storm destroyed the ships of both Isabella and the Qunari. As a result, it was Isabella who became responsible for the appearance of the Qunari in the city. It is one of the possible love interests for a man and for a woman.

Fenris

An elf slave of the Tevinter Magister and mage Danarius, who has lost his memory and is physically altered by the effects of lyrium. A warrior who specializes in two-handed weapons.

Fenris' real name is Leto. He voluntarily agreed to become part of Danarius' lyrium experiment, in exchange for freedom from slavery for his mother and sister Varanya. Danarius implanted lyrium into the skin of Fenris, creating something like vein tattoos through which lyrium flows instead of blood. Fenris claims that due to the unbearable pain that accompanied the ritual, he lost the memory of his former life; however, it is possible that his memory was erased on purpose to rule out possible rebellion on the part of the slave. Lyrium enhanced his physical capabilities, at the same time giving him new, magical ones - Fenris can make his body partially intangible, which allows him to dodge blows in battle and kill people with his bare hands (which he demonstrates several times during the game, tearing out his opponents' hearts). So the elf became a slave-bodyguard of Danarius. Once Danarius, due to the fact that there was not enough space on the ship, had to leave Fenris to die on an island captured by the Qunari. There the elf was found by the warriors of the mist, free people who do not obey anyone's orders. With them, Fenris first learned what freedom is, but soon Danarius found him and ordered to kill all the soldiers, which Fenris did, unable to purely psychologically resist the order of the owner. But it was at this moment that life turned upside down: he realized that he no longer wanted to be a slave, and fled. The escape was successful primarily because Danarius did not expect such an act from a previously absolutely obedient slave. Time after time, he sent assassins who were supposed to return his "runaway property" to him, but Fenris each time dealt with them and fled to another city to hide from his pursuers. During one of these battles, Fenris meets Hawk and gains the first friend in all the time of his freedom. With the help of Hawk, he deals with the servants of Danarius, and then with himself. However, Hawke can also deny Fenris protection and give it to Danarius. Broken by such a betrayal, the elf will surrender without resistance, and later Hawk will receive a letter from Danarius thanking him for the return of the slave and the message that Fenris's memory was again erased and he became subdued again.

Due to memory loss, Fenris is psychologically in her teenage years. He is withdrawn, thoughtful, and has difficulty controlling his rage. He hates magicians, believing that their gift is a curse, and there is no sacrifice that a magician would not make for the sake of power. Most of all, Fenris wants to be free, however, even having fled from the master, he remains a slave to his own hatred, and involuntarily looks for someone whose orders he can carry out.

Lives in the Upper City in the former mansion of Danarius. It is a possible love interest for a woman and for a man.

Anders

Renegade mage, as well as the Gray Warden from the first official Dragon Age add-on. Specializes in healing magic. Fled Ferelden, not wanting to deal with the Guardians anymore. Made a deal with Justice and became its receptacle. He explains this by the fact that he wanted the good spirit to have a normal body, not a corpse and not captured by force, but a body that voluntarily accepted it. Unfortunately, Anders did not notice that Justice had begun to show a desire for revenge since his time with the Hero of Ferelden. Mixed with the feelings of Anders himself, Justice absorbed all Anders's hatred for the templars and, in general, for the position of magicians and turned into the demon of Vengeance (in some ways it resembles the story of Zarathos from "The Spirit of Vengeance").

He lives in the slums of Kirkwall, where he maintains an underground clinic and does not hide the fact that he is a magician. Shows great dissatisfaction with Meredith's policies, wanting to change the lives of magicians. As a result, it is he who starts the war between the magicians and the templars, destroying the Church and killing the Reverend Mother Kirkvol.

Anders has changed quite a bit since his adventures with the Hero of Ferelden. Instead of a frivolous and caustic magician looking at girls, he became a vengeful killer. Perhaps the reason for this is Revenge, because of which Anders sometimes cannot control himself and is ready to go even to inexplicable murders. Anders misses Sir Lancelap, his kitten, which was given to him by the Hero, but which, by order of the Guardians, he had to give to a friend.

Anders is one of the possible love interests for a man and for a woman.

Merrill

An exiled Dalish, a blood mage who is a temporary companion of the Dalish Elf Guardian from the first part of the game. Uses blood magic and sees nothing wrong with it. But it was blood magic that made her an outcast in her own clan. She was to become the next guardian of her clan, inheriting the title from Maretari. But Merrill took the path that her compatriots did not like. She herself considers herself a faithful follower of the heritage of her ancestors. She dreams of regaining the lost knowledge of the elves, primarily by restoring the mirror that was used to negotiate at a distance. To cleanse it, she became a blood magician and asked for help from a demon. In the end, this demon will try to take over her body, but Maretari will have time to seal it in her own body so that Merrill had to kill her. This could lead to the complete annihilation of the Merrill clan, or her eternal exile.

Merrill is a little frivolous, doesn't take hints at all and takes all the jokes seriously. She lives in the Kirkvol elfinage, where she has shown herself to be a very poor hostess. She is a possible love interest for a man and for a woman.

Sebastian Val

Sebastian Val(DLC "The Exiled Prince") - the future ruler of the neighboring principality of Starkhaven. Rogue, master of the bow.

Sebastian is at first the youngest son of the ruling clan, whose hopes for the throne were minimal. He did not fight for the impossible and took a vow in the Church. But he soon learned that his entire family had been brutally murdered on the orders of unknown persons. He asks the mercenaries to kill the clan that committed the murder, and Hawk takes over. Subsequently, Hawke further helps Val find the family that hired the assassins, and also find out that they were victims of the ambitious desires of the mother of a noble family and the demon of Desire.

Spends his free time in the Church. Is a romantic interest for a female Hawk.

If you refuse to execute Anders for destroying the church and killing innocents, he leaves for Starkhaven, promising to raise an army and return to show Anders "real justice."

Other characters

Knight Commander Meredith- the head of the templars of Kirkvol, fiercely hates magic and tries with all his might to oppress the magicians. As a result, she is captured by the same demon as Bartrand, which drives her crazy.

Orsino- The first sorcerer of the Circle of Magi of the city of Kirkwall. Elf. He is not afraid to speak out against Meredith, he is not conflicted, but because of the oppression, Meredith begins to rebel. In the end, he forces himself to use blood magic to resurrect his beloved students.

Flemeth- a powerful witch from the first part. The second part explains how she was able to escape, even though the Hero killed her in the first part at Morrigan's request.

Cassandra Pendegast- a female inquisitor, plays a narrative role, as does Varric.

Arishok- Qunari leader shipwrecked near Kirkwol and founded their own ghetto. He considers the whole city and its inhabitants unworthy and rotten due to base desires, in need of cleaning. Sacredly follows the teachings of Kun - the central philosophy of the Qunari. "Arishok" is a military title, not a given name, but to the Qunari it's the same thing. One of the game's trailers shows a battle between the Arishok and Hawk.

Bartrand Tetras- Varric's older brother, who organizes an expedition to the Deep Roads. Goes insane because of the demon in the lyrium idol. As a result, he can be killed by his brother.

Gamelin Amell- Hawk's maternal uncle. Sold Amell Manor in Kirkwall, losing everything at cards. Spends a lot of time in the Blooming Rose brothel.

dragon age

At the beginning of the game, you should choose the gender of the character, then one of the three races - a man, an elf or a dwarf, after that the class is a warrior, mage (dwarves are not available) or a robber, and finally decide on the origin. The gender of the character only affects appearance, since men and women in Ferelden are by and large equal, and will only affect possible romantic acquaintances...

Human

Humans are the most numerous, but at the same time the most divided of all races. For all time, they have only united four times for a common goal, the last time it was centuries ago. Religion and the Church play an important role in human society and this distinguishes humans from elves and dwarves more than anything else. People can be warriors, mages and robbers.

Racial Benefits: +1 strength, +1 dexterity, +1 magic, +1 cunning.

Elf

Once enslaved by humans, most elves have already forgotten their culture, living in the slums of human cities. Only the nomadic Dalish tribes still adhere to the customs and follow the precepts of their old gods. They earn their living by hunting in the ancient forests - they are not welcome anywhere else. Elves can be warriors, mages, and rogues.

Racial Benefits: +2 willpower, +2 magic.

Dwarf

Bound by caste and tradition, the Dwarves have been fighting a hopeless war for generations, trying to protect the last stronghold of their once vast underground empire from the creatures of darkness. All gnomes are strong and have a high resistance to any kind of magic, which prevents them from becoming magicians themselves.

Racial Benefits: +1 strength, +1 dexterity, +2 constitution, 10% chance to resist hostile magic.

Classes and specializations

Warrior

The Warrior is a powerful fighter who specializes in the use of melee and ranged weapons. He can withstand numerous damage and in turn inflict it on his enemies, and has considerable knowledge of tactics and strategy. Warriors who come from noble families receive enhanced combat training.


  • Initial health (health): 100, increase per level: 6;
  • Initial stamina/mana (stamina/mana): 100, increase per level: 5;
  • Initial attribute bonuses: +4 strength (strength), +3 dexterity, +3 constitution (constitution);
  • Skill: Combat Training with variations based on race and lineage, requires 3 levels to gain a skill point;
  • Initial skill (talent/spell): Shield Bash or Pinning Shot or Dual-Weapon Sweep;
  • Base attack score: 60, base defense score: 45.
Berserker

The first berserkers were gnomes. They put themselves into a state of dark rage to increase their strength and resilience. Over time, the dwarves taught this to others, and now berserkers are found among representatives of all races. Berserkers are known for their ability to instill fear in opponents.

Specialization Bonuses: +2 strength (strength), +10 health (health).

Templar

Mages who reject the power of the Circle become apostates and live in fear of the templars, who can dispel magic and resist it. Templars are faithful servants of the Church and have been its most effective means of controlling the spread and use of magical powers for centuries.

Specialization Bonuses: +2 magic, +3 mental resistance.

Vityaz (Champion)

The Knight is an experienced warrior who confidently leads others in battles. The Knight can raise the spirit of allies, as well as intimidate and demoralize enemies. Such heroes often command entire armies or rush headlong into the fray, which makes it seem not so dangerous.

Ripper

Demonic spirits teach more than just blood magic. Rippers are able to use the souls of fallen enemies to heal their flesh and go into a bloody rampage, growing stronger as they approach their own doom.

Specialization Bonuses: +1 constitution, +5 physical resistance.

Berserker- Learn from Oghren's companion or buy a manual from Gorim in the Denerim Market after the Gathering of the Lands.

Templar- learn from companion Alistair (Alistair) or purchase a textbook from Bodan Feddik (Bodahn Feddic) in the camp.

Vityaz (Champion)- Receive Earl Eamon as a reward for healing him or learn from the last (secret) party member.

Ripper- side with Kolgrim in the Urn of Sacred Ashes quest.


Mage

As dangerous as it is effective, magic is a curse to those who lack the will to control their gift. Evil spirits who want to penetrate the world of the living are attracted by magicians like fire that attracts moths, and this is dangerous both for the magician himself and for everyone around him. Therefore, magicians live in isolation from the world.

  • Initial health (health): 85, increase per level: 4;
  • Base stamina/mana: 115, bonus per level: 6;
  • Initial Attribute Bonuses: +5 Magic, +4 Willpower, +1 Cunning
  • Initial skills (skill): Herbalism (Herbalism) and Combat Tactics (Combat Tactics), 3 levels are required to obtain a skill point;
  • Initial skill (talent/spell): Magic arrow (Arcane Bolt);
  • Base attack score: 50, base defense score: 40.
Werewolf (Shapeshifter)

According to rumors, the barbarians know the secrets of transformation into various animals. The circle of mages denies such rumors, but in the remote corners of Thedas this rare art is still alive. Body control gives werewolves some protection even in human form, making them hardy enemies and staunch allies.

Specialization Bonuses: +2 constitution (constitution), +1 armor (armor).

Spirit healer

Not all Shadow dwellers are demonic in nature. Many are benevolent beings of life energy and can be called upon to heal flesh or heal disease. The spiritual healer is able to redirect the energy emanating from such spirits.

Specialization Bonuses: +2 magic, slow health regeneration in combat.

Battle mage (Arcane warrior)

Among the ancient elves were magicians who developed magical abilities in addition to combat. They channeled magical power through their weapons and bodies, spreading terror on the battlefield. It is believed that these skills are forever lost, but it is possible that they are still preserved in some wilds.

Specialization Bonuses: +1 cunning, +5 attack.

Blood Mage

The dark pull of blood magic is felt by every mage. These rituals, brought to our world by demons, use the power of blood, turning life energy into mana and giving the magician power over another's consciousness. But for such opportunities, the magician has to pay with someone's health, his own or his allies.

Specialization Bonuses: +2 constitution, +2 spellpower.

Werewolf (Shapeshifter)- learn from the companion Morrigan (Morrigan) or buy a manual from Varathorn (Varathorn) in the Dalish camp.

Spirit healer- learn from companion Wynne or purchase a textbook from Wonders of Thedas in the Denerim market after the Gathering of the Lands.

Battle mage (Arcane warrior)- obtained by completing the quest Nature of the Beast.

Blood Mage- get when completing the quest Earl of Redcliffe (Arl of Redcliffe) by bargaining with the demon in the Fade (only available if the main character is a mage).


Rogue

The Rogue is an experienced adventurer. Rogues come from all walks of life, and are all skilled at picking locks and detecting traps, making them a valuable addition to any squad. Tactically, they are not very good for open combat, but if the rogue can backstab the enemy, the effect will be amazing.

  • Initial health (health): 90, increase per level: 5;
  • Base stamina/mana: 90, gain per level: 4;
  • Initial attribute bonuses: +4 dexterity, +2 willpower, +4 cunning;
  • Skill: Poison-Making, with variations based on race and lineage, requires 2 levels to gain a skill point;
  • Initial skill (talent/spell): Dirty Fighting;
  • Base attack score: 55, base defense score: 50.
Assassin

The killer believes that the battlefield is not a place for manifestations of nobility. Assassins make extensive use of poisons, as well as deadly blows that leave terrible wounds on the body of the enemy. They are excellent at hiding and, unexpectedly for the enemy, deliver a fatal blow.

Specialization Bonuses: +2 Dexterity, +2.5% Critical Chance.

Bard

In Orlais, bards are traditionally engaged in contract killings, espionage and other secret assignments for the nobility, mired in incessant internecine squabbles. Bringing your skill to the highest level, bards become excellent actors and skillful manipulators. With their songs and tales, they are able to inspire allies and discourage enemies.

Specialization Bonuses: +2 willpower, +1 cunning.

Pathfinder (Ranger)

The Pathfinder feels great in dense forests and wastelands, untouched by civilization. He is not a servant of nature, but her master. Pathfinders take full advantage of their surroundings and can lure wild animals to set them on enemies.

Specialization Bonuses: +1 constitution, +5 nature resistance.

Duelist

A duelist is a deadly fighter who prefers to fight in light armor and inflict, albeit not strong, but accurate blows. Experienced duelists have amazing reflexes, allowing them to dodge clumsy enemy attacks and retaliate with precision.

Specialization Bonuses: +1 dexterity, +1 damage per hit (damage).

Assassin- Learn from companion Zevran or buy the manual from Alarith's Store in Elvenage after the Gathering of the Lands.

Bard- learn from companion Leliana (Leliana) or purchase a textbook from Alimar (Alimar) in Orzammar.

Pathfinder (Ranger)- buy a manual from Bodahn Feddic in the camp.

Duelist- learn from Isabela (The Pearl in Denerim) or buy a manual from Bodahn Feddic in the camp.

Origin

Noble person (Human Noble)

You are the second child of the teyrn Cousland, second only to the king in wealth and power. For generations, your family has ruled the lands of Highever with moderation and justice, earning the loyalty of their people. When the Orlesian Empire took over Ferelden, your father and grandfather fought against the oppressors under royal banners. Now it's your elder brother's turn to go to the service of the crown, but this time he raised the banner of the House of Couslands not against the Orlesians, but against the darkspawn coming from the south...

Mage (Magi)

Above the dark waters of Calenhad Lake rises a fortress, the Tower of the Circle of Magi. It serves as a gilded cage for all those gifted with powers as dangerous as they are vast. When it becomes noticeable that the child has magical abilities, he is taken away from the family and locked in this Tower. You know that magic is a curse for those who lack the will to control it, and you look forward to the ritual of Torment, the only opportunity to prove yourself in the fight against the demons that lurk both in the outside world and in your soul. Succeed or face death at the blades of the knights who protect the world from the likes of you.

Dalish Elf (Dalish Elf)

You were born among the Dalish elves, noble wanderers who did not want to live among the people who enslaved their homeland many centuries ago. Dalish travel the land in friendly clans, seeking to find the half-forgotten knowledge of the elves in the world of people who hate and despise them. You pride yourself on being one of the few "true elves" and have always thought you'd spend your life in your own tribe... but a chance encounter with a shard of your people's past threatens to pull you out of your familiar world.

City Elf

Long ago, the elves were slaves to humans, but although more than one generation has changed since their liberation, equality is still far away. Elves live in a walled area called an elvenage, working as servants and laborers if they can find work. You have spent your whole life under the heavy hand of your human masters, however, when a local lord disrupts your wedding, smoldering racial contradictions instantly flare up with an all-devouring flame ...

Noble Dwarf(Dwarf Noble)

Deep in the frosty mountains lies the city of Orzammar, once the heart of a great empire. It was connected to other dwarf cities by the Deep Roads, tunnels thousands of miles long. But those times are in the past. The invasion of the creatures of darkness cut off the city from the ancient lands of the dwarves. However, in spite of everything, the houses of the dwarven nobility continue their age-old struggle for power. Blackmail, murder - all this is in use here, the main thing is to maintain the appearance of honor and nobility. The second child of the Dwarven King, Endryn Aedukan, you are taking command of the troops for the first time, and you are very proud of it. As yet, you do not know that the vile intrigues of family members and their accomplices can carry a greater danger than even a battlefield ...

Dwarf Commoner

You were born untouchable in Orzammar, once the capital of an underground empire where caste is everything. At the foot of huge statues, behind the walls of the guild halls where the nobles play politics, the lower castes live in its shadow, seeking to serve the noble, just like their ancestors. And below all you. You are forced to do dirty deeds for the local leader of criminals and hide in the shadows all your life ... However, by chance, you find yourself in the light and finally get the opportunity to prove that the future can be determined not only by the circumstances of your birth, but also by your actions.


Companions

Companions

And sweep a good relationship with companions is very useful - it gives bonuses to characteristics, opens additional quests and dialogues, and besides, it helps in "moments of crisis".

B onuses with increased Influence are called inspiration - for Sten, Inspiration increases Strength (at a maximum - +4), for Morrigan and Wynn - Magic Power, for Leliana - cunning, for Zevran - dexterity, etc. Bonuses are obtained at Influence +25, +50, +75, +90.

With ama ratio scale in negative and positive registers is as follows:

– 100: crisis (hatred for Alistair, for others it is a signal to attack or leave (sometimes companions can be dissuaded from this with high Persuasion).

– 99 - – 26: dislike

– 25 – 25: neutral

D friendship:

26 - 75 - warm (the first additional dialogues about the past of comrades-in-arms are initiated, they can open a specialization, and are also capable of issuing a personal quest under certain conditions)

76 - 100 - friendship (they will thank for the support, and they can give something).

Novel:

26 - 50 - interest (in addition to the usual "friendly" bonuses, followers start flirting)

51-70 - care

71 - 90 - attraction

91-100 - love

Companions


Companions

H To turn the relationship into a romantic one, you must complete his/her personal quest. All followers (except Alistair) will leave you if their approval drops to -100, and you have the opportunity to kick them out of the group at any time. There are also certain moments crisis - in certain situations, the character is able to rebel and attack, or leave your group on their own.

AT each major location has a point of initiation of a conversation between your companions taken in a group (most often two characters are talking, occasionally all three are involved in the conversation). These points are located in the following places: at the entrance to Lothering (after descending from the Road and on the bridge), on the first bridge in Redcliffe, in the north of the Denerim Trade Quarter, Orzammar bridge to the arena, the first floor of the Tower of Mages, at the entrance to the Dalish camp. The point only works once, to initiate a new dialogue, you need to re-enter the location.

AT your Guardian can also talk to his companions, and more conversations are available in the camp. Sometimes a comrade-in-arms may approach you in the camp and start a conversation. In its course, you can open a secret quest (for example, the Orzammar "Nag for Leliana"), as well as increase or decrease Influence.

Companions


Companions

D For all associates, there are gifts that can increase influence on the recipient. Most often, gifts are preferred by one comrade-in-arms, and touch others a little. For example, Leliana is delighted with church symbols, while Morrigan will accept them with coolness. You can find out what a particular companion prefers from the Code when increasing Influence to 25 or from dialogues. Some gifts are special and a special dialogue will start after being presented. All companions, except for the one to whom it is intended, will refuse it. There are also a number of gifts that are not intended for anyone specifically.

Z and the first presented gift will raise the approval by 10 points, for the second - 9, and for each subsequent - 1 point less than the previous one (but not less than 1). Special gifts can raise Approval by more than 10. This usually happens when a follower asks you for a certain thing - for example, Zevran for donating Dalish gloves after the appropriate dialogue can increase influence by 12 points.

H non-specialized gifts have a primary value of +5, and for giving an item to a follower with a negative attitude, the influence points for him are halved (but remain at least 1).

P the easiest way to increase Influence is through dialogue or during the course of the game (followers can increase or decrease Approval for some of your choices), and a companion in which your Guardian has a romantic interest can raise it to 100 very quickly. Gifts in such cases are worth holding , in order to use them to bring the necessary influence points to the marks that initiate a new dialogue or quest, or to make up for disapproval of your choice in a given situation.

AT summaries below Special Gifts are in bold type (tables are clickable).

And information about the exact location of gifts is best found in posts with the passage of the corresponding locations, and detailed information about personal quests - in posts dedicated to a particular companion.

ALISTER

Companions


Companions

AND the lister will join you in the story in Ostagar and is the only companion who will not leave the group even at -100 attitude, and it will not be possible to kick him out until his personal moment of crisis. With high Approval, Alistair will teach your Guardian how to be a Templar.

Companions

Companions

Personal Quest - Alistair's Family

Companions


Companions

P The first time you visit Radcliffe, Alistair will tell you his biography, and if Approval is high enough, the next time you talk, he will mention a sister named Goldanna and ask you to visit her in Denerim. Goldanna's house is located in the Trade Quarter next to Wade's forge and is not initially marked on the map - in order for the entrance to appear, come closer to it with Alistair.

AT inside you will have a small conversation with Goldanna, and nothing depends on your answers. At the exit, Alistair will try to discuss what happened. If you select the “Every man for himself…” option and in the ensuing conversation in the camp confirm that this is what you meant, then you will “toughen up” Alistair’s character, which may affect some of the final moments of the game for a female Sentinel who has a romance with Alistair.

moment of crisis

Companions


Companions

AND the lister will only leave the group if you let Loghain live at the Gathering of the Lands. If you toughened him up, Alistair can remain king, otherwise he will be required to be executed by Anor. Agree with her or not - it doesn't matter anymore, one way or another, Alistair will not appear again.

Alistair as a romantic interest

Companions


Companions

AND lister as a heart companion is of interest only to a female Guardian, and there are enough opportunities to start an affair with him in the game - you just need to flirt a little. With a properly developing romance, Alistair will give you a rose as a gift.

M You can invite him to the tent, but it's better to wait until his Approval is at the "love" level, and Alistair himself will offer to spend the night together.

R Oman with Alistair can have several endings.

1. Warden-Kusland may end up marrying Alistair the King.

2. Guardian with any other backstory, if Alistair is not tougher, is doomed to break the relationship.

3. A guardian with any backstory can stay with the “hardened” Alistair as a lover, and he himself can choose a woman more suitable for state reasons as his wife (marry Anora or remain a bachelor for the time being).

4. If you didn't make Alistair king, but he remained a Gray Warden, he will remain with your character.

MORRIGAN

Companions


Companions

M Orrigan will join your party at Flemeth's insistence after rescuing the Guardians from the Tower of Ishal. She can be driven away, but if she stays, it will reveal additional options for the game's ending. She can also teach you the Weremage specialization.

E I like it when the Guardian acts tough, and does not like to help everyone in a row. You can “toughen up” (and in this case, soften) Morrigan after the Golden Mirror is presented, asking in return to be kinder to people. After that, she will reduce your Approval less for altruistic impulses.

Companions

Companions

Personal Quest - Grimoire Flemeth

Companions


Companions

P After visiting the Tower of Mages, Morrigan will tell you that in the past some templar stole an important Black Grimmoire from her mother and ask him to find it. The book is in a chest in Irving's office.

P The next time you enter the camp, Morrigan will ask you to kill Flemeth, find her real grimoire, and tell you what she learned from this book. You can now return to Flemeth's Hut. Her mistress can simply give the book and ask Morrigan to tell that you killed her, and if you do not agree, you will have a fight with Flemeth the dragon. As a bonus for the last one, you will receive a new robe for the Morrigan. Returning the grimoire to the witch will complete this quest.

Morrigan as a romantic interest

Companions


Companions

R Managing her is only possible for a male Guardian, and it's easy to start - just talk to Morrigan about Flemeth, and when Influence reaches 30, you can invite her to the tent, although the witch can do the same herself. After handing the Grimmoire to Flemeth, she confesses her feelings and refuses to share a bed with you. Her gift as a sign of feelings is a magic ring. There is no happy ending with Morrigan in the game.

moment of crisis

Companions


Companions

P The first such moment will occur before the final battle. Morrigan will make you a tempting offer, and if you refuse it, he will immediately leave you. If you agree to the ritual, then Morrigan will leave immediately after defeating the Archdemon.

With Trazh can go looking for her after the end of the game in the Witch Hunt DLC, and the ending there can also be quite ambiguous.

LELIANA

Companions


Companions

L Eliana will be asked to join the group in the Lothering tavern after a skirmish with Loghain's soldiers. She can reveal the Bard's specialty to you. A charming Naga will help to catch the Idle Dwarf - see the passage of Orzammar for more details.

Companions


Companions

Personal quest - Leliana's Past

Companions


Companions

D To begin with, you need to talk with Leliana about the Orlesian bards, and the next time you visit the Camp, about Marjoline, her mentor. After that, when moving around the world map, there will be a random encounter-skirmish with a detachment of robbers, whose leader will tell the battlefield that he was hired to kill Leliana. The Bard will suggest that Marjoline is behind the attack and will ask you to find her in Denerim (it will be a house in the Trade Quarter). A conversation with Marjoline can end peacefully or in battle, and then Leliana will say that she needs to think.

AT camp, she will share with you her doubts about the resemblance to Marjoline. If you want to “toughen up” her, claim that the pleasure of defeating her opponents is part of herself, and this is not worth denying. Tightening can slightly affect the ending for Leliana, as well as allowing you to coax her into a night out with a threesome with your Guardian and Isabella, or a foursome with your Guardian, Isabella and Zevran in the Denerim Jewel. Details about the reasons for Leliana's quarrel with Marjoline can be found in the Leliana's Song DLC.

Leliana as a romantic interest

Companions

Companions

L eliana is a romantic interest for a guardian of either gender, and gives only two opportunities to start a relationship. A male Guardian who reaches an Influence score of 25 should ask "what a girl like that was doing at Lothering Church" and compliment her appearance. The female Guardian needs to reach 50 Influence and when Leliana says she likes your character's hairstyle, start developing the theme. As a result, you will have the option to ask if Leliana has always liked the company of other women, the field of which the bard will ask in response how you would react to this if it were so. The romance will begin if you answer that you would only giggle to look modest.

P With a properly developing romance, Leliana will give you a ring.

E If you missed the first opportunity (or broke off the relationship for the sake of flirting with another companion), then you can start dating again after completing Leliana's personal quest - in a conversation-discussion of what happened, tell her that people change over time. When she notices that your Guardian reminds her of her former mentor, you can make sure that her relationship is back on the Roman scale. Leliana will invite you to spend the night together when the relationship with her reaches the "love" mark - you will not be able to invite her to the tent yourself.

moment of crisis

P will happen in the Glove (quest "Urn of Sacred Ashes") - if you desecrate the Ashes and Leliana is in a group, then she will attack you. If she stayed at the camp, she will try to leave when you return (if you have a leveled Persuasion, you can persuade her not to leave). Hardened Leliana will not leave the group even if the Urn is defiled.

ZEVRAN

Companions


Companions

G A group of mercenaries led by Zevran will attack you when crossing the world map after completing one of the story quests. After dealing with the attackers, you can finish off Zevran or take him to the group. He can teach you the Assassin specialization.

Companions

Companions

moment of crisis

Companions

Companions

P Zevran does not have a personal quest. The moment of crisis occurs towards the end of the game when moving between the Denerim mini-locations (having Zevran in the group is optional), when you stumble upon a former ally of Zevran named Talisen, who will offer him to return to the Ravens, having completed his last task. If Zevran's attitude towards you is low or negative, he will join the mercenaries and attack you. If it is more or less positive, then Zevran will step aside, leaving you to deal with Talisen on your own. If the Influence on the former assassin is high enough (and even more so in the case of a romance), Zevran will fight alongside you.

E If the relationship with Zevran is friendly, after the fight he will try to leave the group. You can persuade him to stay for the sake of the treasures you find during your travels, or, if his attitude is higher, just as a friend. If you have an affair with Zevran, then he will not try to leave. However, if you break the romance at the "love" mark, Zevran will leave the group.

Zevran as a romantic interest

Companions


Companions

Z evran is a romantic interest for a Guardian of either gender, and you can invite him to the tent after a couple of compliments. If you want an elf to make the first move, you'll have to wait until Approval reaches 75. The relationship will turn into "love" after meeting Talisen if Approval is high enough. After that, Zevran will refuse another offer to the tent in order to be able to think, but unlike Morrigan, in the end he will not refuse to share a bed.

P With high approval, Zevran will try to give you an earring as a token of sympathy. You can refuse, and then the elf will soon try again, and the earring will already be a veiled marriage proposal.

E If your Guardian is Cusland and has married Anora/Alister, Zevran will stay with you without much persuasion.

MABARI

Companions


Companions

E If you are playing as a Nobleman, then you will receive mabari in the prologue. In all other cases, the dog will join you (if you do not drive him away) after completing the Houndmaster quest in Ostagar, when moving from Flemeth's Hut to Lothering. The second opportunity to take the dog is in the Return to Ostagar DLC.

Companions


Companions

O Mabari's fertilizer will initially be 100, so you can give him edible gifts just like that. Also, the dog can bring you gifts for other companions, books with pages from the Codex, a magic staff or part of a set of armor.

P in almost every location there is a landmark that the mabari can mark, which will provide him with an increase in characteristics in this territory. Actually, there are no dialogues with the mabari, but the rest of your companions now and then communicate with your dog. Another “feature” of the mabari is that after the battle you can order him to lick the Guardian, and his armor will again shine with cleanliness.

STEN

Companions


Companions

With the ten can be rescued from the cage in Lothering, where he sits without food and water, serving a sentence for the murder of a peasant family, and called to atone for his sins in the battle with the Creatures of Darkness. You can pick the lock or get the key from the Reverend Mother.

Companions

Companions

Personal Quest - Beresaad's Sword

Companions


Companions

R after asking Stan about the reasons for the massacre, he will tell you that he was insanely upset by the loss of his sword, without which he cannot return to his homeland. To find the sword, first talk to the marauder at Calenhad Lake, then to the merchant Farin at the entrance to Orzammar, and finally to the dwarf Dvin in Redcliffe. The sword can be claimed, redeemed, or, if the dwarf died, taken from the chest in his house.

moment of crisis

Companions


Companions

E If Sten accompanies you to the village of Refuge (quest "Urn of Sacred Ashes"), he will express his dissatisfaction with the waste of time on all sorts of nonsense. If you fail to convince Stan that a visit here is necessary, he will challenge you to a duel. If you lose, he will leave the squad, and if you win, he will stay. If Sten's Approval is high, then he will decide not to leave, and even if you agree to a duel, he will not raise his sword against the Guardian.

WINN

Companions


Companions

AT inn can join a squad in the Tower of Mages, where you will go on story quest"Broken Circle". To do this, you need to take the side of the magicians, or at least offer to sort it out on the spot. If you want to have templar allies and don't want to lose Wynn, then you can let the Demon of Pride destroy Irving and the rest of the mages or save him, and then suggest to Gregor to isolate the remnants of the Circle.

Companions


Companions

Personal Quest - Wynn's Regret

Companions


Companions

P As you move around the world map, you will encounter an ambush of the Darkspawn, and after the battle, Wynn will faint. After regaining consciousness, she admits that for a moment she thought that everything was already over. If asked what she meant by that, Wynn will promise to tell the story at the next stop. The next time you enter the camp, Wynn will talk about what happened to her recently, after which you will have the opportunity to ask if Wynn is afraid of death, and if she regrets anything in her life. As a result, Wynn will tell you another story - about his student Aneurin.

Based on games, books, anime and series of the universe of the same name

Characters

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Character groups

Total characters - 151

0 0 0

One of the ancient elf guardians guarding the Well of Sorrow in the Temple of Mythal.

Aveline Vallen

5 4 0

One of Hawke's first partners in Dragon Age II. She fled Lothering with her husband, Sir Wesley, during the Fifth Blight. Ambushed by darkspawn and rescued by the Hawk family. Aveline is one of Hawke's companions.

0 0 0

A Gray Warden who lives in the abandoned Soldier's Peak.

Avernus was a young mage when Sophia Dryden became Commander of the Fereldan Order of the Gray Wardens.

During King Arland's attack on Soldier's Peak, Commander Dryden, aware of Avernus' blood magic, demanded that he summon demons. Avernus complied, but was unable to keep the demons under control. The veil was torn.

Avernus retreated back to his laboratory, where he spent almost 200 years in forced confinement, not allowing the demons to leave the fortress, until the Guardian came to the abandoned fortress of the order.

Alistair Theirin

11 15 1

Cheerful and good-natured Gray Warden, one of the protagonist's partners.

Illegitimate son of King Maric, was raised by Earl Eamon. Trained as a templar for some time, but was drafted into the Gray Wardens by Duncan. During the events of the Fifth Blight, he can become the king of Ferelden or stay with the Gray Wardens.

Ameridan

2 0 0

The last Inquisitor of the old Inquisition. Became an Inquisitor at the request of his friend Emperor Orlais Cordilius Drakkon. With the help of a spirit companion, he imprisoned Gakkon and himself in a time loop in an ancient temple.

0 0 0

Staring into the sky, Avvar priest of the Mistress of Heaven. When the sky opened up in the Sanctuary, he realized that it was the Mistress of Heaven speaking. Now, in order to fulfill her will, he follows the wonderful lowlanders from the Inquisition.

15 41 0

Renegade mage.

Anders is not a real name, but a nickname that is a reference to his family being from Anderfels. He escaped the Ferelden Circle of Magi seven times before being drafted into the ranks of the Gray Wardens.

In the Vigil's Tower, Anders met Justice and communicated with him for a long time. He survived the darkspawn attack on the Tower. He agreed to let Justice into his body, believing that together they could help the mages. However, Anders' hatred for the Circle of Magi twisted Justice into the demon Vengeance. The guards did not agree to harbor the possessed, which they believed Anders was, and the magician had to flee to Kirkwall.

At 9:37 Anders blew up the Church, which started the massacre in Kirkwall.

Andraste

2 1 0

Prophetess Andraste is the founder of the Church, the creator of the Song of Light, and the savior of all believers.

As the people of Andraste rebelled against the occupation of Tevinter, her visions became more vivid and touching, and her understanding of the Maker's will became less abstract and more active. She began to consider herself an intermediary between people and the Creator, announcing to people His truth and His requirements for their salvation.

Andraste's husband, Maferath conspired with Archon Hessarian and allowed the disguised Tevinter to enter Andraste's fortress in the city of Nevarra. The Prophetess was captured, taken to Tevinter and burned alive, the most painful and brutal punishment Tevinter was capable of.

0 0 0

Elf mage, healer and former apprentice of Winn.

He needed time to get used to the Circle, but Wynn, believing that it was necessary to start learning, did not give him this time. When Aneirin tried to talk to her, she only told him to concentrate on his spells. He often talked about the Dalish and how he wanted to see them. One night, he left the tower, but the templars found the student missing and, taking the phylactery, left to look for him. Having caught Aneurin, they pierced him with a sword and, considering him dead, left him. Luckily, he was found by a Dalish clan who took him in and nursed him back to health.

Anora Theirin (nee Mac Tir)

3 4 0

Only daughter of Loghain MacTeer, wife of King Cailan.

1 0 0

Ariana is an excellent warrior and the best hunter of her clan. Fights with two blades. When an ancient book of elven history that belonged to her clan is stolen, Keeper Solan sends her to find the book. She is determined to fulfill the order given by the keeper. While searching, she crosses paths with the Guardian, who is looking for the Morrigan. During the conversation, it turns out that it was Morrigan who stole the book, and Ariana joins the Guardian to find the witch together.

3 0 0

Kitshock became the Qunari Arishok in 9:25 Draconic.

The Arishok and his Qunari pursued Isabela, who had stolen the "Scripture of Koslun" - a sacred relic that Orlais was trying to return to the Qunari to improve diplomatic relations. The storm sank the ships of both sides off Kirkwall. So the Arishok ended up in Kirkwall, where he and his army were given a place to stay in the port while they supposedly waited for Qunari ships.

Died fighting the Defender of Kirkwall.

The Architect

2 1 0

Garlock is an emissary of the darkspawn, one of those masters who invaded the Golden City. The Architect is the first known darkspawn to have a will of its own.

Archon Hessarian

1 0 0

Hessarian the Unshackled is a mage and ruler of the Tevinter Empire during the Andraste Rebellion. By his order, the prophetess Andraste was publicly executed.

After the execution of Andraste, he believed in the Creator, and declared Andrastianism the only faith in the territory of Tevinter.

Athenril

0 1 0

Elf smuggler, Hawke's first employer.

Baroness

0 0 0

One of the rulers of the Fereldan lands, divided among the aristocrats of the Empire of Orlais during the occupation of Ferelden. Blood Mage. By killing many young girls, she tried to regain her youth. In the end, the subjects turned their backs on the Baroness and burned her house. Before her death, the Orlesian cast a spell that transferred her soul and the souls of all people to the Fade, a nightmarish version of the Black Swamps.

Bartrand Tethras

0 0 0

A ground dwarf of House Tethras, Varric's older brother.

Organized an expedition to the Deep Roads. Fell under the influence of a lyrium idol and abandoned Hawke and Varric in the Primordial Taig.

swiftrunner

0 0 0

A werewolf that the Guardian first encounters in West Brecilian. He is the head of the werewolves living in the Brecilian Forest.

Bhelen Aeducan

2 1 0

Member of the Dwarven Council and third child of King Endryn Aedukan. Belen is playing a political game and rigged the murder of Trian and the betrayal of the Guardian in order to become the first contender for the throne of Orzammar after his father.

If Belen becomes king, he initiates reforms and works to strengthen Orzammar's connection to the land world. It also gives new rights to the untouchables and privileges for military service in battles against the creatures of darkness. This policy helps Orzammar capture the lost part of the Deep Roads, but draws the ire of the warrior and noble castes. After several attempts on his life, Belen dissolves the Council and rules alone. Some will remember him as a tyrant, and others as a far-sighted ruler.

0 0 0

Chapter of the Charter before the events of Dragon Age: Origins. Invested in the nobility hunter Rika. He was killed by the Guardian - a commoner dwarf.

Bethany Hawke

6 3 0

Hawke's younger sister and Carver's twin. She is a renegade mage like her father, causing her family and her to live in fear of the templars. Her father taught her magic.

If Hawke is a mage, then Bethany dies at the beginning of the game, but if he (a) is a warrior or a robber, then she accompanies her brother / sister throughout the first act.

Blackwall

2 5 0

Guardian-Constable of the Orlesian city of Val Chevin and partner of the Inquisitor.

Blackwall is one of the few Gray Wardens who willingly and enthusiastically chose such a share. He believes wholeheartedly in the noble ideals of the Gray Wardens and would not trade this life for any other.

Bodahn Feddic

1 0 0

Traveling Dwarf Trader. AT Dragon game Age: Origins, he, along with his adopted son Sandal, travels with the Guardian. In the second part, Bodan joins Bartrand's expedition to the Deep Roads as a merchant. After the expedition, Bodan, with Hawke's permission, moves to the Hawke estate with Sandal.

Bram Kenric

1 0 0

Researcher and professor, originally from Starkhaven. Specializes in the history of the early Church, especially from the time of the signing of the Nevaaran Agreement. He transferred from Starkhaven to Orlais to be closer to the subject of his studies.

0 0 0

Branca was the wife of Oghren, a member of the warrior House Kondrat. She became Perfect through the invention of smokeless coal. In 9:28 Dragon Age, two years before the start of the Fifth Blight, she and her entire household except for Oghren went on an expedition to the Deep Roads in search of the Anvil of the Void.

Ferdinand Genitivi

2 0 0

One of the most famous ecclesiastical scholars, largely due to his published stories (many considered fiction by his contemporaries) of travels up and down Thedas. A significant part of the code in all games is written from his perspective.

1 0 0

Elf servant of the Empress Selina.

On behalf of Selina, she organized the search for Sir Michel de Chevin. During the search, she learns that her parents were killed on the orders of Selina. After breaking up with Selina, Briala raised an underground elf army to harass both sides of the civil war.

Bianca Davri

1 0 0

Inventor, member of the Dwarven Merchant Guild, and lover of Varric Tethras, after whom he named his crossbow.

Valendrian

0 0 0

Elf hagren in the Denerim alienage. old friend Duncan.

Varric Tethras

17 16 0

Rogue dwarf and Hawke's partner. It is he who tells the story of Hawke during the interrogation that Cassandra arranges, trying to find out what started the war of magicians and templars and where Hawke, who became the Defender of Kirkwall, went.

Varric is the youngest son of the Tethras family, while his older brother Bartrand is the head of the house and runs the family business. His real business is leadership" spy network", whose main task is to provide information to the Tetras family, which is part of the Commerce Guild, as well as quietly solve the problems of the family.

After Hawk disappeared from Quircall, he was interrogated by Cassandra and joined the Inquisition.

1 0 0

The successor to the guardian of the clan of the Dalish elves, a potential partner of the protagonist. She knows well how much the elves lost in the war with people, and considers it right that people with the invasion of the creatures of darkness lost no less.

Velanna has a short temper and is not afraid to say what she thinks, even if it might offend someone. She hates people, but will help them in pursuit of her goal.

Vivienne

1 2 0

Senior sorcerer-knight of the Orlesian Circle of Mages. Potential partner of the Inquisitor.

Vivien was one of the main candidates for the post of First Enchanter in Montsimmar. But the conflict between the magicians and the templars and the civil war in Orlais prevented her from officially taking this position.

Vivien is called the "iron lady", and she fully justifies this nickname. This formidable woman, the head of the magicians and the official sorceress of the imperial court, achieved her position through cunning and skillful political play.

4 2 1

Mage, Elder Enchanter of the Ferelden Circle of Magi and one of the Guardian's possible companions in Dragon Age: Origins. He plays a cameo role in the "Awakening" add-on, and is also one of the main characters in the book "Ghost Mask" by David Gaider.

Wynn was born with the natural gift of a Spiritual Healer.

Vaughan Kendells

1 0 0

Son of Urien Kendels, Earl of Denerim.

After the death of Arl Urien Kendells, Loghain made his supporter Randon Howe Earl of Denerim. Vaughan was imprisoned.

Gereon Alexius

1 1 0

A Tevinter magister and commander of the Venatori who occupied Redcliffe. Was the teacher of Dorian Pavus.

Hakkon Wintersbreath

0 0 0