DAL Basic Guide to Thedas

Created by Mage Kalian Winter on 03 Sep 2020 @ 4:37am

(Note: this page is under construction.)

Following is an ultra-simplified summary of lore about the world of Dragon Age.

For detailed or in-depth Dragon Age lore, refer to the Dragon Age Fandom Wiki

This information is intended as a starting point for potential Dragon Age Legacy players who have never played through any of the Dragon Age games, and players who played some years ago and don’t remember.

It is recommended that players unfamiliar with Dragon Age lore choose a human warrior or rogue character.

Chantry

The dominant religion in Thedas, sort of an analog for the Catholic church pre-reformation, with the Maker ≈ God, and Andraste ≈ Jesus. In the distant past, Tevinter, a country controlled by mages, had enslaved most of Thedas. Andraste, known as 'the bride of the Maker' initiated a rebellion. The Chantry teaches non-humans are lesser races that have fallen farther from grace than humans, and that the Maker abandoned the world and will return when all peoples and races of the world convert. Only humans may be ordained into the Chantry, or become templars.

Templars

The templar order is the military arm of the Chantry, their main purpose is to guard and control mages. Templars round up newly-cursed young mages and bring them to a Circle of Magi under Chantry control, and hunt apostates, killing those who fail to surrender.

The Chantry supplies templars with lyrium to enhance their fade-blocking abilities, which enables them to control mages. Lyrium is extremely addictive, and once hooked the templar is under the Chantry's control.

Magic

A strong connection to the fade gives mages the ability to wield magic. A mage can maintain conscious awareness in their dreams and interact with demons who may offer power and/or knowledge in exchange for sharing the mage's consciousness (possession). The Chantry propagates the belief among most people that mages are weak-minded and easily susceptible to demon possession. Since dwarfs cannot dream, they can't become mages, but they have a high resistance to magic.

This line from the Chant of Light, "Magic exists to serve man, and never to rule over him. ~Transfigurations 1:2," is often quoted as the Chantry's justification for controlling mages.

Blood Magic

The average person knows only that blood magic is an extra-evil kind of magic. Unlike ordinary magic that involves connection to the fade, blood magic is powered by blood, either the mage's or someone else's, and is resistant to Templar interference. Since blood magic is taboo outside of Tevinter, the only way to learn is from a demon, and the consequences are nearly always possession by the demon and the mage becoming an abomination.

The Fade

When humans, elves, and qunari dream, they cross over the Veil into a reality made of memory and imagination, inhabited by demons and spirits. Dwarfs do not dream, and do not enter the fade.

City Elves

Thedas has a long history of humans enslaving elves, and although elves are legally free now, city elves are relegated to living in slums called alienages. Crimes committed against elves by humans are rarely punished. And yet, any city would grind to a halt without the ceaseless back-breaking labor of the elven population, almost invisibly doing the work humans consider beneath them.

Dalish Elves

Small nomadic clans of Dalish elves wander the countryside and forests. The Dalish cling to the last vestiges of ancient elven culture and religion, and adults wear a tattoo – a Vallaslin – on their faces honoring one of the gods of the elven pantheon. The clans are isolated from one another, and to differing degrees from human settlements. Attitudes of Dalish clans regarding humans and city elves can vary from friendly to kill-on-sight. "We are the last of the Elvhenan, and never again shall we submit.”

Qunari

Qunari is a term used by many non-qunari to refer to the race of white-haired metallic-skinned and (usually) horned humanoids that inhabit a limited area of northeast Thedas. Qunari themselves consider members of any race who practice the teachings of the Qun to be Qunari. Members of the race born outside of the Qun are called 'Vashoth' and members of the race who choose to abandon the Qun are called 'Tal-Vashoth.' A member of the Qunari race appearing in Jader is likely to be a Tal-Vashoth mercenary, but could be a Vashoth trader etc., or a Qunari spy.

Dwarfs

Dwarves once developed a great empire which spread across the vast underground network of deep roads connecting twelve great thaigs across the breadth of Thedas. During the first Blight the dwarven population was decimated and the great thaigs all but destroyed, only Orzammar and Kal-Sharok remained inhabited by dwarves, with Kal'Hirol reclaimed in 9:31 Dragon.

Dwarven society is strictly divided by a caste system. Dwarves who move to or are born on the surface are considered to be casteless by dwarven society, although the caste system persists among surface dwarves. Unlike elves, in human society dwarves generally have the same rights as any average human. When encountering a dwarf, most humans and elf would assume the dwarf to be a merchant or smith.

Blight

A Blight begins when darkspawn find and corrupt one of the Old Gods that is then transformed into an Archdemon dragon that leads the horde of darkspawn to the surface to attack and destroy the surface world. If anyone other than a Grey Warden kills the archdemon its essence will simply transfer to the nearest darkspawn and it regains the dragon's form. The blight's corruption destroys every living thing in its path, affecting not just people and animals, but farmland, forests, and rivers. The first Blight lasted 192 years, and some parts of Thedas have never recovered.

Grey Wardens

The Grey Wardens are an order dedicated to ending Blights. They are all that stand between the people of Thedas and the apocalyptic destruction of a Blight. Only a Grey Warden can kill an archdemon. The Grey Wardens will do anything to end a blight, and all nations, all factions, and all races have treaties with the Grey Wardens agreeing to render aide when called upon.

The Grey Wardens are within their rights to recruit anyone into their ranks, including nobility, but will often recruit from the downtrodden and criminals. Among the Grey Wardens all are equal - elf, human, dwarf, warrior, rogue, and mage. The secret Grey Warden joining ritual includes taking the darkspawn taint into their bodies, giving them special abilities with a shorter lifespan and many recruits do not survive the ritual.

Darkspawn

The Chantry teaches that it is the hubris of men that brought the darkspawn into existence. An elite group of Tevinter mages sought to enter the fade physically and usurp the Maker's Golden City. The Maker cast them out as corrupted creatures, the first darkspawn. When a Blight is not active, hordes of darkspawn live deep underground, a constant threat to the remaining dwarven cities and anyone who explores the deep roads.

Tevinter

The Tevinter Imperium is a country located in the north of Thedas and is ruled by a powerful magocracy. Tevinter once ruled all of Thedas, until a rebellion led by Andraste and her martyrdom (over 1000 years ago) set in motion rebellions across Thedas and planted the seeds of the Chantry.

Currently Tevinter is a country feared because it is controlled by mages who practice blood magic, and is the only place in Thedas where people may be enslaved legally.

Coins/Currency

1 gold = 100 silver; 1 silver = 100 bronze; 1 gold = 10,000 bronze;
In Orlais the coins are called: Royals (gold), Crowns (silver), Pennies (bronze)
In Ferelden the coins are called: Sovereigns (gold), Silvers (silver), Bits (bronze)

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