Through the Dragon Age
inarticulateflailing quipped: This thought woke me up last night and I need an expert opinion, please help. Dwarves can't dream because they have no connection to the fade, right? Well what about dwarven wardens during a blight? Do they not get the freaky archdemon dreams? Or is their only experience dreaming terrifying blight nightmares? Blightmares? 

Blightmares is the explanation Bioware gave us canonically. We see it with a Brosca and Aeducan Warden who asks Alistair about them, claiming Dwarves never dream and thus they never had till the nightmares. We also see it with Oghren in Awakening, where his first dreams come with the Taint.

Basically the Taint itself gives all Grey Wardens dreams and visions, even Dwarven Wardens.

This could be because the Taint, Archdemon, and Darkspawn are inherently products of the Fade, but it’s never really explained beyond the Taint IS tied to the Fade somehow.

This is also how we get Genlock mages, though they only occur in Origins at this point (I think Bioware is avoiding introducing them again, because possible lore repercussions but the way I see it? It still works out). Genlocks are the Dwarven equivalent of Darkspawn (made from Dwarven Broodmothers*) and Genlock emissaries are born into their ranks (Blighted Dwarves don’t become Genlocks and suddenly have magic, like actual mages they’re born with magic).

So yeah, most Grey Warden Dwarves first dreams are typically Blight nightmares, that said Blight nightmares aren’t the ONLY dreams Dwarven Grey Wardens can have.

We see with Oghren that though dreams are new to Dwarves, they can have them outside of Archdemon nightmares. He in particular has a nightmare about Hespith and Broodmothers, which is still 1) A Nightmare and 2) Has Implications of the Taint, but isn’t necessarily a Blight Nightmare.

Whether after being Tainted, if dwarves can have pleasant dreams is still unknown.

*As a side note and interesting fact: Ogres (Kossith, NOT QUNARI, Broodmothers) and Genlocks (Dwarven Broodmothers) as far as current lore implies did not originally exist when the Blight first started. It was only after the current Darkspawn warped Dwarves and Kossiths into Broodmothers did they appear.

This could also be the same for Shrieks/Elven Darkspawn, but nothing so far has come up about it. This is because humans (Tevinter Magisters) were the first to break into the Fade and Golden City, become Darkspawn, and be set out upon the world. Only increasing their ranks by turning others and breeding with Broodmothers.

Anonymous quipped: Okay, heres something thats been bothering me lately. Orzammar dwarves get exiled to the surface as soon as they've seen the sky, right? At least Valta implies as much in the descent dlc. So now im wondering, what about the Orzammar dwarves that helped the warden during the blight? They were most definitely on the surface, but I cant imagine that they were selected to fight the archdemon just to be exiled to the surface as soon as thats done. Do you have any thoughts on whats going on with that? 

There’s a few things going on here.

First, if the Warden seats Bhelen on the throne, it is made to not really matter. Bhelen is actually trying to open the conservative government of Orzammar up to the Casteless and the Surface. While not everyone agrees, Bhelen has a lot of those behind him and can use this war on the surface to further his goal of having that ruled vetoed. So he isn’t going to exile any dwarf sent to the surface try to propose this extend to Surface Dwarves as well. Obviously there are still hesitations and ideals in place about the surface though since Valta mentions it even now. But Bhelen may still be trying to change that.

Next, if Harrowmont is made king. Harrowmont is much more conservative and he is more likely to extend the dwarves a leave of duty. They basically get a pass that says they will go to the surface, beat the Darkspawn, and then immediately return. Which when they return they may get some hesitant or distrustful looks from the more conservative dwarves, but by all rights and order of the King they are still Orzammar’s dwarves.

As to why those two situations are acceptable/available, the answer is the Grey Warden Treaties. The dwarves are obligated by honor, ancestry, and right to help the Grey Wardens face the Blight on the surface. I’m sure it is even written somewhere in the treaties that a dwarf that must surface to face the Blight may return home a hero and to open arms. 

The whole thing in a nutshell, is that because the dwarves are obligated to help the  Grey Wardens and fulfill a duty, they receive some kind of ‘Get Out of Jail (in this case Orzammar) Free’ card when they must leave for the surface.

Anonymous quipped: Do you know if anyone has put work into figuring out dwarven runes and what they are phonetically so they could be used as a mode of writing? It would be really difficult, considering the lack of source material, but if bioware is consistent in what is there it might be possible.  

I’m really sorry to be the bearer of bad news, but dwarven runes have no phonetic value and are actually pictographs as most common dwarves cannot read dwarven.

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For instance, a fire rune is very obviously fire. While runes from Origins are a bit more obscure, but still pictographs. For example, Silverite Runes against Darkspawn are stylized Ogre horns and Cold Iron runes are used against the undead, which is a stylized skull.

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Therefore, it is impossible to use them to decipher the Dwarven alphabet, despite being able to be used as a form of writing (pictographs are one of the oldest forms of writing). Sorry :(

(Source: Asunder by David Gaider)

Anonymous quipped: I'm curious to see if we'll get much more dwarven lore in the next game. In Tevinter I expect we'll get a lot of information and history as written from the Tevene POV which will shed light on general human history and perhaps more things the Southern Chantry has hidden. But with the introduction of the Titans in The Descent & more text on the clash between them and the Evanuris I really hope we get more ancient dwarven lore as we've just begun to see how they connect to the lore at large. 

I don’t see why we wouldn’t pick up at least a few things about Dwarves if we are headed for Tevinter. Tevinter is one of the largest consumers of lyrium, since it is made of free practiced magic and it has a very heavy dwarven presence for this reason. 

In fact, Tevinter has several Dwarven Embassies and Dwarves are so highly regarded, they are the only race to not be made slaves in Tevinter. At all. They are also given their own house/branch within Tevinter’s government and can advise the Archon directly. Tevinter also has some of the oldest known Golems, known as Juggernauts within the Imperium and hosts a Proving Ground arena, based off the Dwarven Provings.

There is also Kal Sharok in the Anderfels, it is incredibly close to Tevinter’s borders. So I would imagine we will finally get to explore, at least parts of, Kal Sharok, which is incredibly important. Kal Sharok has been separated from Orzammar for Ages and thus its knowledge and culture is vastly different than that of Orzammar’s. Their Paragons are chosen differently and are carved into a wall (not as a statue). They also place very little importance in the caste system.

So if we are off to Tevinter, you should have few worries. As Tevinter provides much more opportunity for Dwarven lore, in fact Dwarven, Qunari, and Mage lore is probably the most abundant in Tevinter than anywhere else we’ve seen (other than Orzammar).

Burials in Thedas

Dwarves

Deep Roads Dwarves believe deeply in The Stone, all come from her and return to her throughout their lives. They do this by entombing their dead within her, almost all Deep Roads are dwarves sealed in stone containers upon death to prevent the Darkspawn from defiling their corpses. However Dwarves cannot not truly return to The Stone unless the ritual words have been spoken over their corpse, as seen done by Hawke for a redeemed Legionnaire (Legacy DLC). The ritual words being: “Atrast tunsha. Totarnia amgetol tavash aeduc.” (so far untranslated).

Typically Noble dwarves and Paragons will be buried within detailed and intricate crypts and sarcophagi, while commoner dwarves are encased in piled stone plots. If stone cairns are unavailable for the burial, whatever the reason, they are buried beneath the solid ground. Meanwhile casteless and surface dwarves are considered unworthy of the Stone and are believed to roam the empty caverns of the Deep Roads as spirits and/or Rock Wraiths.

Dwarves also believe the quality of the Dwarf who returns to The Stone affects “her”. A Dwarf who was considered to be a disappointment or rebel and was sent to The Stone weakened “her”, while one of merit and possibly a Paragon strengthened “her”. Those who would “poison” “her” are often disposed of by fire, these being dwarves who have been defiled and/or eaten on by darkspawn after death.

Legionnaires bury their own brethren within the Deep Roads, typically within large shared areas. The nature of their personal burials, mean the last of the Legionnaires do not receive a burial and are never returned to The Stone they had finally earned through their deaths; since no dwarves are left to bury the dead.

Elves

The Ancient Elves were said to be immortal and live forever, thus lacking burial rites. Instead Ancient Elves would become weary of life and lay down for their spirits to cross over into the Beyond. They would return centuries later to share the knowledge they had found.

During these long sleeps, know as Uthenera, servants would attend to the physical forms and preserve them for when they’d awaken. Oils would be rubbed into their skin to help them consume the knowledge they found and keep their bodies from decaying. Herbs were burnt in the chambers to strengthen their connections to the Fade during the sleep. While a potion of honey, herbs, and water would sustain them physically.

Many Elves who entered the last wave of Uthenera would never wake up, their physical forms forgotten and decayed away. Thus turning the sleeping chambers to burial grounds and abandoned tombs. 

After the fall of Arlathan and the elves gain of mortality, elves of the Dales were buried in burial sites with markers and stone tombs. Most of the these still standing landmarks house Great Warriors and Respected Elders.

Dalish now bury their dead within the ground and plant trees above them, poems and songs of mourning are sung as they are passed onto Falon’Din. However, Falon’Din is no longer physically around to guide the elves home, thus they lay their dead with an oaken staff (representing Falon’Din) to guide them along their path to the Afterlife. As well as a cedar branch (representing Dirthamen) to chase off Fear and Deceit, the crows who once served Dirthamen and are now without a master. It is believed that the trees planted above the Dalish’s dead is to represent that even with each death of their people, they live on and will never die out.

Meanwhile, City Elves follow the human rites of cremation, this is so they stand out less among humans and are more accepted into their society.

Humans (Andrastians)

The Chantry calls for cremation in all their funeral rites. As Andraste was burned and returned to the Maker, so shall her followers be. While Nobility and Royalty tend to have larger, grander pyres to send them off; Commoner pyres are often no more than a ring of stones and occur within the city limits, despite fire risks. While criminals are burned on mass pyres, all at once. The ashes of the dead are then cared for how the deceased’s loved ones see fit, they can be buried, spread, or kept as decided. The practice of cremation is believed to also ward off any attempts of demonic possession and/or use of blood magic.

Nevarra is the only Andrastian exception to this, as they practice Necromancy and build cities of the dead. This comes from the Nevarran belief that as a being dies and enters the Fade, they displace one of the Maker’s Children, a spirit. So in exchange for the person’s place among the Maker’s side, the spirit is allowed a mummified corpse and the experience of being in the World of the Living. Thus the Mortalitasi create the Cities of the Dead, entire catacombs of possessed corpses nurtured by them.

Due to the macabre nature and questionable practice of the Mortalitasi, as well as their active support for spirit possession, there is much fear and controversy in the Chantry about Nevarra’s practice.

Avvar

When it comes to non-Andrastian practices, Avvar are the ones most well known. The Avvar believe the afterlife to be guided by the sky, specifically the Lady of the Skies.

The Avvar believe that some of their dead are destined to be reborn anew and are favored by fate. These individuals are not known by memory, as the resurrected chosen are acknowledged to not remember their past lives; rather these individuals are said to be guided by past experiences, having the unconscious knowledge of what must be done. These beings are often encased whole in stone coffins.

Those not reborn join their loved ones in the Afterlife and simply live on in death together.

The Avvar’s actual burial rite is not so much of a burial. A procession is led for the deceased Avvar and their loved ones sing for them as they strip the deceased’s flesh from their bones and cut their bones into pieces, all before laying them out on a ritual slab. Then raptors (predator birds) feed upon their remains, the most common to appear being crows, and return them to the skies.

Qunari

The least is known about the Qunari death rites. The only information available is that when Qunari warriors die, it is their swords and not their bodies retrieved. The Weapon is the Qunari’s true soul, while their body is no more than a husk.

There is nothing regarding whether all Qunari (not just those of the Antaam) have a soul weapon and if they do not, what happens to non-combatant Qunari after they die.

Sources: The Stolen Throne, The Masked Empire, World of Thedas Vol. 1, Dragon AGE: Tabletop Set 1, Dragon AGE: Tabletop Set 2, Dragon Age 2 (Legacy DLC), Dragon Age Codex Entries (e.g. Uthenera, Falon’Din, etc.)

jay-david-deactivated20190201 quipped: Given all the problems the Dwarves face underground, like their caste system, the constant Darkspawn threat and (as you've just talked about) their birthing problems, do you think it might benefit their race to just migrate en masse to the surface and set up some kind of surface Dwarf nation or something? 

Not really. As bad as Orzammar is, it’s location is extremely important to Dwarven culture and success.

For example, Dwarves are only kept afloat in Thedas because of their control over the lyrium trade, it is actually what keeps Tevinter from taking Dwarves as slaves. Without ready access to lyrium, they would lose all protection and power they have in Thedas.

Not to mention without the Dwarves pressing back on the darkspawn, the darkspawn would be able to build larger armies since their numbers are no longer being attacked and having cleared/claimed all of the Deep Roads they’d naturally look towards the surface for more. It’s a very predator/prey dynamic  and take away the predator, the prey overpopulate.

Besides having hundreds of dwarves move to the surface, onto land that does not belong to them and trying to thrive in an environment many could not. It’s almost asking for a self-genocide, especially since dwarves are not the most adaptable race.

So really no, I don’t believe it would be beneficial to them. More detrimental to all of Thedas in my opinion.

Anonymous quipped: We haven't read the books (oops) but hubs is playing a f!Cadash Templar, and we were wondering... how does that even work? We thought dwarves were fairly immune to lyrium? Is there lore that explains this or did we miss something else...? 

Interestingly enough the lore is within Inquisition for this one and does go back into Origins as well. It is the idea that you don’t need lyrium to be a Templar, lyrium only strengthens the abilities.

When you become a Templar in Origins and Inquisition, it more or less just mean that you learn the Templar discipline not take Templar vows or gain the true power of a Templar.

That said, in Inquisition Cadash also has the advantage of the Fade at their control, rather than pulling magical abilities from lyrium, the anchor or Fade mark can work as a catalyst for their abilities.

Lastly, dwarves are not completely immune to lyrium, they do have a resistance to it but they are can experience minor and retroactive effects from lyrium or magic. Especially in the case of prolonged exposure to lyrium over time, such as working in a lyrium mine their entire life can leave dwarves addled after a time. While magic against them has a lessened effect, but an effect nonetheless.

So it is possible for Cadash specifically to be a Templar, but there is certainly a reason for a lack of dwarven Templars in general and was Cadash a normal dwarf I don’t think they would be able to take up the sword and shield.

momochanners:

firemadeflesh:

Carta Dwarf Skyhold Outfit (Female Only)
A lore-friendly retexture of the Skyhold pajamas, loosely based on the Carta Coat and other concept art. May show under certain armors. Beige areas change to cloth mats in crafting. (Texture files available for custom modders.)  To install: use DAI Mod Manager (v0.47 or later).

*RAISES HANDS TOWARDS THE ANCESTORS*

aliteralpixie quipped: there's a lot of talk about elfy stuff, what with the ending of inquisition (which was sadly somewhat spoiled for me due to mobile browsing), but what i'm actually interested in is dwarf lore. like, what's going on with them and the Stone? especially because of some of the stuff dagna says when she tries to investigate the anchor? and stuff? do you know if the in-game stuff touches upon dwarfiness all that much? 

(Ask box cleaning: answering some old or lost asks, and just clearing out my ask box. Sorry for not getting to these sooner. I also apologize for the long flow of answered asks.)

Well since I’m answering this so late, you probably already know about where all the dwarf lore lies. If you don’t know, most of the dwarven lore in Inquisition lies in The Hissing Wastes, which is a hub of dwarven ruins and some tidbits of dwarf lore/information.

That said, there isn’t much besides what Dagna says about main story dwarfiness. Dwarf lore is still just a little lacking when it comes to Thedas and Dragon Age in general.

I really wish I could be of more help when it comes to pointing out all the dwarf lore in Inquisition and especially in The Hissing Wastes, but in all seriousness I’m on my second character and have just entered The Hissing Wastes for the first time. So I’m not sure what all is lore is surrounding this place, but with it’s size I’m sure there is something.

Anonymous quipped: You know what I think is a great shame in the DA franchise? The fact that there are no dwarven romantic interests.  

image Varric…

While Oghren was not my cup of tea, but Sigrun was a wonderful character and I understand why Awakening did not have nor need romances, but I wish they were there because Sigrun and Nathaniel were fascinating and attractive characters.

Meanwhile, Varric Tethras, “Mr. If-I-had-to-choose-a-human-I’d-choose-you.” How I count the chest hairs that keep us apart.

But I definitely agree, we need a dwarven romance, especially since we got a Qunari romance before a dwarf. Which I get it, Awakening was not the time or place for a romantic subplot, Varric was the storyteller in DA2 so making him the romance would have, on some level, been awkward (how often do you want to talk about your own love life with a strange lady who tried stabbing you in the crotch), and Varric still needs to resolve past demons in Inquisition, but we seriously need a dwarf who can lend themselves to romance eventually.

We

n e e d

it.

Anonymous quipped: One of the hardest choices in the original DA game was who to choose as king for Orzammar, Bhelen or Harrowmont. Bhelen, according to the epilogue, ushers in a new age and brings about many reforms that, frankly, I think his people were in desperate need of, like helping the castleless. On the other hand, he's also a backstabber that (depending on the origin choice) betrays us and has our brother killed. Harrowmont may not change much, but he's also a much more likeable person. 

mydadisindianajones:

ageofdragon:

This is true, Bhelen is more progressive and a better leader while Harrowmont is a better person and more traditional.

This is probably the most obvious examples in Dragon Age of no decision is right and no one is good/innocent.

Bhelen is obviously a traitor and underhanded when it comes to what he wants, and it is actually no different in any Origin; Bhelen still kills Trian and frames his other brother, but Aeducan dies in the Deep Roads since Duncan was not there to save him. Still while Bhelen cheated his way to the top, it is apparently something common in dwarven politics. Bhelen ultimately provides for a better, longer future of Orzammar, works on destroying the caste system, and opens up relations to the service. However, as it was said, he will do anything to get those results and will eliminate any that stands in his way.

Meanwhile, Harrowmont seems more trustworthy and means well for his people. There are of course some whispers that he is corrupt as well, some (most Bhelen supporters) claiming he lied about the King’s final words to further his own goals. Harrowmont is no saint, but his definitely the more likeable of the two and it is easier to choose him. He is very, very traditional though. It may not seem like it, but Harrowmont is racist towards surfacers and proposes more isolation from the surface. This of course leading to Orzammar becoming volatile and the merchant caste moves to dethrone Harrowmont. So in the long run Harrowmont is not king for long nor does he make good decisions for Orzammar’s sake.

The fact is it comes down to choosing between the person who would make a good leader or the person who is a good person, a parallel and prelude to the decision that is later made at the Landsmeet (although Alistair does have the compromising possibility of being both).

My reading of history has shown me that simply ‘being a good man’ is not enough. That there are many kings who are good men and yet bad kings. And even good kings sometimes make disastrous decisions. So government is complex, politics is complex.

-George R.R. Martin