Through the Dragon Age
King Calenhad, The Great

Disclaimer: All of this is completely canonical knowledge. Nothing headcanoned, there are sources for it and I’ve gathered from every source that I could. This includes: Many Codice (Aldenon’s Vestments, Willem’s Bulwark, Freedom’s Promise, Robes of the Pretender, Camenae’s Barbute, Lyrium, Politics of Ferelden. Lake Calenhad, Lothering, Redcliffe, The Howes of Amaranthine, How to Act Fereldan, The Lady of the Skies), The World of Thedas Vol.1&2, Dragon AGE Core Rulebook, Until We Sleep (Comic), In-Game Dialogue, and dragonage.bioware.com (old DA2 site). Nothing is headcanon and nothing is taken from an unreliable sources (i.e. Wikipedia).

This is a lot longer than I thought it would be, but there was a lot of fascinating stuff. Including an alternative codex for Hawke’s family and relation to Calenhad, as well as a canon codex mistake that was never corrected. So I usually like to not put Read Mores on lore posts, so fic reference reblogs can easily see the information. Unfortunately that’s not possible for the length of this, so of course there is a read more. Enjoy~


Calenhad’s Titles

  • King Calenhad, The Great
  • First King of Ferelden
  • The Silver Knight
  • First of the Theirin Line
  • Father of Our Fathers

Early Life, The Beginning

Calenhad was born in 5:10 Exalted as the third son of a Highever merchant, who was barely able to support his family. So when Calenhad was old enough he was sent to a distant cousin, Ser Forannan, and began work as the man’s squire and dog-handler. Soon after, Ser Forannan joined under Arl Tenedor’s service, an Arl no older than Calenhad himself, and Calenhad was brought along underneath the Arl as well.

Eventually Arl Myrddin marched on Tenedor at what was once known as the Western Hill Bannorn(now known as West Hill), he planned to either gain Tenedor’s loyalty or head in his campaign to be King of Ferelden.

However, before blades met, Myrddin called for a parley and Tenedor fearing for his safety decided to send a disguised squire in his place. The Arl of West Hill called for a volunteer and Calenhad immediately stepped forward. Yet when he met Myrddin he identified himself not as Tenedor, but as Calenhad and neglected Tenedor’s plan. Calenhad faced Myrddin head on and claimed he would die for his Arl. Myrddin was impressed by Calenhad’s bravery and loyalty, offering the young squire a place at his side instead. Calenhad refused, he told Myrddin that if the Arl had planned to kill his Arl during the parley, then he had no honor or worth. The comment caused Myrddin’s allies to ridicule and spurn him, the fact that a simple squire knew honor better than he and Myrddin was forced to concede. He would instead continue his assault head on, than use tricks.

During the attack both Calenhad’s Arl and cousin fell, but Myrddin chose to duel Calenhad for his victory. The young squire bested the Arl in a duel and a humbled Myrddin knelt before the common lad, surprising his allies. Myrddin once more asked for Calenhad to join his side, now that his forces had been defeated.

“You are not a man known for your honor, but I believe you wish to be. You allowed me to live once, and so now I do the same for you. Perhaps if more of our people lived by honor, we would learn to trust each other long enough to live together.” ~Calenhad

The Arl pledged his support to the young man instead. He shouted to his allies that while he knew that he would never be King, he knew who would and should be.

Calenhad would go on to be named Teyrn of West Hill.

Some of Myrddin’s allies also pledged allegiance to Calenhad, one such was the freeholder, Elias Howe. 

Yet most of them would resist following a simple commoner as their future king. Though that would change as Calenhad proved his worth, gracefully wielding his reputation for honor and gaining many victories that built up his army.

Unification of Ferelden

As Calenhad began his campaign across Thedas, claiming fealty after fealty, he was met with strange greetings, occurrences, and trials from the Banns and Teyrns of Ferelden. Many of which who did not wish to bow before the ambitious commoner.

It was during a march in the lowlands bannorn that Calenhad would meet his most famous companion and dearest friend, Lady Shayna. She was a proud and powerful warrior, who agreed to fight by Calenhad’s side from the near start.

Calenhad was then married to Myrddin’s, famously beautiful, daughter, Mairyn.

One of Calenhad’s stranger greetings came from Bann Camenae Eremon of The Waking Sea. The Bann greeted her would-be King by shooting his horse out from under him, a league out from her castle. Calenhad continued his journey on foot and yet when he arrived at Castle Eremon, he was refused entrance or audience. Calenhad and his men waited outside the castle until sunset, when Camenae finally made an appearance trussed in armor and her bow at hand.

She then knelt to her future King and swore fealty, impressed with Calenhad’s qualities.

You have proven you have sense and humility, Theirin. And no man can hope to lead the Bannorn without those gifts.” ~Bann Camenae Eremon, of The Waking Sea Bannorn

Another challenge for Calenhad would be Highever’s Eletha Cousland, who fought the would-be King to retain the Teyrnir’s independence. She led her local Banns . against Calenhad’s force, though Calenhad prevailed. Yet instead of punishing the Teyrna, Calenhad asked for her fealty in exchange for Highever to remain a Teyrnir and she a Teyrna. A deal that would make the Couslands only second to the King himself.

Calenhad’s religious views continued to build his reputation. The Chantry, still new to Ferelden, was gaining ground among the nobles and found a leader to push it further in Calenhad. Many voices of the court joining both the religion and Calenhad’s march all at once.

Calenhad would go on to defeat all other claimants to the throne, acquire the fealty of almost all Ferelden, and finally face Teyrn Simeon of Denerim.

In 5:42 Exalted, Calenhad with his might and faith, was unstoppable. With Lady Shayna at his side and the rest of Thedas at his back, he descended upon Teyrn Simeon’s forces in what would be known as the Battle of White Valley.

Calenhad would face Simeon as his forces occupied Simeon’s forces, however he would nearly be killed by Simeon’s blade. Calenhad’s close friend, Shayna, instead took the last blow meant for him and killed the Teyrn herself.

Aldenon

Keep reading

Thedosian Slurs

Disclaimer: All of this is completely canonical knowledge. Nothing headcanoned and all can be found in the games or extended media. Also I do not support the use of slurs, this is simply a lore/educational post for the Dragon Age series. Please click through the Shemlen link, before coming to the conclusion Shemlen does not belong on this list.

While often taking from our own present day (and past) curses, Thedas also has it’s fair share of unique slurs. Everyone from Humans to Mages to Qunari have derogatory terms for everyone else. Some are spoken in a race’s first language, while others are simple King’s Tongue and just as common throughout the world.

Slurs for…

Humans

Dathrasi: a pig like animal
This slur can actually be used for anyone of any race, but is most often associated with human nobles. Qunari using it to compare the nobles to wallowing, dirty animals who simply indulge and indulge until them become too fat on their greed.

Dog Lord
This term refers to Fereldans, who are known for their excessive love of mabari. Created by Orlesians, it compares and essentially equates Fereldans to dogs and dog-like behaviors (rolling in dirt, licking their genitals, etc.). It is sometimes used by Fereldans as a true title or compliment than the intended insult.

Half-Elf/Half-Blood
This term is never used for full humans, but rather is a derogatory term for Elf-Bloodied beings. Humans who have one elf parent will often be called out as being a Half-Elf or Half-Blood, as couplings with elves is considered taboo and disgraceful (see: Rabbit slur). The slur acknowledging only half their blood is good and/or that the person is tainted. This term is used in excess for elf-bloodied humans who choose to stay with their elven families in Alienages.

Quick/Shemlen: meaning “Quick Child”
This is most often used by elves as it is an elven word and is usually shortened to shem. It’s original purpose was simply to identify humans, but continues to see use as an insult now. It is believed to have been chosen due to humans having much shorter life spans than elves and thus seen as dying far too young.

Elves

Flat ears/Seth’lin: meaning “Thin Blood”
A term actually used by elves for elves, Dalish elves will sometimes refer to City elves as flat ear or seth’lin. The Dalish believing that city elves have lost their “elfiness” and practically become humans themselves. Both slurs insinuating the loss of elven blood, characteristic, and culture in the city elves.

Halla-Rider
This slur is predominantly used by humans for Dalish elves, although many humans see it more as a comment or even a compliment than a derogatory term. The term of course referencing the chosen mount of elves, though it also oversimplifies and insults the relationship between the halla and the Dalish.

Knife-ear/Slant-eared
Blanket term for all elves, used by humans. This is the most common slur used for elves, obviously coming from the shape of an elf’s ears.

Rabbit
Rabbit is considered a more generous slur by the humans who use it, often claiming it is due to the shape of their ears. However, it has also been known to be used by (Orlesian) Andrastians who believe coupling with an elf is no better than sleeping with animal, due to their “bestial” intelligence and nature. Also it may speak to elves having a “plucky” nature.

Rattus
An Ancient Tevinter term used to refer to elves, most likely meaning Rat. The origin and reference remains unknown.

Wood Elves/Savages
Another Self-Elven Slur, for Dalish elves used by City elves. Used because many City elves believe Dalish to be wild, cruel, and barbaric. It often accompanies stories of cannibalism and predation on fellow elves, mostly built off the idea that City elves that go in search of Dalish lives are never heard from again.

Dwarves

Cloudgazer/Sun-Touched
Slur used by Deep Roads dwarves to describe Surfacer Dwarves. The idea that seeing or gazing upon the sun and sky takes away your Stone-sense, the Dwarves connection to their ancestors.

Deep Lord
This term is often used by lower caste Dwarves (Below Noble and down to Casteless). The label is used for Noble Dwarves, specifically Deshyrs of the Dwarven Assembly. The reasoning behind this unknown, other than the literal meaning.

Duster
A derogatory term for the Casteless, used by Dwarves of higher castes. The exact origin of the term is unknown, but it most likely has to do with the Casteless living in the dust and dirt of the Deep Roads.

Noble-Hunter
Used to describe women of a lower Dwarven caste (often Casteless), who are looking to raise their caste by bearing a son to a man of higher caste. The term comes from the fact that the women often try for noble, but will settle for someone of a lower (but still higher than them) caste.

Short Mouth
Sometimes used by Qunari to refer to Dwarves, who are much shorter than them and any other race. It is a rather straightforward slur.

Stone-Blind
Another slur applied to Surface Dwarves, this one deriving from the belief that Surfacers are and/or have lost all their Stone-sense. Much like Cloudgazer and Sun-Touched, though this one is a bit more straightforward than both of those. Insinuates that Surface Dwarves are not real Dwarves.

Qunari

Beasts/Giants
Obvious slurs for a Qunari and used by almost all races. They are used to dehumanize the Qunari as mere creatures built on instinct and savagery.

Ox-men
This slur is built more on Qunari appearance than attitude. Bringing attention to a Qunari’s horns, muscular stature, and back-breaking strength. In Tevinter, this is often accompanied with a Yoke being used in manual labor or as a symbolic slave collar.

Mages

Abomination
While this has come to be a technical term for a mage possessed, this is often used as a slur towards any mage. This term is only used by mages when a mage has been completed corrupted by a demon and has lost their humanity, rather than being used casually for any mage dealing with a spirit. This term is used to dehumanize mages.

Hedge Mage
This is another slur that is used as an identifier, the Chantry choosing to use this term as a blanket for unsanctioned mages (i.e. Avvar shamans and Chasind/Riviani witches). It is often used in conjunction with “arcane derangement” to describe the unsanctioned magics.

Incaensor: meaning a dangerous substance
A Tevinter term used for slaves who show magical ability and potential, though the word is also used to describe raw lyrium and natron salts. The idea of the slur is to dehumanize the slaves into just another tool, useful is controlled and used correctly.

Robes
A relatively straightforward slur, playing off the stereotype that all mages wear robes. It also belittles mages down to the clothing they wear, taking away their personal identity.

Spellbind
Little is known about the specifics of this slur, however, it may come from the idea that dangerous mages can bind others to their will or come from the Mortalitasi title Spellbinder. Spellbinders being a specialized magic among the Mortalitasi, binding spirits to objects like books and seen as extremely dangerous.

Misc

Basra
The less neutral version of bas, this actually used an insult for those who are not Qunari. Most likely meaning purposeless nothing.

Nug Humper
A commonly used insult by dwarves, implying someone has slept with a nug.

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.)

Currency in Thedas, Part 2

So World of Thedas 2 comes out and more Currency Lore! Yay! Also I added on a lot to my old post and so I’m going to write/sort that out too.

Disclaimer: All of this is completely canonical knowledge. Nothing headcanoned, there are sources for it and I’ve gathered from every source that I could. This includes: The World of Thedas Vol.1&2, Dragon AGE (the tabletop RPG), Dragon Age Origins & Dragon Age 2 Game Guides, and a forum discussion with Mary Kirby & David Gaider (Information regarding Qunari economy). Nothing is headcanon and nothing is taken from an unreliable sources (i.e. Wikipedia).

Most of Thedas uses the same currency system, run by the Dwarven Merchants Guild. The Dwarves were the first to set and use the present currency standard; the Dwarven Merchants Guild refusing to accept any other currency, if it did not meet their specifications, and forcing many nations to convert to the new standard immediately.

Every nation and race within Thedas uses the same metals/basis for their currency, the standard fare being Gold, Silver, and Copper. Most of these come in the form of coins and their names and appearances vary country to country. Larger, more expensive transactions may be used in the form of bars (solid bricks) or strands (stacked groups), these seen used more between guild contracts or governments/nations than in daily commerce.  For example: Hawke would pay gold pieces to buy new armor, while Varric would buy a new estate or make an investment in bars and strands.

1 Gold piece is equal to 100 Silvers which is equal to 10,000 coppers.

Or

1 Gold = 100 Silvers
1 Silver = 100 Coppers

However, prices do inflate depending on location. 5 Gold pieces/Sovereigns in Ferelden will buy you a meal (probably for 2 if you know where to look) and an okay cowl will run you maybe 10 gold pieces/Sovereigns, where as in Orlais a single ring will run you around almost 60 gold pieces at the least and a decent meal is probably around 50 gold pieces per a person.

The Imperial Highway

While the Imperial Highway (the trade route throughout Thedas) does not have it’s own currency, it does have it’s own practice related to currency. Usually merchants and travelers will carry Traveler’s Bends, Gold coins that are beaten curved so they can be hidden beneath the tongue. The practice is done to protect small amounts of coin (for emergency or bribes) from bandits patrolling the roads; however it is very easy to swallow or choke on the coin rolling around in one’s mouth. It is also a common case for Hunter Fell currency (containing lead) to cause a condition called “Miser’s Madness”, which is lead poisoning.

Ferelden

In Ferelden, Gold pieces are referred to as Sovereigns, Silvers are Silvers, and Coppers are called Bits or simply Coppers.

Orlais

In Orlais, “Gold” pieces are referred to as Royals; however due to different and more expensive lifestyles of Orlais, Royals are equal to 20 Sovereigns/General Gold pieces. Silver pieces are referred to as Crowns and Copper pieces are Bits (like Fereldans) or Pennies. 

There are also the traditional Caprice coins of Orlais. They are made of very little gold and more often use low grade materials, as Caprices are made to be disposable. Most Caprices are decorated with a single family’s heraldry or a specific event. They are not used in normal economic exchanges, but rather in a party game at high-class, Orlesian, social gatherings. Nobles hand Caprices back and forth during parties, rewarding cleverness and grace. The Caprices are then thrown into a fountain at the end of the party or a fireplace in a more rural setting, for well wishing. Reusing a Caprice is thought to be both bad luck and a great embarrassment.

  • Serault

Serault has the same base currency as the rest of Orlais, but they do have a special coin. This coin is known as the Andraste’s Tear, a nonmetal coin that has the same equivalence as 5 Royals (or 100 Gold Pieces). Andraste’s Tears were made in a very small, limited quantity; created by pressing Serault glass together, trapping “the still of the air as they watched Our Lady breathe her last” (later discovered by a coin collector to be a waft of alcohol) between the slates of glass, and then a signet is pressed into the glass like wax.

Nevarra

Nevarra uses a coin referred to the King’s Gulder, it is implied this is their Gold coin as it is seen equivalent to the Fereldan Sovereign and Orlesian Royal. Another name for the King’s Gulders are Dragons. The term is both due to Nevarra’s culture association with dragons, and the naming of their Dwarven Guild/Enclave.

Anderfels

The Anderfels has a coin named the Double Griffon, it is implied to be their Gold piece as it is compared to the Fereldan Sovereign, Orlesian Royal, and Nevarran King’s Gulder.

Antiva

Antivan Andris are Antiva’s “Gold” pieces worth the same as an Orlesian Royal (20 typical Gold pieces), they are actually struck with the faces of leaders operating major groups within the Antivan limits rather than faces of their Royalty. For example one Andris appeared to be struck with a (familiar) Pirate Queen’s visage, one who operates within the Antivan seas.

Also 5,000 Andris are considered to be one Bastard, which is an offer used as an insult in business negotiations.

Tevinter

Tevinter uses a coin similar to Orlesian Caprices for their own gatherings, Imperial Tesseraes are tokens and/or tiles that are used as invitations and passes into certain events. The events can range from political meetings (like Magister congregations) to celebrations (name day parties) to competitive gathering or betting at said gathering (sport contests like Jousting) to private performance (of a famous bard/minstrel or celebrated play troupe). Coins are usually specially made for each event, depicting the event, a favorite athlete, an animal, or the subject/guest of the event. Tokens for a private performance are considered the rarest Tesserae to acquire and are highly sought by collectors. However Tesseraes lose value the minute the event or gathering has ended, since there is little interest in tokens of a rival’s family, success, and/or vanity.

Par Vollen, Seheron, Parts of Rivain (Qunari)

Qunari follow a completely different economic system that the rest of Thedas, as they do not have currency or a trade system. Rather Qunari run on a communist system. They do not own property; they do not trade, buy, or sell things amongst one another. Any example given by Mary Kirby:

“Merchants” in qunari cities have the job of making sure goods are distributed appropriately.

Because Qunari do not buy goods, the goods instead provided to everyone fairly and evenly. The “merchants” deliver the essentials to live, to everyone equally and the goods they need to perform their role/jobs (bakers get their flour for the day, farmers their seeds for the season, etc.)

Qunari do follow Thedosian currency out of curiosity, trading and borrowing with the rest of Thedas to interact with and explore the activities, behavior, and goods/products that come from the other nations. However, they do not actively participate nor adopt Thedosian economic standards among their own communities. It is unknown whether the currency they use to participate in Thedosian economy has special names like the rest of Thedas and are rather just Golds, Silvers, and Coppers.

(6/?)

I’ve recently been a nerd and started studying Dragon Age spirits (not the Fade kind, but the alcoholic kind), so I started creating cards to make it easier. It became this; I used the icons as reference for a few of them, but I decided I didn’t want to repeat icons (since I plan on doing Awakening and DA2 spirits too) and created new looks for Garbolg’s Reserve and Golden Scythe Black.