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Through the Dragon Age

@ageofdragon / ageofdragon.tumblr.com

"You tend to get up to interesting things. you meet interesting people and then you kill them."
Fanblog that celebrates the making of an amazing Dark Fantasy RPG series, with a surprising lack of Dragons but is getting on that. A blog for the Dragon Age series and the fandom that loyally follows it.
The Mod's specialty is lore posting and sometimes fanfic writing.
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Varric’s Nicknames

Disclaimer: All of this is completely canonical knowledge. Nothing headcanoned, all is sourced from the games. With the exception of clearly marked fanon/personal alternatives.

I realized I’ve never done the most basic of resources, a list of Varric’s nicknames for all characters.

Dragon Age 2

  • Hawke
  • Diplomatic: Waffles
  • Sarcastic: Chuckles
  • Aggressive: Killer
  • Bethany: Sunshine
  • Carver: Junior, Little Hawke
  • Aveline: Red
  • Fenris: Broody, Elf
  • Anders: Blondie
  • Merrill: Daisy
  • Isabela: Rivaini
  • Sebastian (DLC): Choir Boy
  • Tallis (DLC): Shivs

Dragon Age Inquisition

  • Inquisitor: Handy, Lucky
  • Cassandra: Seeker
  • Solas: Chuckles (Note: I personally prefer Giggles, to avoid Varric reusing a nickname in the case of a Purple Hawke)
  • Leliana: Nightingale
  • Cullen: Curly
  • Josephine: Ruffles (Fanon: Scribbles)
  • Blackwall: Hero
  • Iron Bull: Tiny
  • Sera: Buttercup
  • Vivienne: Iron Lady
  • Dorian: Sparkler
  • Cole: Kid
  • Renn (DLC): Grisly
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Avvarian Marriage

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: Codices (A Good Marriage), Dragon AGE: Blood in Ferelden (Where Eagles Lair) P.78, Dragon Age Core Rulebook, In-Game Dialogue (Jaws of Hakkon). Nothing is headcanon and nothing is taken from an unreliable sources (i.e. Wikipedia).

I did promise it for all those interested. If you haven’t, you might want to also check out my Burials post. It includes Avvarian burial practices, as well as that of other races in Thedas. Also just for reference:

*Clan in this post means (family unit)

Basic Information

The first thing to be said about Avvarian Marriages is that they are not long or permanent. It is up to the couple to retain the marriage if they so wish, by completing the untying of knots at the end of their marriage cycle.

Because of these relatively brief unions and naming conventions, Avvar do not take or change last names like other human cultures.

Avvar do not often marry within their Holds, as Avvarian Holds are often made up of the Thane’s family and the clans of extended family members. In order to avoid this, they are more likely to marry Avvar from other, neighboring Holds.

Although it should be mentioned, that Avvarian Brides who are taken to a new Hold are expected to give up their ties to their old Hold for loyalty to their new home. This is due to the fact that even allied Holds can go to war with one another at any time, given a good reason. Because of this, most brides are met with scrutiny by their old Holds.

The Ceremonies

The First Ceremony: A Kidnapping

Courting starts with the kidnapping of a bride, though it never without the Hold’s or bride’s consent. The kidnapping is always partially arranged in advance by at least the elders of the target Hold and clan, and the one announcing intentions.

A groom who kidnaps a bride without first announcing intent or trying to wrongfully kidnap a bride without permission will be put to death and a blood feud started with the intruder’s Clan or Hold.

Before the kidnapping, the kidnapper may approach their bride-to-be directly and secure her help on the success of the kidnapping. On occasion, a bride-in-waiting may approach a man she wishes to be her husband, if she finds one she desires before another comes to her.

With permission given and a plan laid out, a warrior will prove himself by slipping into the Hold and securing his bride without detection. A warrior caught on his first try is beaten severely, but never to death. However, on his second try, if he is caught he is sentenced to death, usually by Hold Beast.

The Second Ceremony: A (Un)Tying of Knots

“Sounds like a good deal to me. See if you like living with your handsome new husband or wife once the bloom's worn off.” ~A Good Marriage 

Once a bride has been kidnapped and taken to her husband’s Hold, they then participate in an Untying of Knots. The bride will tie knots in a piece of rope, she will then sing the hymn of a selected God while her husband unties the rope. For every knot he is able to untie, before the Bride finishes her song they will be married another year.

Once the number of years of marriage are up, the Avvar can perform the knot ritual once more or they can separate, there is no requirement for them to stay together if they do not wish it. Both bride and groom can be remarried to each other or to others at any time after the years allotted are up.

The Bride’s Influence

Despite the kidnapping of the Bride, the Bride has many times and chances to reject the union, giving her the most power when it comes to completing a Marriage Ceremony.

She is given a choice at the beginning, to give the groom permission to kidnap her. Should, for some reason, the kidnapper not heed her wishes, she can then do whatever she can to undermine his kidnapping. If he is caught, and was never given permission, he is immediately executed (see above).

Should the kidnapping succeed, either unrightfully or if she has second thoughts/wants a shorter marriage. The Bride is then able to influence and sabotage the Knot ritual. She can chose a shorter hymn, chant it at whatever speed she wishes, and tie the knots as tight a possible to make it harder on her husband-to-be. Though her husband-to-be can also choose to only untie as many knots (or untie none at all) as he wishes.

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AgeofDragon’s Lore Masterpost

Disclaimer: All knowledge is 100% canon and taken from canon and/or extended lore sources, nothing is headcanoned or fanon. You may want to also check out the #DA Lore tag on the blog, as unofficial (somewhat unsourced) lore posts sometimes end up there that I want to source and make official eventually.

Burials of Thedas (death cw, slight gore cw in Avvar section)

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Firesprites

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: Dragon AGE: Blood in Ferelden (Amber Rage Adventure) [Official Dragon Age RPG Adventure Book]. Nothing is headcanon and nothing is taken from an unreliable sources (i.e. Wikipedia).

(A Firesprite. Page 29, Blood in Ferelden)

Appearance

Firesprites are tiny, winged creatures living in the deep marshes of the Korcari Wilds. They’re named for the soft orange or yellow glow they give off, flickering in the dark marshes like fireflies. 

They have semi-humanoid appearances, with a small face, two arms, and two legs. However, they also have many insect features. They have two pairs of insect wings, that hum when they fly and their eyes, upon close inspection, are compounded, like a fly’s or dragonfly’s eyes. They also have two antennas that protrude from their foreheads.

The average size of a firesprite is about four inches tall. Their skin is yellowed and they tend to be quite gaunt. They do not wear clothing of any kind.

When it comes to their legs and feet, they are actually relatively unused. Firesprites would rather hover than stand and fly everywhere they travel, whether it be miles out or mere inches away.

History

Chasind Legend speaks much of the “little people of the swamps”.

Firesprites are very old creatures, pre-dating the Tevinter Imperium. Many of their groves are actually located around or even within ruins that are also shown to pre-date the Imperium. The original creators and residents of these ruins, made for those much larger than just firesprites, is completely unknown.

During the First Blight, a sickness, known as Amber Rage, begun to affect the Alamarri; it was during this time that the Firesprites made contact with the Alamarri. The Firesprites knew of a mossy substance, called Shadowmoss, that could combat the Amber Rage and taught the Alamarri how to use it. The Firesprites also willingly provided Shadowmoss to the Alamarri, but only when and what it was needed.

The Alamarri grew greedy for the Shadowmoss and its medicinal properties, they begun to raid Firesprites groves to stockpile the Shadowmoss. During the raids, they would slaughter Firesprites they came across. Due to the frequent theft and murders the Firesprite population fell quickly and soon they were brought to near-extinction.

The living Firesprites retreated from the world and their interactions with the Alamarri, protecting their homes by never straying too far; appearing as only lights bobbing through the marshes and singing sad songs of what had been lost.

In present times, Firesprites are known of by the Chasind but rarely seen and their relationship with the Shadowmoss, how they knew to use it and where it came from, is unknown to many.

And while it is also unknown to the outside world, there is in fact only one colony of Firesprites still living within the Korcari Wilds. The rest having been ravaged by time, Alamarri raids, and the loss of their Guardians.

Their Songs

Firesprites cannot speak, at least in no known way that allows them to communicate with mortals verbally. However, they can sing. Their songs are wordless, but can invoke emotions or images in a listener.

A haunting song sung by the Firesprites can bring a foreboding sense or hopelessness over the listener, causing them to be thrown off by the feeling or even give up all together. While a happier song can give whimsy and can-do attitudes to those who hear it. Though whether the Firesprites mean to invoke the feelings, rather than just convey them is unknown.

The same influence goes for their images or ideas, though they are far more intentional. While there songs cannot create comprehensive, fully-fleshed visions of events, they can give their listeners a sense of having seen it. A listener just knows what the Firesprites are trying to convey. The idea that an old, majestic civilization used to live side-by-side with them or the face of a thief that the listener would just Know immediately.

The Guardian

Every Firesprite colony has/had a Guardian, a large serpent-like creature who protected their groves and the Shadowmoss. Many of which were killed in the raids on the grottos, seeing as they are aggressive creatures who will chase intruders completely out of the groves or die trying.

Guardians are typically 40 feet long with tiny, practically useless legs. They move more like a snake than a lizard and are known to rear back, strike, and coil around enemies, also reminiscent of a snake.

They have greenish-silver scales and sport two horns on their head, that it uses for gouging opponents before swallowing them whole.

The real secret to the Guardians though, is it’s origins and true purpose. Unknown to anyone who has never been close to the Firesprites, the Guardian is actually the mature form of Firesprites.

It takes many years for a Firesprite to mature into a Guardian serpent and even longer for them to shed to full size. Usually only one Guardian in a colony is alive at a time, though whether this is due to biological factors (the presence of a Guardian might stunt the growth of other Firesprites) or just coincidental is unknown.

What more the Guardian is the main source of food for the Firesprites.

Shadowmoss

Firesprites actually feed on Shadowmoss, a sickly, green, moss-like substance that glows in the dark where the sun cannot reach it. It has a very, strong nauseating smell that can cause someone to get physically ill. The Firesprites consume nothing else and have no interest in any other edible sources/items.

Shadowmoss is also the famed medicine against the Amber Rage, which still appears throughout the Korcari Wilds at times. Many Chasind continue to share the knowledge of the Shadowmoss, even if they lack the exact location of it.

But Shadowmoss is also the feces of the serpentine Guardians/Mature Firesprites.

This is what had caused the death of so many of the Firesprite colonies. As the Alamarri raided, they would kill the Guardian (the producer of food and protector) and then take the Shadowmoss stored within the grottos (stored food). The death and theft would then lead to the starvation of the Firesprites before a new Guardian could mature and take on the role as provider and protector. Thus causing the near-extinction of them, seen today.

Humans/Mortals and Firesprites

Firesprites are curious about mortals, simply as alien creatures who approach them; however, they lack interest in anything they offer. Firesprites are not enticed by shiny objects, do not bother with human food, find nothing appealing about mortal-given gifts, and are unamused by mortal mechanisms.

In fact, the only way to “lure” a Firesprite out into the open is to replicate the stench of Shadowmoss. The lure will only work for a little while though, for the disappointment of there being no actual food for them and pure boredom will cause the Firesprites to quickly retreat back to their home.

The Chasind had one other (dark) purpose for Firesprites, back when they were numerous. Swamp Lamps were once created using Firesprites. The soft, but powerful glow ideal for lighting the marsh’s night. Chasind would capture Firesprites and imprison them in portable cages or glass lanterns, but since it was unknown what they survived on many died in the glass prisons.

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Chateau d’Onterre, The Haunted Chateau

Disclaimer: Most of this is completely canonical knowledge. Speculative information is labelled as such. There are sources for the canon information and I’ve gathered from every source that I could. This includes: Codice (Lord d’Onterre’s Journal, Superstitions, and A Torn Diary), In-game Texts [Not filed in the Codex] (An Apology, Cook’s Diary, Lord d’Onterre’s Beast, A Reminder, and Secret Reading) and Dragon Age Inquisition: Chateau d’Onterre Quest. Nothing is taken from an unreliable sources (i.e. Wikipedia).

As the story of the Chateau is rather vague, this post does contain speculation on some of the fuzzier details and is marked as so. Though I try to be as close to canon as I can. And while I tried my best to make this easy to read and comprehend, the events themselves are a bit hard to explain and so the event explanation might be choppy or weirdly worded in parts. For that I apologize.

Warning: Mentions of Child Abuse and drowning below the Read More

Location Chateau d’Onterre is located in the Dales of Orlais, specifically the area known as The Emerald Graves.

The d’Onterre Family The d’Onterre family was a noble family with a very pristine reputation and name.They were also known for their extravagant parties and unyielding faith in the Chantry and The Maker (as seen through their many painting, statues, and altars).

Known d’Onterres

  • Jeanette d’Onterre, Matriarch of House d’Onterre
  • Nanette d’Onterre, Beautiful Rose of House d’Onterre
  • General Mathieu d’Onterre, Feared by Dog Lords
  • Antia Chayeau, Beloved Grand’mére (Grandmother)
  • Abel d’Onterre, (Speculation) Lord d’Onterre and Father of the Child*
  • Colette d’Onterre, Lady d’Onterre and Mother of the Child

*Abel d’Onterre is the only d’Onterre portrait that does not come with an explanation and appears several times, most of the time in crucial locations (The Study). This leads me to believe, he may be the current Head of the House.

Summary of the Events The d’Onterres were blessed with a daughter, but cursed by their daughter’s magic. After years spent torturing her emotionally, mentally, and physically in hopes to smother her magic, their daughter was given a talisman. Though the talisman was meant to protect their daughter, it instead lured in a demon that threatened to possess the child. Which would result in the deaths of the family, their friends, and their staff.

Leading Up To The Events of Chateau d’Onterre

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I saw your dragon age slur post going around and I noticed 'Rattus' was on the list for elves. Rattus is the Latin word for 'Rat' (which might have been obvious), and since Tevene has ties to Latin I think it might be just that. A rat, not too dissimilar from Rabbit.

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I’ve heard that and I have no doubt that is it too. Though I don’t know if the context of Thedas itself changes the way it is used, so I kind of left it alone as is. If that makes sense?

My speculative info about it, would be that it does definitely mean Rat and probably means Tevinter saw the elves as pests that Thedas needed to be rid of. Dehumanizing them and giving them reason to “exterminate” and cage the Ancient Elves.

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reblogged

Hey dragon age fandom

I got a question. What is “English” called in Thedas? Like, what we hear as English in the game. Is it called English? That wouldn’t make any sense. Orlesian isn’t called French and Tevene isn’t Latin

Common tongue or King’s Tongue, I believe.

Correct. At least one example is in The Stolen Throne. It turns out Dwarves taught humans the King’s Tongue, implying it comes from the kings of Orzammar and not Ferelden.

OH COOL I DID NOT KNOW THAT

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ageofdragon

King’s Basic is the Ferelden term and Trade (another term for it) originated I believe in Ferelden or rather under it, every other nation refers to it as Common or Trade Tongue. Trade Tongue is in fact a Dwarven Language, because the Dwarves need a Trade Language for the surface, thus Common/Trade Tongue was created.

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Anonymous asked:

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)

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AgeofDragon’s Lore Masterpost

Disclaimer: All knowledge is 100% canon and taken from canon and/or extended lore sources, nothing is headcanoned or fanon. You may want to also check out the #DA Lore tag on the blog, as unofficial (somewhat unsourced) lore posts sometimes end up there that I want to source and make official eventually.

Burials of Thedas (death cw, slight gore cw in Avvar section)

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Anonymous asked:

How much canon knowledge is there about Anders' escape attempts and his punishments? I don't seem to be able to find much and WOT isn't 100 % accurate, right? Your thoughts?

Actually World of Thedas is the most reliable source so far, but you are right: it’s written in the perspective of a Chantry scholar and therefore has Chantry prejudice, especially towards Anders (as you would expect).

Here is what I do know though:

Anders made a total of 7 escape attempts.

World of Thedas Vol.2

  • Anders was taken to the Circle when he was 12 years old, he made his first escape attempt 6 months after. 
  • When Irving asked why he had tried to escape, Anders simply stated that he wanted to go home and Irving took pity on him.
  • Anders made no more escape attempts for a year.
  • His second escape, it took the Templars 3 weeks to find him.
  • His third attempt, it took them an entire month.
  • When Anders and Karl became friends and later more, Anders did not make any escape attempts.
  • When Irving transferred Karl to Kirkwall, he worried Anders might try to escape and assigned him Templar bodyguards.
  • It was only after the Templar assignment Anders escaped again and he was caught in West Hill, trying to get passage to Kirkwall.
  • On his sixth escape attempt, Anders was brought back and stuck in solitary confinement for an entire year. **Take note that solitary for even just a day can cause psychological issues, one study showed that monkeys placed in solitary for a year lost all ability to socially interact and another on consenting humans was only able to last for a week.
  • After being let out of solitary, Anders escaped for the last time.

Witch Hunt

Finn mentions a mage tried to escape during outdoor exercise time, the mage jumped off the dock and begun swimming to the other shore. The Templars could not go after him with their armor and only found him a week later. This was one of Anders’ escape attempts and afterwards all mages were restricted from outdoor access.

This was likely 4th, 5th, or 6th escape, as it was only after Anders’ 2nd attempt that Irving tried implementing outdoor activities for apprentices and Finn hadn’t heard of Anders after his last attempt. Meaning there was an attempt(s) made after it.

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How much canon info is there about Highever? I haven't been able to find much apart from: It has an alienage, is by the coast and makes a signature kind of cloth (wool industry?). How big is the city? Is it near/around Castle Cousland? Does it have a harbour? How big is the alienage and what is it like?

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(Alright, for you I’m going to make this into an official lore post, because this is actually small and specific).

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: Codice (Highever, Construction Report: Brickmarks, ), Dragon Age Origins Ultimate/Collector’s Edition Prima Guide, Dragon AGE Core Rulebook. Nothing is headcanon and nothing is taken from an unreliable sources (i.e. Wikipedia).

 Highever

Location

Highever is a Teyrnir in northern Thedas, one of the few that set on the Coastlands. It sets on the coast of the Waking Sea, west of Amaranthine, across the sea from Kirkwall and the Vimmark Mountains, and North of The Bannorn.

In the very center of the Highever Teyrnir, is Harper’s Ford, this area used to belong to the Howes of Amaranthine. However, during the Orlesian Occupation, Tarleton Howe sided with the Orlesians, Harper’s Ford was marched upon by the Couslands and Howe hung.

Highever is the name of a village in the Teyrnir along the coast, as well as being the name of the Teyrnir (all lands, holdings, and bannorns within in area).

Castle Cousland is located in the Highever Teyrnir, the exact location is unknown.

Highever possesses an Alienage, though the location of it is unknown.

There was a Silver Temple in Highever where Andraste’s Ashes were first held, before being moved to a secret location. Whether the Temple still stands in unknown.

History

In -165 Ancient, Andraste’s “sons” (Maferath’s sons were adopted by Andraste, though many tried to claim to be her birth son in order to earn leadership of the Alamarri tribes) sought to steal Andraste’s ashes from Highever’s Silver Temple and strengthen their claim to Chief of the Alamarri. The ashes were moved to Haven, but the location was never revealed and eventually lost.

Castle Highever, eventually known as Castle Cousland, was built in the Divine Age and was considered no more than an outpost to the Amaranthine Bannorn. The oupost was held by the cousins of the Howes, the Elstans until the Tower Age.

In the Age of Towers, Bann Conobar Elstan was murdered by his wife, Flemeth, leaving no heir behind. Cononbar’s Captain, Sarim Cousland, stepped up and took the land instead.

The Couslands would declare themselves an independent Bannorn from Amaranthine and start a 30 year war, until Highever was freed and owned southwest Amaranthine as well.

It wasn’t until the Black Age that Highever would be named a Teynir under Haelia Cousland, who would unite the nearby lords against the werewolves and earn herself the title along with their fealty.

4:80 Black, Orlais tried to take Highever in hopes to conquer Ferelden, in the first Orlesian Invasion. They would use Highever to supply their troops by sea. However, Redcliffe stood strong against the Invasion and Orlesian was forced to retreat, unable to pass into Highever.

 During the Exalted Age, Eletha Cousland would fight Ferelden’s future king, Calenhad, to remain independent. She would lose, but Highever would remain one of two Teynirs and Eletha would remain their teyrna.

However, in the Dragon  Age, the Couslands would be betrayed and Castle Cousland would be stormed by Arl Howes forces, the Cousland family almost completely wiped out. The only to survive would Fergus Cousland, who would be lost in the Korcari Wilds until after the Fifth Blight ended. 

(Conditional: The youngest Cousland would also survive the attack and go on to become a Grey Warden, swearing vengeance on Howe.)

Highever would be relinquished after Howe’s death by the Warden and returned to the Couslands.

Fergus Cousland is the current Teyrn of Highever.

Heraldry

Highever has two major Heraldry, The Cousland Heraldry (Left) and The Highever Heraldy (Right).

Known People from Highever

  • Ardal Cousland (A knight/soldier to King Vanedrin Theirin)
  • Bryce Cousland
  • Calenhad Theirin
  • Duncan
  • Fergus Cousland
  • Flemeth
  • Helena (Jory’s Wife)
  • Oren Cousland
  • Riordan
  • Roderick Gilmore
  • Ser Eryhn (A Templar woman with unmatched grace with a sword and shield)
  • Warden Cousland

Facts

  • Highever has a population of 20,000.
  • Highever has given Ferelden the most famous Alamarri Legends so far (Calenhad, and Flemeth)
  • Nelaros’ Wedding Ring was forged in Highever, it is also where Tabris’ bride/groom comes from.
  • Sarethia is the Hahren of Highever’s Alienage.
  • Warpaint of the Tempest, is the traditional kaddis for mabari in Highever.
  • Highever Weave is most likely a cloth originating from Highever and may be an export.
  • Skyhold has bricks stolen from Highever, apparently before the First Orlesian Invasion.
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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

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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.

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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.)

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