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#hakkon blooded (dragon age)
ode-of-odr-archive · 8 months
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// @altuspavus continued from here
There was an dangerous symbiotic relationship between Valor and the dragon's blood and the magic that allowed the blood to give the properties it bestowed on Raserei. Valor made it so Raserei didn't feel fatigue, nor fear and could, if needed, heal the Avvar. The blood magic that was used to infuse Raserei with the dragon's blood allowed him to syphon the soul of his enimes and heal his wounds. But he was more vicious the closer to death he was.
It was this percarious state that Valor shined, keeping Raserei in a functioning state, despite being injured enough a normal man would fall. It allowed Raserei to be devestating.
Blood tasted weird to the Spirit, and it was concerned with how much it liked the taste. However, demons did not bleed, but the none the less they were draining the creatures of their life force, consuming them to make themselves stronger. Valor strode through the battle, fighting the terror demons head on, laughing as it made short work of them. They were almost in the clear to close this rift.
The spirit looked over at Dorian when the mage spoke of not needing to heal. While this was in part because Raserei himself did not need healing, and little else, the spirit wondered if the mage had the aptitude to do so.
"Perhaps it is because he knew you would not be suitable." the spitit replied flatly as it moved Raserei's axe from a demon's head, black ash like particles floating around it as the demon fell apart.
The spirit had been paying attention to the man's interactions with those around him, but it still was not sure how to engage them. How it felt about those Raserei spent his time around. After all, since leaving the Hold, Valor has been pressed that it has had to be quiet. Act as if it were some demon lurking in a person waiting to strike. It was cowardly and has soured the spirits view of those outside the Avvar.
Finally there was an opening and the Spirit relented back and let Raserei take control so he could seal the rift. In a fluid motion, a blink of an eye, Raserei was back and was closing said rift, as if Valor was never there. Years of this made their transitioning so smooth and seamless.
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ode-of-odr · 4 months
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“Come here a moment,” Ravus whispered, sidling up behind Raserei, being mindful of his horns. He stepped up on a stone raise himself a few inches; this way he was only about seven or eight inches shorter than the other man.
He plucked a sprig of dry twig from Ras’ hair, a dry leaf crinkling slightly between his fingertips as he did so. Surprisingly, the lockers were quite soft and the color quite lovely. “You should let me braid this for you.”
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Raserei did as he was told and stood there. He watched as Ravus slipped from view, but could hear him moving behind him. A strange fluttering in his heart and a tingle down his spine as the shorter man grazed his hair, removing the offending twig.
The warm and buzzing sensation this caused stirred Valor, but the spirit merely observed, curious to the feeling.
"Thank you," Raserei craned a brow, "Oh? Is my hair long enough now? Would not be surprised, upkeep on such things has not been high on my priority."
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ammocharis · 2 years
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Random bits of Avvar lore
These are just some bits of Avvar lore that I consider interesting, though I rarely find an excuse to bring them up in discussions about Dragon Age lore. They might not be terribly relevant but I think they're worth mentioning! If you're working on a fic that incorporates Avvar characters, you might even find these bits useful for adding flavour.
The Lady of the Skies has favourite species of birds.
“Bluebirds carry the goodwill of the Lady.” (Amund, DAI multiplayer)
“Budgerigars are sacred to the Lady. I think she likes the chirping.” (Amund, DAI multiplayer)
The Avvar call the shards "elfstones" and were able to locate them with help of Hakkon Wintersbreath before he got locked away.
"In the old times, the first Jaws of Hakkon spoke with the great spirit himself. He opened their eyes that they might see the elfstones hidden across the world, and they entered the old cave and learned the mysteries of winter." (Codex entry: Leather-Bound Hakkonite Journal)
The ability to read and write is not widespread among the Avvar (and may even be seen as odd) but hold leaders and augurs are usually literate.
"Script style and surrounding symbolism mark text as Avvar. Writing not widespread in holds—place marked by a leader or augur? Few lowlanders known to be in area at time.” (Codex entry: Colette's Notes)
“Thane Harofsen thinks he alone can work the words of lowlanders, as though the augurs had not learned the tale-drawing runes to study the old magic.” (Codex entry: Leather-Bound Hakkonite Journal)
They refer to the Tranquil as "dream-slain".
"The lowlanders, though, have found a new way to see them. The skull of dream-slain, set with the right magicks, can bring the elfstones to our sight." (Codex entry: Leather-Bound Hakkonite Journal)
An Avvar warrior won the Grand Tourney once.
The Grand Tourney is the oldest, and perhaps only, tradition of the Free Marches. [...] Contestants come from all over Thedas. [...] Once, the champion was an Avvar mountain man. (Codex entry: The Celebrant)
Their swearwords often involve gods/legendary heroes
Korth's stony arse, Korth-cursed, Tyrdda’s tits
Another common type of profanity is tied to domesticated animals and/or body waste
goat-lovers, goat-kissing, goat’s piss, goat shit, chicken-craps, shit-eating, blood-drinking
Stone-Bear hold has changed its physical location a few decades prior.
"Stone-Bear Hold's been here a few generations. I was born further north, but we left before I could remember." (Arvid Rolfsen, DAI)
Each of the chief gods has a test associated with them that can be used to settle disputes. The test of the Lady is climbing, as witnessed when first entering Stone-Bear Hold. The test of Hakkon involves fighting with blunted weapon, similar to the Hakkon's Trials quest where you face local warriors and fight until surrender. The one test that wasn't shown in any shape or form is the test of Korth, which incorporates flyting - an exchange of insults conducted in verse.
"The test of the Lady. We use it to settle disputes when it is not clear who has the right of it. There are others. For the test of the Mountain-Father, you battle with verse while those who favor you hold you aloft. The test of Hakkon is battle, with blunted weapons." (Svarah Sun-Hair, DAI)
Veilfire runes are known as "god-runes" to the Avvar.
"Stone-hidden lie the tales of this hold. Here's the means to find them. Return when you've seen all the god-runes, and I'll tell you why the Jaws of Hakkon did this." (Augur, DAI)
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dreadfutures · 18 days
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203 Dragon Age: Inquisition Quests
A prompt list of selected quests, for randomized writing prompts. Please send the number AND say that this is a DAI Quest Prompt when you prompt someone.
The Wrath of Heaven
The Threat Remains
In Hushed Whispers
Champions of the Just
In Your Heart Shall Burn
From the Ashes
Here Lies the Abyss
Wicked Eyes and Wicked Hearts
What Pride Had Wrought
The Final Piece
Doom Upon All the World
Haven's Best and Brightest
Know Thy Enemy
Mixing Potions
Passing Notes
Piece by Piece
The Right Armor
A Common Treatment
A Healing Hand
A Rare Treatment
A Spirit in the Lake
Agrarian Apostate
An Advanced Treatment
Apostates in Witchwood
The Ballad of Lord Woolsley
Bergrit's Claws
Blood Brothers
Business Arrangements
Conscientious Objector
Deep Trouble
East Road Bandits
Failure to Deliver
Farmland Security
Flowers for Senna
Hinterland Who's Who
Holding the Hinterlands
Horses for the Inquisition
Hunger Pangs
In the Elements
In the Saddle
Letter from a Lover
Love Waits
Master of Horses
My Lover's Phylactery
Open a Vein
Playing with Fire
Praise the Herald of Andraste
Return Policy
Safeguards Against Looters
Shallow Breaths
Stone Dreams
Strange Bedfellows
Templars to the West
The Mercenary Fortress
The Vault of Valammar
Trouble with Wolves
Where the Druffalo Roam
Lost Souls
Beacons in the Dark
Beneath the Mire
Cabin Fever
Holding the Mire
These Demons Are Clever
After Skyhold
Cleaning House
A Glowing Key
Holding the Storm Coast
Keeping the Darkspawn Down
Red Water
Sutherland and Company Missing
Vigilance on the Coast
Wardens of the Coast
Still Waters
Capturing Caer Bronach
Burdens of Command
High Stakes
Holding Crestwood
Homecoming
The Naturalist
Weeding Out Bandits
Wyrm Hole
A Bear to Cross
A Corrupt General
A Deluded Chevalier
A Fallen Sister
A Lover's Promise
A Puppet Master
A Vicious Thug
Chateau d'Onterre
Devotion
Fairbanks' Trust
Fairbanks Patrol Under Attack
Holding the Emerald Graves
Last Wishes
Motherly Encouragement
Noble Deeds, Noble Heart
Not Everyone's Free
Observing the Menace
Safe Keeping
The Freemen of the Dales
The Knights' Tomb
The Tiniest Cave
Victims of War
Watcher's Reach Refugees
Capturing Suledin Keep
A Timely Intervention
Breeding Grounds
Caged Confession
Call Me Imshael
Mama's Ring
Quarry Quandary
Red Captors
Rocky Rescue
Securing Safe Passage
Sifting Through Rubble
Stalker Stalker
Take Back the Lion
The Corruption of Sahrnia
They Shall Not Pass
Turning the Tables
Valeska's Watch
Words not Hollow
A Dalish Perspective
A Familiar Ring
A Father's Guidance
A Well-Stocked Camp
Another Side, Another Story
By the Grace of the Dalish
Calming Victory Rise
For the Empire
From the Beyond
Ghilan'nain's Grove
Holding the Exalted Plains
Lay Rest the Ramparts
Left to Grieve
No Word Back
Pressed for Cache
Scattered Glyphs
Silence on the Plains
Someone to Lose
Something to Prove
The Golden Halla
The Spoils of Desecration
Undead Ramparts to the West
God of Secrets
Runes in the Lost Temple
Ruined Blade
Assault on Griffon Wing
A Manuscript of Some Authority
A Stranger Rift in the Ruins
A Tevinter Relic Hunt
Fortress Squatters
Frederic's Livelihood
Holding the Western Approach
Hunting Patterns
Into the Approach
On the Chantry Trail
Sharper White Claws
The Heart of the Still Ruins
The Trouble with Darkspawn
The Venatori
This Water Tastes Funny
A Prideful Place
The Door in Par'as Cavern
The Temple of Pride
What It's Worth
Shard Collector
Sand and Ruin
The Tomb of Fairel
Field of Bones
Let's Slay the Beast
Ameridan's End
Avvar Allies
The Basin Beckons
Beasts at Bay
A Father's Name
Guests of the Hold
Hakkon Wintersbreath
Hakkon's Trials
In Exile
It Remains to be Seen
Jawbreaker
Lead the Charge
The Loss of a Friend
The Mystery of Winter
The Nox Morta
On Ameridan's Trail
Storvacker Caged
They Came From Somewhere Else
Up and Away
What Yet Lingers
Where Once We Walked
Builder's Towers
Chronicles of Forgotten Wars
The Descent
Exploring the Deep Roads
Holding the Deep Roads
Killing Me Softly
On Broken Knees
Rune-Warded Gate of Segrummar
Sacrificial Gates of Segrummar
A Second Rune-Warded Gate
A Warm Welcome
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silver-and-stars · 2 months
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The thing is... I don't think I even want to see Dragon Age 4. Especially not now that they have sacked the main writers or that they have left on their own accord, which isn't a good sign either.
It will probably look good. But I don't believe it will have any soul left.
I want to be wrong. But I don't think I will be.
They never managed to do as good as Origins (it had its faults but it remains the best of the franchise : the storylines, the characters, the worldbuilding, the immersion, the dialogue choices, the RP...).
Baldur's Gate 3 did though. And they aren't fron EA.
I love DA2, the characters, the main storylines, but it was unfinished.
DA:I was already soulless, I liked some of the companions (Dorian mainly. Even Varric was less interesting there) but got attached to none. They felt like colleagues, not a close knitted team.
The Inquisitor themselves were blank where Hawke and the Warden had a background that mattered, one you could build your RP on.
The main quest itself didn't feel like much. Tears in the Veil and demons (the Warden beated them close, Hawke dealt with demons on daily basis). It sounds huge, but it didn't felt like it, only a minor inconviences, tasks to complete to get points for.. for what anyway ? There was no apprehension during the quests (except the Fade, the only one where your choice had consequences) and when the final fight came it ended so easily and quickly.
Too many things were reckoned in DA:I and some I cannot forgive (Redcliff's topography, the dalish not caring for their mages, their whole pantheon being 1) not gods 2) bad slavers, while the Maker is still good and divine ofc, the whole "templars are bad actually" narrative after all we've seen in DAO and especially DA2, Leliana character development from DAO, etc. Actually, pretty much every choices from DAO, major and minor, didn't matter here at all, which is a huge flaw for a RPG saga).
The one quest I really enjoyed was the Jaws of Hakkon DLC. A DLC.
Sure the maps were pretty but too big and empty, as I said, soulless.
And the combat looked pretty too but it was messy, we couldn't even use all the abilities we unlocked because it was badly tailored for consoles, not PC. And there was no healer or blood mage class. DA2 fights had the non-stop spawning and yet they were more satisfying imo.
Seeing EA's track record and the mess development of DA4 was, I just expected it to give the final blow to Thedas and butcher once and for all this franchise that I loved thanks to DAO and DA2.
Just do it properly or don't do it.
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villainanders · 1 year
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top 5 dragon age quests (either for every game separately or for the franchise overall!)
ORIGINS
1. Paragon of her kind
2. JAILBREAK
3. Redcliffe battle
4. Alienage quest
5. The fade actually but ONLY the first couple times I played it. After that it gets to be too much and I mod it out
2
1. Fenris Act 3 personal quest
2. Anders Act 2 personal quest
3. The fade quest
4. Felicia day heist
5. The one where you get to frame a templar for doing blood magic. There’s not a lot to it but it’s very funny to me personally
INQUISITION
1. Wicked eyes and wicked hearts (sorry I just love a party quest)
2. Does trespasser in general count as a quest
3. Jaws of Hakkon in general
4. Blackwall personal quest
5. Josephine personal quest
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luthien-under-bough · 2 years
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Swoon June — Day 8: Fighting Back to Back
Not Without You
Fandom: Dragon Age Inquisition Rating: Mature Archive Warning: Graphic Depictions of Violence Category: F/M Relationships: Female Inquisitior/Cullen Rutherford, Female Trevelyan/Cullen Rutherford Additional Tags: Fighting, Canon-Typical Violence, Blood and Violence, Established Relationship
Summary: 
With every thrust of her blade she thought of how close she'd come to death, of how close they'd come to Cullen, and there was no mercy left in her.
Inquisitor Trevelyan and Commander Cullen get caught up in a fight with the Jaws of Hakkon.

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Codex entry: Journal of Gurd Harofsen
This appears to be scattered pages from an old journal. The handwriting is barely legible and filled with spelling mistakes:
“They told me not to go, but I did. I had no love of mountains. Red-Lion Hold raids for goats and chickens. There are better fights in the lowlands. I am tall and strong, and they think me a great warrior. I bed many women with my tales. Why would I go back?”
Several pages have been torn out or scratched over until the next legible section:
“The darkspawn struck Red-Lion Hold. I heard the news in a tavern in Redcliffe. The Blight took the land. The Lady sends no messengers to blight-touched bodies. My kin will know no peace.
I curse the Lady. I curse Korth. I curse all the gods who let Red-Lion fall. The people did the rites, sang the songs. Why would the gods abandon Red-Lion?
I left the mercenaries I traveled with. They understood. Many have lost kin of their own to the Blight.”
Several more pages are illegible, and then:
“I have taken the survivors. I know how to travel better than they do. The thane is dead, but many warriors survive. Many people died from blight-sickness. Harof Talespinner was among them. Those who live say they asked the lowlanders for help, but they let Red-Lion die.
We must find a path. We have no need of Korth or the Lady, not if they would abandon my people like the lowlanders did. The only god I will forgive is Hakkon, for the tales say he was stolen by the lowlanders when the Jaws of Hakkon bound him to flesh and bone.
Red-Lion Hold is gone. We are the Jaws of Hakkon now. We will build no home, for homes can die. Instead, we will bring Hakkon back and teach the lowlanders to fear the Avvar again.”
These appear to be somewhat recent pages from a journal:
“We have searched for months and found nothing. The tales tell of this area, but the Stone-Bears, a hold of fishermen and chicken farmers, have lived here for generations and seen no sign. If we see nothing, we must keep moving. I will not let my hold falter. We will move on lest we die.”
After several torn-out pages, another section is legible:
“We have found it. Hakkon himself welcomed us. An ancient Tevinter fortress, sheathed in a wall of ice. It was untouched by lowlanders, who could find no way to breach the walls. Our mages alone, blessed by Silent Hakkon with the gifts of ice, could part the wall for a few heartbeats, giving our people time to climb inside.
The wall resists common fire, and even the flames from our mages did little to melt the magical ice. We are safe. The northerner markers lead to a shrine that our mages say reeks of magic. I have sent warriors to guard it, lest it hold some spirit who can part this wall with lowlander magic.
We have found Hakkon, bound in silence where the lowland warrior trapped him for ages uncounted. Our trials have not been in vain. They were a test.
Hakkon will come again.”
These appear to be very recent pages from a journal:
“The lowland warrior trapped our god in some strange magic the mages cannot understand. They say time is twisted upon itself, a knot inside a knot. They say it may be the old Tevinter magic of this place that made it possible, spirits and old Tevinter power like blood and wine.
The spirit of Hakkon remains in the dragon. That much is clear. In the tales, the Jaws of Hakkon tamed it like a hold-beast, then fed it demonweed and other herbs the healers use to bring spirits. We cannot unravel the magic binding the dragon, but perhaps we can bring forth Hakkon himself and bind him anew to some other worthy beast.
Red-Lion Hold's beast died with genlock blood in his jaws. It was a good death, but a death still. As Jaws of Hakkon, we have no hold-beast, but the soft-limbed fools at Stone-Bear Hold have one who is tamed and ready.”
The next several pages are illegible, until:
“The winter-cursed Inquisition has come. The bear is free and our wall of ice shattered by Tevinter magic. We have no time and no beast.
I will eat the herbs myself. The mages say I may not be strong enough to bear such a great spirit as Hakkon. I would rather die trying than fail. I will not abandon my people. I will bring death to the lowlands.
The Jaws of Hakkon will not fail again.”
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bluecadash · 3 years
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~ Solas‘ Sass and Salt ~
Blackwall: Skyhold. How did you find it? Solas: I looked.
Cole: Solas doesn’t fear spirits, Vivienne. Why do you? Vivienne: Your apostate friend did not benefit from formal training in a Circle. Solas: How unfortunate for me.
Solas: The technique is not Tevinter. It is elven. Dorian: Oh! That means we … never mind, then. Solas: But do go on about the wonders of Tevinter magic.
Solas: We must mark the occasion of the Dalish remembering something correctly. Perhaps we should plant a tree.
Sera: Right, you’re messing with me on purpose! Solas: Why would I do that? It is not as though I know who filled my bedroll with lizards.
Vivienne: Solas darling, if you wish instruction in proper magical attacks, do let me know. Solas: I will. Perhaps you will direct me to a Circle mage who does not front-load her barriers?
Dorian: Ah, Solas. You startled me. You’re always so … nondescript. Solas: Please speak up! I cannot hear you over your outfit!
Inquisitor: If a rift opened up right now and swallowed me, I’d be fine with that. Solas: Provided it tied you down first one assumed.
Kendrick: Oh. I suppose I forgot Fen’harel. Solas: Most people do.
Vivienne: Well dear, I hope you can take care of yourself should we encounter anything outside your experience. Solas: I will try, in my own fumbling way, to learn from how you helped seal the rifts at Haven. Ah, wait. My memory misleads me. You were not there.
Inquisitor: The templars protect people! Solas: Yes! From thinking!
Solas: The Inquisitor turns their hawk-like gaze to me, penetrating deep into my most secret desires. Only… not. I care deeply for many things beyond the Fade. Just not you.
And my favourite Solas burn
Inquisitor: You’re Fen’harel. You’re the Dread Wolf. Solas: You have grown clever since I left.
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ode-of-odr-archive · 7 months
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Squish! 
The qunari came up behind Hawke, and just scooped her up into a great bear hug, swaying with her a bit. His breath smelt of cheap beer and brandy, "There you are! You need a drink!"
He didn't give her many ways to protest as he was carrying her over to the table to sit her down. and already calling for another round.
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ode-of-odr · 3 months
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He settled himself right on Raserei's lap and just... leaned against him. Warm. There was no alcohol involved in spurring his actions this time, just a brief wont for closeness.
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Raserei was surprised to see Ravus decide his lap was a place to rest. Not that he was upset by this notion, but normally there was alcohol involved and this time it would appear the templar was very sober. Which made it odd.
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"You seem to be in high spirits, what brought this on? And be careful Sera is stalking about looking for fun."
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ladyofc · 2 years
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You guys know the working theory that Sera is Andruil right? But and hear me out what if she’s actually Ghilan'nain, makes more sense in my eyes why she would be in love with the Qunari, its because she made them. Sera has a weird love for dragons or at least for killing them, working with the theory that Qunari are elves mixed with dragons blood, Ghilan’nain would have to kill dragons to get that. There’s also the moment in the Jaws Of Hakkon DLC where you can ask Sera about the goddess Kendrick is failing to bring up and when questioned about knowing it (because she hates elves) she just says she “knows” things. Such an odd thing considering that this is the only time you can really ask Sera about the pantheon. Also Solas bringing up that Sera’s ears always face the breach and that he hurts her head, and that she’s “not herself”? Ghilan’nain is also the youngest of the pantheon and canonically Sera is the youngest of the inquisition. Literally one cut scene where Sera makes cookies and eats them on the roof with your inquisitor talking about how much she hates pride? “What about her tarot cards” you may be asking why would it look like Andruil’s Vallaslin? Ghilan’nain was a normal Elvhen before she was raised up to godhood, devoted to Andruil. Maybe its the dev’s way of saying that she would still honor her in some way. Then there comes to Sera’s romance, where theres a whole cut scene with Sera terrified of her dreams, saying that she saw the inquisitor fall into the void and dying? Since the fade reflects memory to create dreams perhaps its Ghilan’nain’s subconscious bringing up the last time she saw Andruil, it is said that she went mad and she never returned, just disappeared. It’s why Sera’s greatest fear is The Nothingness, not specifically the void. I hear you “How would Ghilan’nain still be around when she was transformed into a halla?” Magic lingers, I think Solas says so in a banter, its only fitting that after a thousand year time it would dissipate. “Wasn’t Sera a child during dragon age origins?” From what were told, but the inquisition has this thing with liars wouldn’t be surprising if she was one too. Similar to how Solas dodges the truth, Sera can as well. 
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ammocharis · 2 years
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Overanalyzing Avvar name structure
There are several patterns of Avvar names presented within the Dragon Age media. The least clear aspect is surname structure, which varies from one installment to another. I decided to compile all the info I could find about the Avvar naming conventions. Without further ado, Avvar names are made up of three parts:
First name
Surname
The surname may eventually be replaced by a legend-mark
Clan name
1. First names
First names used by the Avvar people tend to be rather short, in most instances they consist of just one or two syllables (e.g. Gurd, Hask, Finn, Jerrik, Runa, Tyrdda, Movran). Very rarely they’re three syllables long (e.g. Storvacker, Ruadan), and I found only one longer than that, namely: Morrighan’nan (which, curiously, glues an elven suffix “-nan” to a human name).
The names are largely borrowed from real-life languages, usually of the Germanic family, North Germanic in particular (e.g. Amund, Bjorn, Ragnarr, Sindri). Some derive from Celtic cultures (e.g. Finn, Morrighan, Movran, Ruadan).
According to the “Core Rulebook'' (p.42) Avvar first names are “roughly Nordic or Germanic inspired”.
If you’d like to browse through all examples, I made a spreadsheet listing Avvar first names sorted by their real-life origin (if identifiable).
2. Surnames
Avvar surnames are created using the first name of one of the parents – that much is clear. From here, things get complicated. The main canon sources don’t offer an in-depth explanation behind the Avvar surname structure. In the Jaws of Hakkon DLC, we see that the surnames end with two possible suffixes: 
“-sen”, indicating a son
“-dotten”, indicating a daughter
It’s clearly inspired by the Icelandic name structure (which has been used by all Nordic countries in the past but continues to be actively used by just Icelanders). In real life, it goes “-son” for a son, and “-dóttir” for a daughter. Recently, the suffix “-bur”, meaning "child of", received official recognition and can be used by non-binary people. Icelandic surnames are typically patronymic (based on the father’s first name), occasionally matronymic (based on the mother’s first name). Some people use both a matronymic and a patronymic.
Back to the world of Thedas… It’s not decisively said which one of the parents, the mother or the father, is the source of the name, and if the rules are universal across all Avvar communities.
DA tabletop RPG guides do present some answers to this question, but it needs to be noted that:
A: TTRPG guides were written by Green Ronin (an external company specialising in tabletop RPGs) on the basis of lore provided to them by BioWare, but it’s not known which elements came directly from BioWare and which were created by Green Ronin, and that makes it hard to say if the new lore additions are 100% in line with BioWare’s vision.
B: the naming structure from the older TTRPG guides, “Blood in Ferelden” and “Player’s Guide Set 1”, has not been applied to any of the Avvar characters from the main canon and appears to have been phased out
C: the explanation from the newer TTRPG guide, “Core Rulebook”, appears to have been adjusted to fit the main canon (particularly the Jaws of Hakkon DLC that was released in 2015), however, one of the naming rules it lists is difficult to verify against the main canon sources
“Player’s Guide Set 1” (p. 31) says the following:
“ Avvar names have three parts: first name, byname, and clan name. The clans are matrilineal (as they say, one’s mother is obvious to all), so the byname indicates an Avvar’s mother by use of “An” (daughter of) or “Ar” (son of) and then the clan’s name.”
As I mentioned, this naming structure has not really been used outside of the Green Ronin’s tabletop guides, so I’m not going to focus on it right now (I’ll return to it at the end of this section).
“Core Rulebook” (p.42) says instead:
“Avvar go by two names, a first name and either a byname or a legend-mark. First names are roughly Nordic or Germanic inspired. Bynames indicate the parent of the same gender as the child with “sen” for son or “dotten” for daughter.”
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“sen” and “dotten” were indeed used in the main canon, so I assume that the TTRPG guide updated its infobox because of the Jaws of Hakkon DLC (most of the Core Rulebook conveys the same information as the older Player’s Guide, with notable exceptions such as this). However, there’s no clear evidence that “bynames indicate the parent of the same gender as the child” is a rule used in the Avvar communities.
Let’s now take a look at the Jaws of Hakkon DLC, which I generally believe to be the vision of the Avvar as BioWare wished to present them to the audience.
Examples of Avvar surnames:
Stone-Bear Hold:
Finn Caldansen – his father was Caldan Enversen
Fullna Hethsdotten – her father was Heth Mule’s-Head
Arvid Rolfsen & Helsdim Rolfsen – their parents are not identified; Rolf is a masculine name, thus likely indicating a father (also it’s not made explicit if Arvid and Helsdim are brothers, or if their fathers simply have the same first name)
Arrken Feldsen – his parents are not identified; Feld is not an existing first name
Caldan Enversen – his parents are not identified; Enver is a masculine name
Gulda Elsdotten – her parents are not identified; El is a masculine name (there’s a possibility it might stem from Elsa instead, which is a feminine name)
Gyda Myrdotten – her parents are not identified; Myr is not an existing first name
Ivar Jerriksen – his parents are not identified; Jerrik is a masculine name
Runa Lyrsdotten – her parents are not identified; Lyr is not an existing first name
Sigrid Gulsdotten – her parents are not identified; Gul is not an existing first name
Svarah Janesdotten – her parents are not identified; Jane is a feminine name
Jaws of Hakkon, formerly Red-Lion Hold:
Gurd Harofsen – his father was Harof Talespinner
Unspecified hold
Ivatt Jovsen – his parents are not identified
Rekkas Hildsen – his parents are not identified; “Hild” might stem from Hilda, a feminine first name (that’d mean Rekkas was using his mother’s name as a surname) 
Virmik Torsen – his parents are not identified; Tor is a masculine name
Seddra Yildsdotten – her parents are not identified; Yild is not an existing first name
The sample size is rather small, so it’s impossible to definitively declare what kind of a rule do people of Stone-Bear Hold (or other Avvar holds, for that matter) follow when it comes to creating surnames. Among the characters whose parents are identified, all of them bear surnames derived from their fathers’ names.
There is only one woman with a given surname whose parentage is established, namely Fullna Hethsdotten. She identifies herself as a daughter, yet her surname is created using her father’s name as the basis – so it doesn’t follow the “bynames indicate the parent of the same gender as the child” rule presented in the “Core Rulebook” (I’ll be calling it the “same-gendered parent” rule from now on. There’s a possibility that she’s supposed to be an exception; perhaps because her father earned himself a legend-mark (a derogatory one, but a legend-mark still) and this supersedes the usual naming traditions. Or perhaps her mother died early, or left the hold, or did something else that led Fulna to taking her father’s name for the surname – instead of her mother’s name as the “Core Rulebook” claims is customary.
Examining the names of characters whose parents are not identified isn’t especially helpful, since many of their surnames are based on first names that don’t seem to exist in real life, e.g. Feld, Lyr, Myr, Gul, Yild; and so it’s unclear whether they’re supposed to be feminine or masculine, and consequently which parent they’re meant to indicate. Out of the few character names that do offer such clues, we’ve got : Rolfsen (fits the “same-gendered parent” rule), Enversen (fits the rule), Elsdotten (may or may not fit the rule), Jerriksen (fits the rule), Janesdotten (fits the rule, and would be the only example of a woman’s surname being based on her mother’s first name), Hildsen (goes against the rule), Torsen (fits the rule).
On another note, you can notice that in women’s surnames, the suffix “-dotten” is usually preceded by the letter “s” (e.g. Hethsdotten, Lyrsdotten, Gulsdotten, Janesdotten, Yildsdotten). The one exception is Gyda’s surname, Myrdotten. I’m pretty sure that this “s” serves as a possessive ‘s; e.g. Fullna is Heth’s daughter => Hethsdotten. This is how Icelandic names are formed, e.g. Einar’s daughter would have the surname Einarsdóttir. In case of male Avvar surnames, possessive “s” + “sen” might’ve become contracted to just “sen”; e.g. Finn is Caldan’s son => Caldanssen => Caldansen. In real life, there’s no contraction, e.g. Einar’s son would be called Einarsson.
Let’s check out the seemingly retired name structure that has been featured in the older TTRPG guide. As I explained, the new guide makes no mention of it, and the main canon sources have never followed it. The basic rule goes like this:
“An” = daughter of
“Ar” = son of
So the old TTRPG guide claims that the clans who use “ar/an” name structure are matrilineal… but even the example they give doesn’t seem to be following that rule.
Arcill Ar Dubne – example of an Avvar name; it means that Arcill is the son of Dubne, yet Dubne is listed as a male name
Kothag Ar Daeorn – appears in the “Buried Pasts” adventure; his father is Thane Daeorn
Azur Ar Brosna – his parent are not identified; Brosna is likely a feminine name
Balan Ar Malad – his parent are not identified; Malad is not an existing first name
Lowenna an Aenor – her parent are not identified; Aenor is a feminine name
Owyne Ar Rainne – his parent are not identified; Rainne is not an existing first name
Visant Ar Norig – his parent are not identified; Norig is a feminine name
So are the clans that use this name structure actually matrilineal? Who knows…
As a side note, Kell ap Morgan, an Avvar Grey Warden from the second DA novel, “The Calling”, bears a unique name, falling neither into the “sen/dotten” nor “ar/an” category. It uses yet another term “ap”, though its in-universe significance isn’t made explicit. “ap” was likely inspired by Welsh surnames. Historically, Welsh people utilized patronymics, which were formed in the following way: “ap” or “ab” meant “son of”, while “ferch” meant “daughter of”. In the early DA installments, such as the first game and the novels written by David Gaider (including the aforementioned “The Calling”), a lot of elements of Avvar&Alamarri cultures were borrowed from real-life Celtic nations (e.g. Bann Conobar, old husband of Flemeth in the times of Alamarri tribes, takes his name after Conchobar from Irish mythology; Ruadan, an Avvar mage, shares a name with the son of Bres and Brigit, Ruadán, likewise from Irish mythology).
Perhaps the TTRPG writers took this inspiration and modified it so as not to borrow from real-life wholesale, creating “ar/an” structure as a result. It works basically like “ap/ferch” does.
For my own headcanon purposes, I just settled on the idea that all of these surname styles are used among the Avvar to an extent; different holds have different traditions. I imagine some holds are matrilineal, some are patrilineal, some use both matro- and patronymics, some follow the “same-gendered parent” rule, and some use other factors to determine the byname.
Going back to the main canon, there’s one more fact that should be brought up – it’s possible to lose one’s surname under certain circumstances. Finn Caldansen faces such a possibility in the event of his father’s death, as Finn was unable to provide the required funeral offering due to his injury.
Finn: Inquisitor, I’m honored by your visit. I’m Finn Cal… um, Finn Caldansen. Forgive me if I don’t stand to greet you properly. [...]
Finn: He won’t be my father much longer. [...]
Finn: I can’t make the offering. When the sky burial’s complete, I’ll lose the right to bear my father’s name.
~~
Master of the Hunt: Finn failed to complete the rites. That’ll see him disowned when the burial’s complete.
~~
Gyda: Some souls—such as Caldan's—are chosen to return. The augur reads the signs at birth. It is a rare honor. In order to return, an offering is made to Korth the Mountain-Father and buried beneath the body. A piece of the soul thus remains, allowing the rest to return to this world and be reborn.
Inquisitor: Will someone not be given proper rites?
Gyda: Caldan Enversen is one of the few whose soul may return. Blood-kin must make an offering to the huntmaster, who prepares it. Or so it should be. Caldan’s son, Finn, has failed in this duty.
It’s not quite clear if the loss of a parent’s name is a risk in all cases of failure to provide the funeral offering, or only when it’s the special offering to Korth that’s made in rare cases of souls chosen to return. I assume it can occur with regular sky burials too, as the Avvar place importance on proper rituals. As Gyda says, she must “prepare these souls for their greater journey—particularly those who depart without the reverence due.”
Gyda suggests the Inquisitor be the one to provide the offering in Finn’s place, as a gift from them cannot be refused. You get the choice to either bring the offering directly to the Master of the Hunt, or bend the tradition and hand it to Finn. If you decide to give the offering to the Master of the Hunt, Finn indeed loses his surname.
Finn: The offering will be prepared for burial. My father… no, I’m only Finn. Still, I rest easy knowing Caldan’s soul will journey well. Thank you, Inquisitor.  
2.1 Legend-marks
A legend-mark typically consists of two hyphenated parts. Once granted, it’s used in place of the surname. (Example: “My father was Heth Mule’s-Head.”) Sometimes, even the first name is omitted, leaving the legend-mark as the only identifier of a person. (Example: “They say many things about Bright-Ax and the Lady.”)
A legend-mark represents a significant trait or accomplishment – it can be positive as well as negative, the former being more common. The cognomen is bestowed by other members of the hold; the person who receives a legend-mark cannot decide how it should sound. Choosing a legend-mark for yourself is considered childish behaviour. 
Inquisitor: Can you choose a legend-mark for yourself?
Fullna: (Laughs.) Only if I wanted to be scorned as a child!
Covert attempts to suggest your own legend-mark’s style are also looked down upon.
Avvar woman 1: The Master of the Hunt saw me shoot that Hakkonite archer through the eye! Said I had an eagle's sight...
Avvar woman 2: (Scoffs.) You're not trying to spread your own legend-mark!
Avvar woman 1: What? No! 'Course not.
Known legend-marks and their roots:
Svarah Sun-Hair – thane of Stone-Bear Hold, her hair was lit on fire during a battle but she kept fighting despite it.
Tyrdda Bright-Axe (also spelled Bright-Ax) – founder of the Avvar, defended her tribe using a fire-staff that was gifted to her by her leaf-eared lover.
Thelm Gold-Handed – adversary of Tyrdda, wished to travel across the Waking Sea and assail the golden city in order to gain its riches.
Ivatt Stone-Thunder – deterred lowlanders from attacking his hold by rolling a boulder off the edge of a cliff and killing half of the enemies.
Rekkas Feather-Fall – was jealous of Ivatt’s legend-mark and wanted to get one for himself by killing a flying monster that lived near their hold. He managed to grab it, but the beast took off with Rekkas on its back. Eventually, he plummeted down with torn feathers floating around him.
Ivar Snow-Favored – founder of Stone-Bear Hold, led his people out of a snowstorm by following a sight of a great bear that turned out to be a piece of stone, which the Avvar interpreted as a sign of Korth’s favour.
Sindri Sky-Breaker – climbed the summit of mountain Belenas where Korth’s throne used to stand. Korth gave him great gifts, which prompted other adventurers to scale the mountain, eventually leading Korth to ask the Lady of the Skies to make the peak of Belanas inaccessible to mortals.
Heth Mule's-Head – father of Fullna Hethsdotten, refused to let go of any quarrel.
Gulda Gilden-Song – skald of Stone-Bear Hold before Fullna Hethsdotten, she created a new tale that was well-liked by her tribesmen and spirits.
Inquisitor First-Thaw – if the Inquisitor gains the recognition of Stone-Bear Hold, defeats the Jaws of Hakkon and releases Hakkon from the form of an ice-dragon, they will receive the title "First-Thaw" from the people of Stone-Bear Hold.
Bjorn Reed-Beard - local deity of Stone-Bear Hold, patron of fishermen.
Harof Talespinner - father of Gurd Harofsen, origin of the title unknown. He might’ve been the skald of Red-Lion Hold, or just someone who liked telling stories. Gurd seemingly inherited his talent, as in his journal he boasts “I bed many women with my tales.”
Star-Caller - sample legend-mark from the TTRPG, Core Rulebook; origin of the title unknown.
As you can see, most legend-marks are positive, serving as a reminder of an individual’s merits, talents, accomplishments - especially in connection to protecting or improving an Avvar hold. Conversely, a negative legend-mark is an “alert” of traits that can be harmful to the community, such as greed, jealousy, argumentativeness.
I believe that the structure “the [Something]”, e.g. Movran the Under, is also a form of a legend-mark. This hasn’t been confirmed in the lore, but I’m pretty sure it falls into the same category. “the [Something]“ functions similarly to a regular legend-mark, replacing the surname of a person with a descriptive title.
Examples:
Gurd the Cutter – leader of the Jaws of Hakkon. “Gurd Harofsen, called the Cutter, wyvern-slayer, lowland-bane” is a verse in the “song of savage Hakkon'' that Gurd chants to summon the spirit into himself.
Havard the Aegis – childhood friend of Maferath, they were born in the same Avvar clan. Maferath was the one who dubbed Havard “the Aegis” because they fought many battles side by side.
Imhar the Clever – legendary trickster, local deity of Redhold, is known for his clever and inventive approach to problem solving.
Movran the Under – leader of an Avvar clan from the Fallow Mire, father of Hand of Korth, origin of the title unknown.
3. Clan names
The Avvar people are divided into clans that live in settlements referred to as holds. Each clan is linked to a sacred animal called a hold-beast, which is where the clan&hold name usually stems from. Hold names are often hyphenated, the animal species being paired with a significant descriptor, e.g. Stone-Bear. Alternatively, holds are sometimes named after local landmarks, e.g. Kinloch Hold. The physical settlement can be relocated to another area but the hold’s name appears to stay the same. For example, Arvid Rolfsen says that his hold used to be located further north, but they migrated when he was very young and have been living in the Basin for a few generations now.
Known holds and their hold-beasts:
Stone-Bear Hold – currently located in the Frostback Basin, named after a vision of a great bear that an Avvar tribe, led by Ivar Jerriksen, was following through a snowstorm. When approached, the animal turned out to be a piece of stone, which the Avvar interpreted as a sign of Korth’s favour. Their hold-beast is a bear, currently a she-bear named Storvacker.
Red Lion Hold – defunct hold, suffered heavy losses during the Fifth Blight, rebranded itself as the Jaws of Hakkon under Gurd Harofsen’s leadership. Their hold-beast died with “genlock blood in his jaws” according to Gurd’s journal. It was most likely a red lion.
Wyvern Hold – extinct hold, it was located north of the Waking Sea; when the Tevinter Imperium began expanding, inhabitants of Wyvern Hold vanished in mysterious circumstances. Their hold-beast was most likely a wyvern. Wyverns are common in the Vimmark Mountains, especially the western ranges where the Chateau Haine is currently located. An Avvar altar can be found in this area.
Fennec-Tooth Hold – hold of an unknown status and location; it was once visited by an Orlesian noble. Their hold-beast was probably a fennec fox.
Fort of a Thousand Vigil’s – extinct hold, it was located on the south-eastern coast of the Waking Sea, serving as a lookout and defense against the invading Tevinters. In the caves underneath the fort, the Avvar befriended a group of dwarves. Their hold-beast isn’t known.
Kinloch Hold – extinct hold, it was located on the island on the lake that is now known as Lake Calenhad. With dwarven help, the Avvar had built a watchtower there. The hold was razed by Tevinters. Their hold-beast isn’t known. Kinloch, or Ceann  Loch, from Scottish Gaelic literally means “head of the lake”, which refers to the end of the lake that the water flows out of. The island that Kinloch Hold was built on is located near the northern shores of the lake, close to the end from which the water drains into a river and later into the Waking Sea via the Storm Coast.
Skyhold – the fortress was probably inhabited by the Avvar at some point in history, as it changed hands often; other southern human tribes like the Alamarri and the Chasind had also resided in Skyhold in the past. The name “Skyhold” adheres to the style of Avvar hold names, and the fortress is located in the Frostback Mountains, so Avvar influence seems likely. Moreover, there’s an entry examining a set of “Mabari Avvar Pillars” left in Skyhold, though it’s noted as a possible example of early Fereldan imagery (oddly, with Tevene elements mixed in).
Redhold – a hold featured in “Where Eagles Lair” TTRPG adventure. Their hold-beast is a red lion. The fate of the hold depends on the party’s choices, it can be defended from darkspawn onslaught or left to its own devices, in which case the hold is destroyed. (It probably isn’t meant to be the same as Red Lion Hold from DAI, I think the game writers rather used the TTRPG narrative as an inspiration for the Jaws of Hakkon’s backstory.)
Frosthold – a hold briefly mentioned in the “Duty Unto Death” TTRPG adventure. Their hold-beast isn’t known.
Sunhold – a hold featured in the “Buried Pasts” TTRPG adventure. Their hold-beast isn’t known.
Bearhold – a hold briefly mentioned in the “Buried Pasts” TTRPG adventure. Their hold-beast isn’t known.
Treehold – a hold briefly mentioned in the “Buried Pasts” TTRPG adventure. Their hold-beast isn’t known.
Sample clan names from TTRPG:
Eagle-Reach Hold
Craghold
Falconhold
Helmhold
Peakhold
Spearhold
Stormhold
Wyrmhold
As you can see, the “animal-based” hold names are much more prevalent. In those cases, their hold-beast’s species is either clearly identified or can be inferred from the name itself. On the other hand, none of the “landmark-based” holds have had their hold-beast confirmed. I would assume these settlements are linked with their own sacred animals, as the Avvar believe a hold-beast reflects the community’s well-being and ties them to the gods. An illness or death of a hold-beast is a really unfortunate omen, so I think not having a hold-beast at all would be a highly undesirable situation too. I’d imagine the “landmark-based” holds like Kinloch Hold or Sunhold would choose hold-beasts that are somehow related to their founding history and local gods. Maybe Kinloch Hold revered an aquatic animal from the surrounding lake, Frosthold chose an animal that thrives in the cold, and so on.
Whew, that got pretty long! Who knew it’s possible to write down this much on the topic of Avvar names. If you’ve read through it all, I commend you. I hope at least some of it was useful!
Lady keep you
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khadaj-ballad · 3 years
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I’ve been replaying dragon age inquisition, as one does, and idk if it’s been said but after Horror of Hormak and after becoming obsessed with our new queen of Gaslight, Gatekeep, Girl Boss Ghilan’nain and her horrid creations I have some thoughts but mostly questions about our mad scientist and her goddess lover, Andruil.
1) if Andruil’s armor of the void was infact red lyrium/ some sort of blighted armor and destroyed her lands with it, and the Anderfels is where the first blight began, did Andruil begin a blight in the Anderfels and that’s where Mythal kicked her butt and hid her armor? Horror of Hormak shows that Ghilan’nain has a link to the wardens, the darkspawn, and the blight so for her lover to have discovered what she would later use to create awful scary things, it’s make sense. Also Anderfels-ANDRUIL FELL: where she fell to Mythal. The time line doesn’t match up perfect but it Mythal, Andraste, and Flemeth can all be the same story of different eras, than Thedas is also not immune to history repeating itself. (Unless Mythal is also Andraste too)
2) if Ghilan’nain weaponized the blight after Andruil fell and used it to create more creatures it’d explain why blighted creatures are called darkSPAWN. Because it was intentionally created/spawned. It would also mean the Dragon age Awakening could be hinting what Ghilan’nain did.
3) it these things are true is The Architect, and Urthemiel linked to Ghilan’nain? Are the Grey wardens actually servants of the blight? (I have a theory that minus Corypheus and The Architect different warden commanders know the locations of the other Magister darkspawn but no commander knows more than one and is unaware of any others. That said I definitely think an alive hero of ferelden knows more than any of the others and that’s why they’re seeking a cure.)
4) I’ve thought this for a while but Ghilan’nain was offered godhood among the main Elven god, so who was she before? Well after Horror of Hormak reveal of Ghilan’nain being a psycho who experiments on her subjects/people/slaves, I think before she became the Mother of Halla and Ghilan’nain, and before the elven gods gave her her new name she was the forgotten one Geldauran. There no proof I just thought the Horror of Hormak Murals made me think to the codex entry from Jaw of Hakkon.
“There are no gods. There is only the subject and the object, the actor and the acted upon. Those with will to earn dominance over others gain title not by nature but by deed. I am Geldauran, and I refuse those who would exert will upon me. Let Andruil's bow crack, let June's fire grow cold. Let them build temples and lure the faithful with promises. Their pride will consume them, and I, forgotten, will claim power of my own, apart from them until I strike in mastery.”
The blight or her creepy crawlies could be how she “strikes in Mastery”
Of the Executors/creatures of the sea are, and the blight just happened to corrupt one of her labs, but I kinda doubt that.
Also Who’s making the darkspawn insect hybrids in Horror of Hormak, if someone’s not intentionally making weird creatures, how dangerous and powerful are Ghilan’nain’s labs on their own? Was it a fail safe to create her an army and she was trapped and unable to finish? I have so many questions and I wouldn’t be surprised if it was linked to the Architect.
5) where the heck are the other 11 labs????? (Although I have a theory that one of them is under Sundermount in Kirkwall and when the magister did they’re elaborate and bloody ritual to get into the golden city (which I believed is where the Eleven gods are trapped) they drew on the blood of the sacrifices and unknowingly also drew on the energy of Ghilan’nain’s lab and his lab also had the blight and in using her unstable and lost magic that’s designed to make terrifying beast they corrupted their ritual with the blight and where horribly disoriented by the transformation and entering the Fade that they went mad. This would explain the red lyrium under Kirkwall and the strange idol could be a remnant of the Elves. Also the blighted titan and the elven war with the dwarves could play a part here.
6) DID GHILAN’NAIN CREATE THE KOSSITH? And are the Kossith the ones across the sea/the executors? Now knowing Ghilan’nain was a mad scientist I feel like how the Qunari breed their people for task it has the feel of creating creatures for a purpose and if the kossith are the executors are they incharge of pulling the plug on Ghilan’nain’s more dangerous creations/ the qunari if they lose control. That’s the other thing the Executors make me feel like the rest of thedas is and experiment to them and they’re just watching and studying them waiting for… something (maybe Ghilan’nain to return)
All that said, I can’t wait to see more of Ghilan’nain, honestly I would love to see an agent of her or a reincarnation of her In Dragon age 4. Now that she’s kinda evil she’s way more interesting. That said I still want more information on the Elven God June lol.
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Ambient comments made by the Avvar
Ambient comments - Stone-Bear Hold
Avvar woman: Greetings, stranger.
~
Avvar man: Our guests are welcome... so long as their weapons stay sheathed.
~
Avvar man: What's your business, lowlander?
~
Avvar woman: The thane looks troubled lately.
~
Avvar man: More wyverns in the forest these days.
~
Avvar man 1: That Helsdim. Always making up strange stories or looking at Orlesian books.
Avvar man 2: Aye. It isn't natural! Must come from learning how to read.
~
Avvar woman 1: Catch anything today?
Avvar woman 2: Nothing yet. Too many visitors stirring up the forest. The gods don't like it.
~
Avvar man: The new thatching is good. Fine work.
~
Avvar man: What did I tell you? Lowlanders from the north.
Avvar woman: Why do they dress like that?
~
Avvar woman 1: Half the traps were empty.
Avvar woman 2: Is someone poaching? Can't be.
~
Avvar man: Thread of cold in the air today.
Avvar woman: All the rams are growing thick coats. It'll be a bad winter.
~
Avvar man: Have you seen the animals the Jaws of Hakkon keep? Rat-things with frost dripping from their claws?
Avvar woman: I have. Augur says it's bad magic.
~
Avvar woman: Wind seems colder than it should.
~
Avvar man 1: The augur's saying blood will spill before the new moon.
Avvar man 2: Let the Jaws of Hakkon try something. They know whose ground this is.
~
(The following comments start occurring after the battle with the Hakkonites - see “Ameridan’s End: Assault the Jaws of Hakkon” -replacing the previous, less enthusiastic greetings.)
Avvar woman: Welcome, friend.
~
Avvar woman: The hold's glad to see you.
~
Avvar man: Good hunting, Inquisitor!
~
Avvar woman 1: The Master of the Hunt saw me shoot that Hakkonite archer through the eye! Said I had an eagle's sight...
Avvar woman 2: (Scoffs.) You're not trying to spread your own legend-mark!
Avvar woman 1: What? No! 'Course not.
~
Avvar man: We should have a feast and invite the other friend-sworn holds.
Avvar woman: It feels like ages since we saw them. Should the lowlanders come?
~
Avvar man: The Jaws of Hakkon haven't left, even though their leader lies cold and dead.
Avvar woman: Their hold's broken. Let the few who remain try to cause trouble now.
~
Avvar man: The augur says the gods are well pleased. The other holds will celebrate what happened here.
~
(The following comments start occurring after the Hakkon is freed from the dragon form - see “Hakkon Wintersbreath”.)
Avvar man 1: Hakkon dead. At last.
Avvar man 2: The augur's working to restore him true. We'll start the offerings soon.
~
Avvar woman: Killing a god! Your enemies should be impressed, Inquisitor!
~
Avvar man 1: What a battle. We should set it in song!
Avvar man 2: No fear. Fullna Hethsdotten won't let a god's death go to waste.
~
(The following comments start occurring after the Inquisitor receives the legend-mark from the people of Stone-Bear Hold - see “Guests of the Hold”.)
Avvar man: First-Thaw. Be welcome.
~
Avvar woman: Inquisitor First-Thaw.
~
Avvar man: Inquisitor. I mean, First-Thaw. That'll take getting used to.
~
Ambient comments - the boathouse
(Side note: in one of the banters, the young Avvar fisherman is identified as Einar, meaning that he’s most likely the same man who was working with Finn Caldansen on the day when Finn was injured - see “A Father’s Name”.)
~
Einar: (Laughs.) You know I caught him down there after? His face went as red as a sunburnt nug!
Avvar fisherwoman: Nugs don't sunburn, you fool.
Einar: If they did, Arvid would've looked just like one!
Avvar fisherwoman: (Laughs.) I don't doubt that.
Arvid: I'm standing right here!
~
Einar: How's your shoulder?
Avvar fisherwoman: Sore, but better. Did I thank you for bringing the broth?
Einar: Yes—but I don't mind hearing it twice.
Avvar fisherwoman: If I catch that Korth-cursed beast again, I'll—
Einar: Injure the other shoulder?
Avvar fisherwoman: (Laughs.) Probably. But you'll bring broth—won't you, Einar?
Einar: Always.
~
Avvar fisherwoman: Is that true?
Einar: He won't say—will you?
Arvid: You'll perish from curiosity before I do.
Avvar fisherwoman: By the Lady, I'll weep at the burial!
Einar: (Laughs.)
~
Arvid: Have you two completed your work?
Einar: Always!
Avvar fisherwoman: The Lady herself is witness to our diligence.
Arvid: (Laughs.)
~
(The following exchange happens if Grandin was allowed to live and continue taking his revenge on the Hakkonites - see “The Loss of a Friend”.)
Avvar fisherwoman: You’ve heard?
Einar: That he killed Hakkonites? Saved the child, is what I heard.
Avvar fisherwoman: So he did. But what he did to the hunters... they say it was him.
Einar: The spirit spoke of the Inquisition?
Avvar fisherwoman: I'd guess he's god-touched and too weak for it.
~
(The following comment should occur after the battle with the Hakkonites.)
Arvid: I'm sure half the hold's told you already, but you have my gratitude for dealing with them. More than paid your debt for the boat—that's certain.
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lairofdragonagelore · 2 years
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DAI: General glyphs and magical symbols
In this post I gather some of the glyphs used and reused in the game. Some are unique.
The idea of this post is to measure how important or meaningful can a glyph or a symbol be in DAI, trying to differentiate the design choice from the mere reused asset.
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This one is a classic that has motivated wild conspiracy theories. As it can be seen it’s used in infinite ways: as a glyph from which magic comes through in any mage, to common glyphs, to even graffitis of apostates.This is one of the most reused glyphs in the game
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It was also used to show the control that Mythal has over the inquisitor after drinking from the Well of Sorrow. So, it’s not that special of a symbol.
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As other examples of its constant use: it can be seen in red, pretending to be used as part of blood magic rituals. Or even used as magical mines.
Other symbols in the same situation are the following:
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Which were used even on the halla doors during the quest in Winter Palace.
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 I call it “teddy bear”, and I found it in the Lost Temple of Dirthamen:
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Another glyph that has brought a lot of conspiracy theories is the one with the snake:
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Which, again, is not that special. It can be seen used in many places, all the time. The common element in most of them is that it seems to be mostly related to blood magic, unlike the previous ones which are used to mark mere “magic”. This one usually appears written in blood, or exceptionally, when the inquisitor takes control of the dragon after drinking from the Well of Sorrows. It also appears in the Temple of Mythal, in a dark chamber, as a joke with cheeses. Devs love to mock fans about their conspiracy theories.
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Another place where this last glyph and the first one in this post are together is in Jaws of Hakkon, in the Avvar trader, who is a conspiracy fan.  His wall has both glyphs and a bunch of eyes, which is a symbol that appears in the game around conspiracy codices or conspiracy moments in the narrative.
Update: Thanks to the user mrs-gauche, I could have access to the game files that depict some of these symbols, to see them with detail:
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The last one can be seen inside the Elven Tomb in the DLC Jaws of Hakkon, and in a sacrifice chamber in the DLC The Descent.
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We can consider that the square reminds us about the pattern of the 5 piled-up squares that ancient Elvhenan temples have at their entrances. The circle inside says little, but when we see it with the shadow outside, it reminds us of the repetitive symbols of the golden ring. The letters are similar to the other glyphs’ but not the same. 
[Index page of Dragon Age Lore ]
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