Dragon age origins ohren approval. Through the fire of war

Alistair's family
When Alistair's disposition towards you is more than 40, he will tell you about his paternal sister Goldanna. Year after year, the desire to find a family and relatives became stronger and stronger in him. Alistair learned that his sister lives in Denerim in the commercial district (the house with the yellow door is to the left of the blacksmith Wade's house). He wants to visit her and tell her everything. We do not deny our best friend this pleasure. We go into the house and talk to Goldanna. It is better to choose less harsh remarks in a conversation and let Alistair himself speak. The poor fellow will receive a far from warm welcome from his own blood. After leaving Goldanna's house, be sure to tell Alistair that everyone is mostly happy on their own and doing their best for themselves. This will toughen his character and in the future endear him to Alistair Anor (Queen of Ferrelden). Alistair will be grateful for your help. This quest will complete.

Leliana's past
As you know, Leliana was not always a quiet and kind girl. Once she was a bard and engaged in contract killings. Traveling around the map, you will be attacked by a squad of assassins who, as it turns out, will need Leliana's head. We send the bandits to the next world and move on. Later in the camp, if Leliana's disposition towards you rises above 40, she will tell you about her "combat" friend and mentor Marjolaine. Our red-haired friend will guess that it was she who sent the assassins to her and wants to meet her in Denerim. We agree to help her with this. Arriving in the city, we go to the shelter of the Marjoline gang (in the shopping district not far from the main gate, the place will be marked on the mini map). After a short conversation, we kill Marjoline and her accomplices. Leliana will be very grateful to you for saving her, but for some time she will be in a slight shock from the betrayal and death of her "best friend". This quest is over.
Note 1: completing it will affect your romantic relationship with Leliana. Even if before that she was already head over heels in love with you, now she will allow you to the body. But this will only be if you are not romantically involved with Morrigan..
Note 2: You don't have to kill Marjolaine (for this, during the conversation, try to convince Leliana that she is not like her "girlfriend"). In this case, Marjoline will knock her feet on the floor, saying that they will return and leave. There will be no further meetings with her.

Grimoire Flemeth
When you free the tower of the circle from the possessed, Morrigan will ask you to find an ancient black grimoire in the office of the first sorcerer, which once belonged to her mother Flemeth. We agree to help. Having found the grimoire, we give it to Morrigan (we will get a huge plus to favor). The next time she arrives at the camp, Morrigan will tell you that she discovered the secret of Flemeth's longevity. For many years she gave birth to a daughter, taught her witchcraft, and then moved into her. The same fate must soon befall the Morrigan. We agree to protect the girl. To do this, we have to return to the Korcari Wildlands and kill Flemeth. It will be very, very difficult to do this, especially if you are playing as a warrior. Morrigan will not go with you, which means that you will not have the opportunity to freeze and cast a curse. You have to fight fair. And you will have to fight with ... a demon dragon. After the victory, take the key to the house from the corpse of the creature. There you will find a more serious robe for Morrigan, Flemeth's grimoire (the second and most important) and a couple of other goodies. Give the grimoire to Morrigan. She will be happy, but will show restrained emotions (as she almost always does).
Note 1: it is from this grimoire that Morrigan learns about a way to keep you alive after defeating the archdemon. Therefore, if you want an ending with the honors of a hero, complete this quest without fail.
Note 2: Flemeth can not be killed. Just tell her everything you know, she will offer you to take the grimoire, after which she will leave. Morrigan, by the way, will not suspect anything. But in my opinion, it's better to cut down experience for an extra dragon.

Wynn's regret
Magic Wynn, when her disposition towards you is above 50, will tell a sad story about her student Aneirin. He was a Dalish elf and things weren't going well for him in the circle. As a result, after a quarrel with Wynn, he decided to escape. The templars caught and killed him. Since then, Wynn has been haunted by guilt towards his student. But maybe not everything ended so sadly? Go to the Brecilian forest to the Dalish camp and talk to the storyteller Sarel (Wynn must be in your party). He will tell about the healer Aneirin, who lives in the depths of the forest. We go to the second location to the dwelling of the mad wizard. Wynn and Aneirin will talk, and then everything will end well. We will receive a good amulet as a reward and go on wandering.

Sword of Beresaad
When Stan's disposition towards you is more than 25, he will tell you why he killed the peasant family that saved him from death. When he woke up, he did not see his sword with him (and for the Qunari this is tantamount to death), he thought that the peasants had robbed him and decided to finish them off. Without promising the Wall, we set off in search of the sword. To begin with, we go to the crossing at the Circle Tower. There we will meet a marauder. We ask him about the Qunari sword. He will give a tip on one type. You can find him on the plateau at the gates to Orzammar in the frosty mountains (it will be the merchant Farin). We scare him that we will hand over the thief with giblets to the owner of the sword and get the name of the character to whom this sword was sold. It will be the dwarf Dwin from Rdcliffe (you will probably already know him by then). We tell him that we will buy a sword in exchange for his life. The dwarf will get scared and give the sword away for free (you need persuasion skill 3, otherwise you will have to pay for the sword). We return the sword to Stan. Quest completed.

Oghren's old sweetheart.
If you sentenced Branca on the deep paths, then very soon Oghren will tell you about his old friend Felzi (you need a location of more than 60). The dwarf will say that the last time they had a big fight and now he wants to return everything. He asks us to go with him to Felzi and talk about everything with her. We go to the tavern "Spoiled Princess" (at the crossing to the circle tower). You can first chat with Felzi yourself, and then send Oghren to her, or you can immediately entrust everything to the dwarf. The success of the quest depends on what Oghren tells her. If he follows your advice, then everything will go well. And although Felzy will laugh at our red-bearded friend, after defeating the pestilence, they will be together and even have a child.

Golem's Memories
Note: The quest is available only with the official DLC "Stone Prisoner".
Sheila, when her Favor for you is over 50, will ask you to find out something about her past. The following is important here: by that moment you will already have to complete the quest "Perfect" on the side of Caridin and thereby find out that all golems were once gnomes. If you complete the same quest on Branca's side, Sheila will leave the party. So, you are tasked with finding out about Sheila's past. We take her to the party and go to the deep paths to the Karidina crossroads. Sheila will remember this place and tell you about the passage to the abandoned teig of the Kadash house (the marker will appear on your map). Let's go there. We clean the area from the creatures of darkness, making our way to the center of the teig. There will be a monument dedicated to the inhabitants of the teig, who sacrificed themselves, becoming golems, in order to defend dwarven possessions from the creatures of darkness. Also, all the names of the heroes will be listed there. Sheila will find her name and her memory will clear up. Quest completed.

“I can’t say that I would fit you to dance at the coronation ball, but in the Deep Roads I am exactly what you need.”

Oghren

Oghren is an Orzammar dwarf brute with a taste for liquor of various strengths and lethality, who becomes a companion of the Gray Warden. It can be found in both the Beginning and the Awakening. He was a promising member of the warrior caste, and although his house Kondrat did not hold high positions, many of his members, including Oghren himself, often won the Trials, thus increasing their position.

When a wealthy family from the blacksmith caste offered him their daughter as a wife, the dwarf's family agreed. It turned his whole life upside down.

Oghren Branca's wife was recognized as Perfect, thereby rising almost to the level of deities among the dwarves. Her huge statue still props up the vault of the chamber, from which the path upstairs begins. The entire House of Kondrat entered with her into the created noble house of Branka, and disappeared into the Deep Roads in search of the secrets of the legendary blacksmith Karidin, leaving Oghren in Orzammar.

Oghren

Having become the object of jokes and bullying throughout Orzammar, Oghren began to drink, which did not improve his situation at all. Drunk and humiliated, he challenged another warrior to a duel in the Trials and killed him, although the fight was supposed to go to first blood. Oghren was expelled from his home, depriving him of the right to bear arms. Such a fate for a warrior is even worse than exile.

For the past two years, Ogren had been trying to convince the Assembly, or anyone else, to go looking for Branca, but no one wanted to listen. Having finally met the Gray Warden, he helps find the Perfect One. Also, they find the Anvil of the Void, for which Branca condemned her entire house to death, and Oghren realizes that his wife has gone mad. However, he still loves her and tries to persuade her to come back.

If you side with Branca, Oghren will approve of this, but if you decide to kill the Perfect, he will simply greatly reduce his approval, but will not leave the team.

Despite everything, Oghren remains an optimist, and jokes all the time, like Alistair, although his jokes are much more vulgar and sarcastic. He teases Morrigan all the time and dreams of riding a mabari.

Oghren and the Gray Warden:

I thought about the idea - a grandiose pack of mabari on chariots...

The thing is, the Gray Wardens could make themselves look cooler and more attractive. And then everyone thinks that we are so gloomy and inert.

And ladies love chariots. Oh yeah... *burps*

Oghren

Note: Have an affair with Oghren it is forbidden.

Oghren

But if it were possible...

Dragon Age: The Beginning

Oghren

Present

Oghren's favorite drink is alcohol, especially ale, which can be found almost anywhere in Ferelden.

El is a merchant.

King Flagon's El Orzammar.

El from Khasindsoky bag - Ruined temple.

Garbolg Drink - Dropped by the dog.

Golden Scythe of the Black Age - Lothering

White slice - East Brecilian.

Blonde in the Sun - Circle of Magi.

Wilhelm's special drink is Honnlit (Stone Prisoner).

Personal quest: Oghren's old sweetheart

After gaining respect and trust from Oghren, you can talk to him about his former lover, Felzi. After that, you need to go to the Pampered Princess tavern by Lake Calenhad. There are two options:

You go to the tavern without Oghren, and talk to Felzi, promising to take him with you next time. This way you will get more approval points.

You go to the tavern with Oghren and when he sees Felzi, he will ask his commander to help him return her location. If you agree to help him, suggest the correct answers, then they will make peace with her. If you refuse to help him, Felzi will not forgive Oghren. Of course, his level of approval for you will drop dramatically.

In the end, if Oghren and Felzy are doing well, they will reconcile, he will return to his family and even stop drinking. And if not, then he will finally get drunk.

Oghren

Dialogues with companions

Dialogue with Morrigan:

Dare to touch me at least once more, dwarf, and this will be the last event in your insignificant life.

Ay, don't take it personally, I just tripped over a rock. You don't want me to fall and break my neck, do you?

Such a prospect would not upset me very much.

Ahem, you sound exactly like Branca.

Then I can only praise her common sense. I warn you for the last time, don't you dare touch me again.

Branca said so too.

Dialogue with Winn:

Ahh, Wynn. Would you like to try some hot homemade beer? It's... the drink of the gods.

Mmm…that's ale, right? And I hope that it is cooked according to all the rules of hygiene.

Certainly. While I don't care about cleanliness or dirt otherwise, I'm extremely careful with my ale.

Well, okay...let's try.

Well? So what do you say?

Very nice.

Do you like it? Well, I would never...

Pleasant amber tint, nutty taste... a little sweet, barely noticeable aftertaste of fried, contains some spices... it's hard for me to determine.

Is that... a carnation?

Carnation! I swear on a stone, you won my heart! If I wasn't wearing armor, I'd drag you around the corner right now and... You know.

Will you pour me some more ale?

Dialogue with Alistair:

What? You... you're drunk!

Ah, what was the question? It doesn't sound like a question at all.

How in the name of the Creator do you manage to be drunk all the time? Do we carry so much booze with us?

What… are you jealous?

Well, yes, a little bit. Why can't I be drunk all the time? I never get drunk.

You know, if you drank more, you'd whine less.

Dragon Age: Awakening

Oghren

Present

Oghren still hasn't rid himself of his addiction to alcohol.

Aqua Magus - Amaranthine, an abandoned warehouse.

Dragon urine - Hubert's dwelling (you need to complete the quest "Orphaned by Pestilence").

Lava Hirola - Notwood Hills.

Whiskey - Amaranthine, Crown and Lion Tavern.

Toy horse - Black Marshes, ruined village.

Westfall Brandy - Vigil's Tower, throne room.

Personal quest: Oghren - the father of the family

After your approval with Oghren rises to 75, Felzi will appear in the Vigil's Tower, and, so to speak, raise a storm. It turns out that our dwarf warrior has a child, whom he did not want to take care of and left the family, joining the Gray Wardens, justifying himself by the fact that: "You can take a warrior out of a fight, but you can never take a fight out of a warrior".

They will begin to swear, and at this time it is better for the main character to remain silent and not interfere in their conversation. In the end, Felzi will leave, and the confused and upset Oghren will ask for your advice. Tell him that it's not good to leave your baby like that, and he will soon decide to communicate with him, and even write letters (in which the Commander will kindly correct all mistakes).

Oghren

Dialogues with companions

Dialogue with Anders:

Mm... a magician, then... Well, what is it like to be a magician?

To know what power is gathered at your fingertips?

No. Everywhere in a skirt to go, or what? (Laughs)

Ah, so you don't know why magicians wear robes?

You know how strict the rules are in the Circle, right? Of course you do.

So, in robes it is much easier to squeeze in a dark corner. No buttons or laces for you. Before the templars have time to grab a couple, the deed is already done.

Yes, ask whoever you want.

Dialogue with Sigrun:

Tell me, lady, how can Ogren soften your impregnable heart?

Just don't start over.

Don't you want to feel the hot blood pulsing in your cold legionary veins?..

Oghren, I'm not interested in you. And phrases about hot blood and aftershocks only exacerbate this.

I will conquer you, lady. Oghren will forever storm your impregnable fortress.

Stop it. Please. You're embarrassing me.

Dialogue with Nathaniel:

And you are the offspring of Rendon Howe.

It can be expressed that way.

They talked about you just now in the army. Fergus Cusland said you didn't have the guts to show yourself to people again.

But you put him to shame, I respect.

Yeah. Don't care about caution, climb where it's most dangerous, don't think about the consequences - that's the only way to live.

Hmm... Well, if so... thanks.

Wow, don't give a damn what others say. Oghren nearby.

Oghren

Concept art.

Oghren

Oghren- A rough dwarf warrior who loves alcohol. He is a possible companion of the Guardian in Dragon Age Origins and Dragon Age Origins - Awakening.

background

Oghren was a promising warrior of House Kondrat in Orzammar. He married a girl from the blacksmith caste named Branca, who later became Perfect. After the founding of the House of Branca, it contained the entire House of Kondrat. Soon, Branca gathered all the members of the house except her husband and went to the Deep Roads in search of the secrets of the legendary Perfect Smith Karidin. Since then, they have not been heard from. Oghren, left alone, became a laughing stock for all the other dwarves. He started drinking. To make matters worse, he challenged another warrior due to an insult and drunkenly killed him in a first blood match. After that, Ogren was deprived of the name of the house and was forbidden to draw weapons in the city, which was considered a worse punishment for a warrior than exile. Oghren has spent the last two years trying to convince the Council, or anyone else who will listen to him, to find Branca in the Deep Roads.

Dragon Age: Origins

The first time the Guardian sees Oghren is in the Diamond Halls arguing with a guard after he receives the first task from the representatives of the candidates for the throne. The guard can ask the guard about Oghren and Branca after Oghren leaves. After this conversation, Oghren can be found at the Tavern's Inn in Orzammar's Commons. There you can talk to him and learn more about Branca. However, he knows that the Guardian is working for one of the candidates for the throne, which makes him question the Guardian's intentions to find Branca. If the Guardian tried to talk to Oghren in the tavern, no matter how the conversation goes, Oghren will tell the Guardian to "get out".

Note: If Oghren is not present in "At the Bars", he will join the group when the Warden tries to go to the Deep Roads to help Branca.

Oghren will only become a member of the group when the Guardian travels to the Deep Roads on behalf of Belen or Harrowmont to find Branca and invite her to support them in their fight for the throne. He can leave Orzammar and the Deep Roads with the group, but dialogue with him will be inactive until the quest "Perfect" is completed.

He wants to be reunited with his wife, but when the truth is revealed, he is shocked by what she has done to find the Anvil of the Void, including the death of almost her entire House. Despite this, he wants to give her a second chance and disapproves if the Guardian chooses Caridin's side and destroys the Anvil, but does not leave the group. Once a new king of Orzammar is chosen, Oghren will finally join the group and leave Orzammar to help fight the Blight.

When Oghren's approval is high enough, he will tell the Guardian about his old girlfriend Felzi, whom he loves, but with whom he did not part in the best way. The Guardian can volunteer to help Oghren find her and win her over. Felzi is located in the Pampered Princess Tavern on the pier on Calenhad Lake. There, a conversation takes place between her and Ogren, during which he wants to convince Felzi of his interest in her. The guard can help during the conversation and prompt Oghren phrases. If done right, Felzy will forgive Oghren and will want to meet him after the Guardian's mission is over.

When Oghren's approval is high enough, he can teach the Guardian the Berserker specialization.

Dragon Age: Origins - Awakening

After defeating the Archdemon, Oghren begins to live with his old love Felzy and has a child. Those who know him say that he was truly happy, at least for a while. But Oghren divorces her, motivating this with the words "you can snatch a warrior from a battle, but you will never snatch a battle from a warrior's heart." Oghren now wants to become a Gray Warden. The Guardian meets him during the attack on the Vigil's tower at the very beginning of the game. If the Guardian is imported from Origins, Oghren will cheerfully greet his friend. After the end of the attack, Oghren goes through an initiation, during which he survives and becomes a Guardian. After some time of his being a Guardian, Felzi with his son comes to the tower of Vigilance and asks Oghren to return to his family. Oghren refuses. Later, with enough approval, he will talk to the Warden-Commander about his feelings for Felzy, and the latter can convince him to become more involved in his child's life.

Darkspawn Chronicles

In the Darkspawn Chronicles DLC, Oghren, like other heroes, appears as a boss in the Denerim Trade District. He differs slightly from his role in Origins and Awakening. He kills the creatures of darkness, surrounded by a small company of drunkards. His murder will affect the continuation of the company. The Hammer of the Forgemaster can also be found on his corpse.

Present

Dragon Age: Origins

Backyard King's Pitcher - Commons of Orzammar

Hasindi Bag Mead - Ruined Temple

Golden Scythe of the Black Era - Lothering

White cut - Lothering

Sun Blonde Vintage - Templar Rooms

Gifts (Awakening)

Aqua Magus - Amaranthine, abandoned warehouse

Dragon Piss - Hubert's Residence ("Orphaned by the Blight")

Lava Hirola - Notwood Hills

Whiskey - Amaranthine, Crown and Lion Tavern

Westfall Brandy - Vigil's Tower Throne Room

Toy Horse - Black Marshes, Ruined Village

Initial statistics

Class: Warrior

Specialization: Berserk

Starting Skills: Exceptional Combat Training, Improved Combat Tactics

Starting Abilities: Berserker: Berserker Rage, Fortitude, Restraint Warrior: Bogatyr, Intimidate, Courage, Death Rush

Race ability: Dwarven Resilience

Two-handed weapon: Hilt Bash, Indomitable, Stunning Blows, Weapon Slash, Crushing Blow, Armor Slash, Slam, Slam

Equipment

Origins

battle ax

Heavy Dwarven Gloves

Heavy Dwarven Armor

Heavy Dwarven Boots

Path to the ditch

Starting Equipment (Awakening)

Darkspawn Ravager

Legion Helm

Legion Gloves

Armor of the Legion

Boots of the Legion

Blacksmith's heart

Path to the ditch

Warrior Ring

Ring of Resistance

Interesting Facts

According to Cheryl Chee, while Ogren was mostly written by Jay Turner, most BioWare writers, including herself, David Gaider, and Mary Kirby, helped write it.

Oghren is one of only two companions to have their own hair style, the other being the Morrigan.

Although Oghren is not allowed to carry weapons in the city, nothing will happen if you equip him with weapons in Orzammar. He even joins the group with an axe.

In Awakening, Oghren will receive a second codex page about his new role.

Oghren's battle cry, "Let's see what your insides look like!" may be a reference to the dwarf companion of a very chaotic nature, Korgan Bloodaxe in BioWare's Baldur's Gate 2: Shadows of Amn, who yells "Let's see what your insides look like !” during the fight. Korgan is also a berserker and has an insatiable thirst for blood.

When Oghren stays behind to defend Vigil's Tower in Awakening, his codex states that he died when the darkspawn attacked. However, with the Vigil's Tower fully rebuilt and upgraded, he remains alive in the epilogue.

Many conversations between Zevran and Oghren include references to Legolas and Gimli from The Lord of the Rings. Indeed, Oghren's personality sometimes resembles that of Gimli.

Oghren's response, "Don't leave the gnome!" when the Guardian suggests to Sheila to throw Oghren as far as she can, is a reference to Peter Jackson's The Lord of the Rings when Gimli states, "No one will leave the gnome!" which is a reference to "sport" in throwing gnomes.

The Diamondback card game that Oghren mentions to Alistair is a reference to the game of the same name in Dave Sim's Cerebus the Aardvark.

In Dragon Age II, a concept art painting of Oghren can be seen next to the bar in Hangman.

In the order. He is an optimist, a joker. This Gray Warden also has royal blood in his veins, as Alistair is the illegitimate son of the late King Maric. But even knowing this, the joker does not want to become king. As a child, he was sent to the temple, after which he became a templar, but Duncan took the prince in time, right before Alistair pronounced the vow of the templar, seeing his grief and unwillingness to become a minister of the church. Nevertheless, the former templar remained prejudiced against mages. At the same time, Alistair loves all kinds of amulets, talismans and other "magic" items.

Alistair is kind, appreciates good human deeds, but does not tolerate evil. He is hilarious, but at the same time he often "dismisses nurses", recalling the death of Duncan and so on.

Alistair has a sister, Goldanna. She lives in Denerim's market district, next to the blacksmith Wade's workshop. When Aleister and the Gray Warden come to her, she does not particularly welcome them, after which the frustrated Aleister, along with the Gray Warden, will go outside. Teirin will once again complain to the Gray Warden. If you reproach Alistair and tell him that life is not a fairy tale, Alistair's character will become more solid. He will become more resolute, cruel, will not treat the idea of ​​his coronation with great contempt.

Accepted into your squad already under Ostagar. Will leave you if you save the life of Loghain MacTeer.

The prequel book The Calling introduces the theory that Alistair is the son of an elf mage who was a Gray Warden and whom King Maric slept with during the events of the book. At the end of the book, she introduces him to a human baby, stating that the child of a human and an elf is always a full-blooded human. Maybe it's Alistair.

In the second and third parts, Alistair will appear if he survived after the events of the first part. Appearances also depend on the events of the first game. He can appear as a king, a Gray Warden, or a drunkard in the Hangman's Tavern.

Wynn

Wynn is one of the greatest mage healers who could have become the First Enchanter, but refused. This sorceress chose to help the Gray Wardens, so she was also present at Ostagar and saw Loghain's betrayal. She can leave you, but after attacking if she finds out that you are a blood magician (if you are one). If you desecrate Andraste's ashes, she will also leave.

Wynn had an apprentice, an elf named Aneurin. Wynn will mention him in conversation, after which the Gray Warden can promise her to look for him. Aneirin became a healer and went to the Dalish. However, he does not live in their camp, but prefers to wander through the forest. If Aneurin is found and Wynn is brought to him, she will be immensely grateful to the Gray Warden.

“Inside” Wynn, so to speak, has a good spirit from the Shadow (possibly representing Faith). He possessed her during the battle with the demon, when she protected children and students. Wynn lost the battle and died, but then resurrected and destroyed the demon. As you travel, the abilities of the spirit will increase. However, Wynn admits that the spirit is weakening and will soon leave her, and then she will die.

Wynn appreciates good, right deeds, but despises freedom-loving apostate magicians, does not tolerate maleficars (blood magicians), because he considers them magicians who do evil, not good.

Ms Coutren

He is the commander of the detachment, despite his peasant origin. Teirn Loghain's right hand. From her body, you can remove the sword from the codex - the Summer Sword or the Sword of Summer. Lady Couthren is boundlessly loyal to Loghain. During the Battle of Ostagar, it was she, along with Loghain, who commanded the soldiers of MacTeer. However, she does not always approve of his actions and decisions: for example, when Loghain gives the order to retreat during the assault on Ostagar, Coutren will dumbfoundedly ask about the king, but, after angrily pulling back the hand that Loghain grabbed, he will nevertheless withdraw the troops. A servant of Queen Anora will come running to Earl Eamon and you will be sent to rescue her. You will fight Earl Howe, after which Couthren will attack you. If your companions are strong, you can defeat her. Before the Gathering of the Lands, Couthren will try to stop the Gray Warden by force. However, if the Gray Warden is eloquent enough, he (or she) can persuade Lady Couthren to step aside. Coutren, sighing sadly, will finally understand what McTeer has become and let the Gray Warden pass.

Duncan

Head of the Gray Wardens in Ferelden. He appears in all of the game's backstories, no matter which one you choose. He was wounded by an ogre at Ostagar, then cut in two by the ax of the gurlock leader. However, the ogre is killed by Duncan.

Duncan's body, like the other soldiers, was never found. Most likely, the creatures of darkness simply ate him or, due to the fact that he is a Gray Warden, burned him.

It seems that Duncan was fluent in two types of combat: with a sword and dagger, and with a sword and shield. At the Battle of Ostagar, he fought with an enchanted sword and dagger, however, his shield can also be found in the Gray Wardens' cache.

The Calling book reveals Duncan's origins. In his youth, he was a pickpocket in the Orlesian slums (although he was originally from Rivain), but was caught and sentenced before he was freed by the Gray Warden and accepted into the order (most likely because of this, he recruited Daveth) . Even after that, Duncan did not immediately get rid of the habit of grabbing everything that is badly lying. At the end of the book, the command of the Guardians appoints him as the main Guardian in Ferelden.

Zevran Aranai

Zevran is an elf, the son of a prostitute and a lumberjack. After the death of his mother, he was raised in a brothel, and after that he was bought by the Antivan Crows - the best killers in Antiva and, perhaps, in all of Thedas. Zevran's past is rather vague, and he doesn't really want to talk about it. The only thing initially known about him is that he grew up in Antiva, was raised first by prostitutes and then by Ravens, became one of the best assassins, and was hired by Loghain with the help of Howe to kill the Gray Warden.

Zevran has a very ambiguous personality. On the one hand, he mocks himself and the entire public, but on the other hand, he is offended when he is reproached for something. Zevran is cold-blooded in battle. Trained in the Antivan Crows guild of Antivan assassins, Zevran endured many abuses, passed the "natural selection" and became the best of the best. He realized that in order to achieve the main task - killing - everything is good, therefore, in the battle he uses "dirty" tricks, poisons and even bombs.

Zevran is very ironic, although his irony often turns into vicious black humor. Zevran's mother was a Dalish, so he speaks well enough of this people and will be very upset if the Gray Warden destroys the elves in the Brecilian Forest. Possible romantic interest for both a woman and a man.

Zevran is very nostalgic for his homeland - Antiva. He often thinks about the brothel he grew up in and the smell of Antivan leather. In Dragon age II, Isabela remembers him as he killed her husband with a dagger to the head. Zevran can be found in the second part. The former assassin continues to hide from the Antivan Ravens in the Free Marches.

Jovan

Maleficar. In the Tower of the Circle, he fell in love with one of the priests, who told him that the templars intended to make him pacified for supposedly "studying blood magic." He asked an unknown mage of the circle, or your protagonist to help him, but, in the end, the escape with his beloved failed, the templars tried to grab him, but he was able to escape, causing them great physical harm. His beloved, by her own will, was imprisoned. She could not forgive Jovan for lying about his non-blood magic, nor could she forgive herself for believing him and becoming an accomplice in crime.

Having become an apostate, Jovan looked for ways to save his life. He was then hired by teyrn Loghain to poison Arl Eamon "for betraying Ferelden". Jovan was promised the protection of the teyrn in the event of the earl's death. To get closer to the Earl, Jovan, at the request of Lady Isolde, the Earl's wife, was hired to work as a teacher to Eamon's son, Connor, who turned out to be a magician. Jovan fulfilled his part of the treaty with the teyrn and poisoned the arl, but due to the intervention of the demon of Desire, which took possession of Connor, Eamon was able to survive. Jovan was captured and imprisoned in the dungeon of the earl's castle on the orders of Lady Isolde, who was sure that Jovan had summoned the demon, and Teirn Loghain, of course, quickly forgot about the maleficar.

The fate of Jovan is completely in the hands of the Gray Warden - he can kill him, drive him away, or use him to destroy the demon Connor through the Shadow. The further fate of Jovan depends on his actions - if he escapes, he can be found on the road, fighting the creatures of darkness. Otherwise, he will either be executed or turned into a Humble.

According to the game's creators, Jovan was originally intended to be the player's companion, but time constraints forced them to cut that part of the game.

King Cailan Teirin

The son of King Maric, after the death of his father became the new King. Two months after his coronation, he married Anora, daughter of Teirn Loghain, Maric's advisor and best friend. He died in the Battle of Ostagar: he was literally crushed by an Ogre, subsequently killed by Duncan. In the Return to Ostagar downloadable content, you can bury Cailan with dignity by exposing his body to fire, hanging from a crucifix built by the darkspawn, or throwing him to be eaten by wolves. Also there you can collect his armor and get his father's weapon - Maric's Blade.

Despite his royal lineage, Cailan is essentially a simple man, he likes to shirk his duties and spend time with ordinary soldiers or messing around with mabari. In this, he is very similar to Alistair, his half-brother, who also prefers the simple life to the crown. Anora later hopes to take advantage of this, who, even being Kailan's wife, practically ruled the state without his help.

Kailan Teirin is a arrogant and impatient person, in many ways this is what ruined him. He spoke disparagingly of the darkspawn, thinking that the horde was just a few large bands united in one army, but not the Blight. Cailan admired the Gray Wardens, elevating their skill almost to the level of heaven, dreaming that the battle of Ostagar would glorify him, as once the ancient kings, who also fought alongside the Gray Wardens. Then he did not take into account the possibility of Loghain's betrayal, however, no one could have foreseen this, except Loghain himself.

Cailan refused to wait for reinforcements from the Orlesians and Redcliffe's army. Subsequently, it turns out that Kailan may have had some feelings for the Empress of Orlais, and mutual.

Kailan is a fairly experienced warrior, he participated in the battle along with his soldiers. At the Battle of Ostagar, he fought with a two-handed blade, leaving his main weapon, Maric's blade, in a chest in the royal enclave, leaving the key to a trusted soldier.

Queen Anora Teirin (MacTeer)

Widow of Cailan Teirin. After the death of her husband, she formally remains the ruler of Ferelden, although, in fact, her father Loghain MacTeer, who declared himself regent of the queen, seized power.

Anora is very smart and prudent, it was she who ruled the kingdom under King Kailan, who almost completely retired in favor of his hobbies. According to Kailan's correspondence, it can be said that he did not have or lost feelings for Anora, and started an affair with the Empress of Orlais. Anora herself was criticized more than once, mainly for the fact that she never gave birth to an heir, despite her no longer a girl's age. Many believe that she is barren, some even spread rumors, as if a curse for the fact that a commoner was placed on the throne.

After the death of her husband, Anora does not support her father in many ways, although it is possible that the matter is not only that she does not like Loghain's politics, but also that he tried to take the throne from her. Ultimately, if the Gray Warden does not support her candidacy as the sole queen, or at least Alistair's future wife, she will again stand up for her father, believing that it is better to share the throne with him than to completely give it to Alistair. Also, if the Gray Warden is a man and the heir of the Kusland family, then he can offer Anora to marry him. Thus, the Gray Warden would become a prince consort, and Alistair would be relieved of the need to become king. But Anora will refuse to marry Alistair or the Gray Warden if Loghain is killed before he becomes a Gray Warden. Anora's appearances in the third part depend on the events of the first game.

Loghain McTeer

Advisor and father-in-law to King Cailan. He is also the Teyrn of Gwaren. Thairn is a very intelligent person and an excellent tactician. By origin - a commoner, but for the victory over Orlesian and the expulsion of the Orlesian troops from Ferelden, he received an honorary title from the previous king of Ferelden - Maric. At the Battle of Ostagar, his task was to stay with a small force in ambush to surprise the Darkspawn in the flank. The signal for the attack was to be a signal fire lit on the Tower of Ishal. However, when this happened, Loghain orders a retreat, thus leaving King Cailan and the Gray Wardens to be torn to pieces by the darkspawn. Despite the fact that many - including the closest associate of the protagonist, the Gray Warden Alistair - consider Loghain's act a betrayal, the teyrn himself claims to the last that this was a necessary measure to preserve the army. This is confirmed by the writers of Bioware, but nevertheless, there is no evidence in the game that Loghain did not intentionally leave the king to die. Returning to Denerim, he declared himself regent for Queen Anora, his daughter, which angered the Banns and Earls, who demanded that Loghain abdicate. However, the teyrn refused to do so, thus plunging Ferelden into civil war in the face of the oncoming Blight. He blamed the Gray Wardens for the death of the king (and, perhaps, even sincerely thought so) and announced a hunt for those of them that survived, including the heroes of the game. When the Gray Wardens began to make headway in gathering a united force to fight the Blight, Earl Howe, with Loghain's permission, hired the Antivan Ravens, the world-famous assassins from Antiva, to get rid of the hero.

The exact reason for Loghain's betrayal is not entirely clear, and many factors could have contributed to it. But at the head of all is his love for Ferelden, which ruined him. Loghain considers Cailan a king unworthy of his kingdom. King Cailan is portrayed as a young, glory-seeking youth who dreams of epic battles "like the old days." He constantly argues with Loghain in matters of strategy and tactics, and also rejects reasonable tactical combinations in favor of spectacular and pretentious ones. This jeopardizes not only the king himself, but the success of the war as a whole. Another reason for the conflict is Cailan's desire to unite in the war with Orlais, and this after only a few decades since the de-occupation of Ferelden. Orlais is a powerful state with a good army, ready to lend its troops to Ferelden in the fight against Blight. Cailan believes an alliance with Orlais is necessary, while Loghain, a hero of Ferelden's war of independence, considers an alliance with Orlais a betrayal of the country. In many ways, this hatred of Orlais blinded Loghain, the teyrn was ready to destroy the people of his state and give everything to the creatures of darkness, just not to let the Orlesians into their lands. After Cailan's death, Loghain immediately declared himself regent for his daughter Queen Anora, blocking the way for the Orlesian forces, including the Gray Wardens.

In the Return to Ostagar add-on, in Cailan's chest, you can find his correspondence with the Empress of Orlais, from which it is concluded that Cailan had a mutual attraction with her. Adding fuel to the fire is the fact that, according to rumors, Queen Anora suffers from infertility, which is pointed out to the king by his adviser and uncle Earl Eamon. He advises to break up with her.

Loghain can be called not only a nationalist, but also a racist. He gave permission to the people of the Tevinter Empire to lead the elves out of Denerim's Elvenage, thus allowing the slave trade in free Ferelden. He himself justified this by the fact that Elfinage still could not be saved from Mora, and the money from the slave trade would benefit the army.

Thus, Loghain himself believes that he is doing the right thing and his only desire is to save the country. Comments on this subject are also given by the scriptwriters of the game. In addition, in the game resource editor, it is possible to read the comments of the developers in the dialogues and cutscenes from the game.

Toward the end of the game, you can take Loghain into the squad, make him a Gray Warden, but then Alistair will leave the group, not wanting to forgive "the killer of Duncan and all the other Gray Wardens of Ferelden."

In The Stolen Throne, we learn that Loghain used to be a brigand and his father was a farmer from Luttering who lost his land. Loghain also had an affair with Rowan, Maric's future wife, but he himself insisted that Rowan return to Maric for the good of the country.

In the third part, Loghain will appear if he survived after the events of the first part.

Leliana

She used to be a bard in Orlais and, concurrently, a hired killer, but after the betrayal of her close friend and mentor (perhaps even her lover), Marjolaine moved to the Lothering church. It helps you, motivating your actions by the fact that "the Creator himself gave her a sign." With Leliana in the team, you will always have an excellent relationship with the church, for example, when she sees Leliana, the Reverend Mother can immediately give Stan to you without further questions.

Leliana's mother is from Ferelden, so despite her life in Orlais, she considers herself a Fereldan. Her mother was a servant of a rich lady named Cecile, who brought them to Orlais. Leliana was orphaned at an early age, but remained under the care of Lady Cecile, who raised her with an education that consisted mainly of singing and dancing. As she grew older, she fell under the influence of Marjolaine, a bard, spy and assassin. So Leliana learned her art and mastery of combat. During one of her missions, she learned that Marjoline was selling information about Orlais to Tevinter and Antiva. Fearing for her friend's life, Leliana gave her the discrediting documents. But soon the guards came for Leliana herself and accused her of betrayal, referring to the very documents that Marjolaine had redone, inscribing the name of Leliana instead of her own name. Leliana was imprisoned and tortured. But she managed to escape and escape to Ferelden. There she became a novice of the Lothering church. Having dreamed about the coming darkness and the flowering of the already withered rose bush, she took this as a sign from above and offered her services to the Gray Wardens. The church made her softer, but did not deprive her of her fighting skills. Subsequently, she again had to face Marjoline and forever resolve their conflict.

In the second part of the game, she returns to Orlais and becomes a Seeker of Truth, answering only to the Most Holy One herself (a person similar to the Pope). Hawke can meet her in Kirkwall, where she arrives to warn the Reverend Mother Eltina of the possible danger due to the upcoming conflict between mages and templars. At the end of the game, it turns out that she is the partner of Cassandra Pentaghast and is looking for where the Defender of Kirkwall and the Hero of Ferelden (if the Guardian survived) disappeared.

In the third part, Leliana joins the Inquisition and becomes its agent.

Morrigan

Morrigan has a rather complex character. She appreciates deeds that lead to profit and power, regardless of the consequences, for example, in a mission where the player has to choose between an army of golems and huge losses of human lives, or the destruction of a forge, she takes the side of Branca, or rather supports her, but fights sideways side by side with you. Morrigan is a tough and purposeful person, her life credo is "survival of the fittest", while she is not a supporter of senseless killings.

Morrigan is very poorly versed in human psychology. So, she does not understand such a phenomenon as "love", she is very surprised that she has a friend - the Gray Guardian. She also warmly accepts gifts and says that she has never received presents.

Morrigan is the daughter of Flemeth, a legendary witch from the Korcari wilderness. She is a stranger from the world, and only occasionally got out of the forest, therefore, she never had friends, and the company of only her mother gave her a complex character.

She will also offer the Guardian a way to defeat the Archdemon and still survive (regardless of the relationship level). You just need to sleep with her the night before the battle with the Archdemon. If the Guardian is a woman (or the man has no desire to do it himself), you will need to persuade Alistair (or Loghain, if he survived) to sleep with Morrigan. Appears in the third part as an adviser to the Empress Orlais.

Oghren Kondrat

A red-haired and red-bearded berserk dwarf who used to be in the warrior caste. After the departure of his wife, Branka, who went in search of the Forge of the Void, drunk, she kills another warrior. Orzamar Thaeig, as well as the Diamond Halls, forbid him from carrying weapons. But this punishment is the greatest shame for a skilled warrior.

Oghren tries to maintain the image of a "rock warrior", insensitive and unemotional. However, he doesn’t do it very well: for example, he explains a mean tear by the fact that “a bee has bitten”, and when he wanted to ask the Guardian for help, he could not find words for a long time. Oghren is always happy to have a drink in the company, but just care and concern for him cause him joy and sympathy for the Guardian. However, he never expresses it directly.

Oghren is a skilled warrior, a berserker. As he himself explained, berserkers are warriors who build up rage and release it during combat to shred nearby enemies. He can teach this to a Guardian (if he is a Warrior), Alistair or Stan.

After the battle with the Archdemon, Ogren will be offered a position as a general in the human army. However, Oghren remained himself and argued with Bann Tegann that he would drink a keg of brine.

In Dragon Age Origins: Awakening, Oghren appears during the defense of Vigil's Tower from the darkspawn. If the Gray Warden is imported from the original game, then Oghren will gladly greet an old friend. Later, he easily endures the rite of passage and becomes a Gray Warden. He helps the player throughout the game.

Oghren has a wife and child, whom he ran away from to become a Gray Warden.

Subsequently, Oghren could become one of the best Gray Wardens in Ferelden.

Stan

A warrior from the Kossite race, following the Kun (Kunari) religion, who sailed on ships with his detachment on a special mission. Later, stopping at Lake Calenhad, his entire squad is killed by the creatures of darkness, and his sword, which was made specifically for his hand in Beresaad itself, is kidnapped by a marauder. Later, farmers from Lothering find him, but he, in a madness, after learning that his sword was missing, kills the family. The Reverend Mother imprisoned him on the street without food or water, leaving him to fend for himself.

The Gray Warden releases Stan (by the way, this is not a name, but a rank in the Qunari army), and he joins him (although he can simply be kicked out). Stan owns a two-handed blade, although he lost his "native" sword - a weapon forged from rare blue steel only under his hand - during the battle at Calenhad Lake. If the Gray Warden finds the sword, Stan will be eternally grateful to him.

From time to time, Stan will share his own observations about Ferelden, as well as talk about the Qunari people.

Flemeth

A witch from the Korkari Wilds, who is the stuff of legends both in Ferelden and in the barbarian tribes, the Hasinds. There are so many legends and myths about her that no one even knows what is true and what is fiction and a fairy tale. Helps the Gray Wardens, explaining his help by his own fear of the Blight. As payment for the rescue, he sends his daughter Morrigan with the Guardians. One of Leliana's tales tells how Flemeth became a witch from the Wild Lands: she took revenge on her husband Connabar for the murder of her lover. In anger, she became possessed by a powerful demon that destroyed Connabar and all his people. The legend mentions Highever Castle, which now belongs to the Cousland family (they may be the Gray Warden - a noble person). Morrigan will tell this story differently, and later, in the Witch Hunt DLC, he will state that Flemeth is not possessed at all, and not even a person. If you find a book with Flemeth's secrets in the Circle Tower and give it to Morrigan, then she will tell you what was written in the tome: the secret of Flemeth's immortality. It turns out that the legendary witch bore her daughters, raised them, raised them, and then killed them in order to inhabit their bodies with the help of magic. Upon learning of this, Morrigan will ask you to kill your mother. However, the protagonist can release the witch, who promised never to appear in Ferelden.

In the second part, Flemeth (disguised) saves the Hawke family during their flight from Luttering. In return, she asks Hawke to deliver her amulet to the Dolly elves near Kirkwall, which he does a year later. The elves perform a ritual that Flemeth recreates. Apparently, Flemeth knew that Morrigan would try to eliminate her and set in motion a plan to return. From her words, it can be judged that Flemeth can exist in several bodies at the same time. The Dalish elves know Flemeth by the name of Asha'bellanar - "Woman of Many Years", but the Gray Warden Dalish will not remember this when meeting with Flemeth.

Rendon Howe

Aristocrat, ward and chief henchman of Loghain. Slaughters the entire clan of Kuslands in order to take possession of their lands. If you play as the last Cousland, then you are the last survivor (except for the older brother, who appears at the end of the game). Howe soon takes possession of Denerim as well, becoming its Earl as well. He is distinguished by cruelty, love of torture and self-righteousness (his last words, when he dies at the hands of a hero, are: “The Creator sees, I did not deserve this!”).

Eamon Guerrin

Earl of Radcliffe, who is poisoned by Jovan, but the Urn of Sacred Ashes is soon found, with which he is cured. Maternal uncle of King Cailan, elder brother of Bann Tegan. He is married to Lady Isolde, an Orlesian, with whom he has a son, Connor, who owns magic. The earl also had a sister who married King Maric. After healing, he helps the Gray Wardens, as well as his pupil Alistair, whom he wants to seat on the throne of Ferelden. He is a respected person among the nobility and common people, second only to Loghain at court. If Alistair becomes king, Eamon will become the realm's closest advisor and chancellor.

Sheila

Golem from the Stone Prisoner downloadable content. She used to be a dwarf of the warrior caste, but in Caridin's time, she sacrificed her soul so that he could create a golem out of her.

Sheila is strong, she has special abilities, and she also calls the protagonist the name "it". If you kill Karidin in the Anvil of the Void mission, she may leave your party.

After spending a long time immobile as a statue, Sheila developed a deep hatred for pigeons and birds in general, as everyone knows what pigeons do to statues.

In the English version of the game, Shale is a neutral name, and the golem's deep voice makes everyone think it's a man.

Andraste

A historical figure, for the setting of Dragon Age, which is an analogue of both Christ and Joan of Arc. In ancient times, all of Thedas was ruled by magisters, the sorcerers of the Tevinter Empire. The runaway slave Andraste received a vision from the Maker and united the wild tribes of southern Thedas (this territory would later be called Ferelden) to lead them on a Holy campaign against the Empire. The campaign was successful, and southern Thedas was freed from oppression. But Andraste herself was betrayed by her own husband, jealous of her power and honor, and handed over to the masters who betrayed her to the fire. At the last moment, the Tevinter Archon Hessarian could not stand Andraste's torment and stabbed her with a sword, granting a quick death. The ashes of Andraste fell into the hands of one of the founders of the Church and are hidden in the mountains. Subsequently, Andraste became a great martyr, to whom almost all the prayers of the followers of the Church are addressed. Just like Christians in the real world, the followers of Andraste's cult have long been persecuted and few in number.

Dragon Age: Origins - Awakening

Unlike the first part of the game, there are no romantic lines as such in the add-on, and it is almost pointless to delay any relationship, since a lot of time was devoted to battles, not storylines.

Anders

A renegade mage that the protagonist encounters during the attack on Vigil's Tower. He joins the battle with the creatures of darkness, and after the victory he can be protected from the templars by accepting into the order of the Gray Wardens. He will survive the Initiation and join the squad. Anders is not his real name, but only a pseudonym indicating the origin - the magician comes from Anderfels. He got into the Circle already as a teenager, and therefore he could not get used to the orders prevailing there and set a record of successful escapes from the Tower - seven times. Fortunately, he has never been accused of using blood magic, and is generally considered capricious, but useful - Anders' talents lie in the field of spiritual healing and elemental magic. This mage fears maleficars and blood magic. He does not want to study it, although if you teach it to him, or if you yourself turn out to be one, then it's okay - Anders' attitude towards you will not worsen. Anders does not approve of the rebellious moods of many magicians and their idea to rebel against the Church, but he himself hates the templars and mockingly treats the dogmas of the Church and Andraste herself.

Anders has several interests: jewelry, gold earrings, and cats, which Anders loves. He will tell you that he already had a cat in the Circle of Magicians, named "Mr. Fluffy". The templars and the First Enchanter were allowed to take care of the cat, but soon a demon moved into it, the templars had to kill the small animal. Also, as a child, the magician dreamed of a tiger knight named Sir Lancelap, who would tear apart the hated templars and pull Anders out of the tower (you can find drawings of little Anders in Witch Hunt). Subsequently, Anders will name a kitten after the knight from his dreams.

If in Dragon Age: Origins - Awakening you leave him in the Vigil's Tower before going to Amaranthine, which they should be attacking, and then do not return to save the Tower, he will die from a darkspawn arrow that hit him in the throat, but before that he will kill about a hundred enemies with magic.

Escapes from the order to Kirkwall, where he joins Hawke's squad. By default, he is considered accepted into the Gray Wardens, and a deserter. Even if he is declared dead in the Awakening epilogue, it will only affect a couple of dialogues with cameo characters. Anders' character also changes a lot - he is far from being so cheerful and selfish, although he still loves cats and yearns for Sir Lancelap, who was taken by the Guardians. This is explained by the fact that Anders became a vessel for the spirit of Justice, which, under the influence of his anger, was transformed into Vengeance. Even if you taught Anders blood magic in Awakening, in the second part of the game he will not know it, and will also disapprove of deals with demons and blood magicians in general. As the game progresses, Anders is revealed to be the main culprit in the ensuing mage uprising.

Velanna

Like Anders, Velanna is an apostate mage, but this is because she is one of a clan of Dalish elves. Velanna was a student of the Clan Guardian, and it is known that the guardians of the elves are able to control plants and tree roots, and the trees themselves in principle. Once, she did not want to follow her clan, opposing her teacher, then some of the elves followed her. Leading them to their goal, the apostate did not suspect that the creatures of darkness would kidnap her sister, and then cut the rest of the rest, scattering human weapons.

It was then that Velanna raged, starting to revive the trees in her anger. She attacked the barbarian tribes, but soon a hero (heroine) arrives and stops the guardian's apprentice.

Despite everything, at its core, Velanna is very kind and sincere (for an elf character). She loves different memoirs, things belonging to the clans of the Dalish elves. She can also teach you the art of Guardian Magic by passing on her knowledge.

Mhairi (originally Mhairi)

Her character was never revealed, as she dies almost at the very beginning of the game. We only learn about Mhairi that she used to be in the service of the king (queen), is good with a sword and shield, and also admires the Gray Wardens.

This warrior dies during the rite of Initiation.

Nathaniel Howe

Son of Earl Rendon Howe. When the hero becomes commander of the Gray Wardens and Earl of Amaranthine, Howe Jr. secretly infiltrates the fortress. Initially, he wants to kill the Guardian, thus avenging the death of his father and the expulsion of the family, but on the spot - perhaps because the Guardian has not yet arrived at the castle - he decides to get by with the theft (from his point of view - returning to the hands of the rightful owners) family values. But the guards of the castle grab him and, despite desperate resistance (according to the guards, it took four people to twist Nathaniel) he was put in a dungeon. The hero, as the new owner of the castle, needs to decide his fate: execute him, let him go in peace, or call him to the Gray Wardens. In the latter case, he joins the squad. If he is released at the first meeting, he will return with a desire to become a Gray Warden.

If you have a chance to travel through the castle dungeons, you will find many things that belonged to his family. Of course he will like them.

If you import a save into Dragon Age 2, you will be able to save Nathaniel in the Deep Roads under Kirkwall.

Oghren Kondrat

In this part, you will also meet Oghren. Nothing happened to him, of course, except that he wanted to become a Gray Warden. Having passed the beginning, you are faced with the choice of whether to leave Oghren?

If the player imports their character from Origin into the module, Oghren behaves according to the story set out in the module. However, his attitude towards the GG will be kept at the “neutral” level.

Compared to the "Beginning", Oghren appears to us more boorish and cheeky, which is manifested both in dialogues with the Guardian and with his companions.

Sigrun

Dwarf girl from the Legion of the Dead. She and her party found a passage to one of the dwarven thaigs, which you will have to explore with her. In the course of the story, we learn that Sigrun was a reconnaissance legionnaire that can survive the most powerful opponents and blows. Sigrun is rough, strong, but very kind, while she has a well-developed sense of humor.

Justice

Going on a journey to the Dark Marshes, you will stumble upon an abandoned village. During the passage of the mission, you will be thrown into the Shadow, where this place is not affected at all: neither by time, nor by creatures. Exploring, you will soon make your way to the village, and there the Spirit of Justice awaits you. After you defeat the witch in the Shadow, Justice will fall into the body of a dead gray guard, because of which you actually went to the swamps. Having defeated the demon witch once again, he will try to find his meaning in life, then he can join you.

Kristoff, or rather already Justice owns Spirit Magic, which you can actually learn, but only as a warrior. To establish relations with Justice, it is necessary to find things that belonged to Kristoff - he will gradually remember fragments of the past experienced by the dead gray guard.

Dragon Age 2

Hawk family

Protagonist (surname Hawke)

The protagonist of Dragon Age 2 is a human refugee from Lothering, a village completely destroyed by the darkspawn during the Blight in Ferelden. After escaping from his native village, where his (her) father died, he migrates with his family to Kirkwall, the City of Chains, which is part of the Free Marches, to the homeland of his mother Liandra. In order to work out the fee for "entrance to Kirkwall", he is hired as mercenaries or smugglers. Within a year, he becomes a notable person in criminal circles, thanks to which Varrik notices him (her), whose brother arranges an expedition to the Deep Roads. After this expedition, Hawk turns out to be a rich man, at the expense of money and an aristocratic pedigree of his mother, he is knocked out in the Upper City. Three years later, he takes an active part in the defense of Kirkvol from the attack of the Qunari and defector elves, which deserves the title of Defender. After that, he becomes a respected person, the second in power after the knight-commander Meredith. Three years later, the Protector finds himself involved in a conflict between the mages and the templars of Kirkvol, which flared up with unprecedented force through the fault of Anders. The defender has to support Meredith's Destruction Right and exterminate all the mages, or help the mages fight the templars. In the first case, the Protector will end up being asked to become a viceroy in Kirkwal, otherwise, he will have to flee the city. In any case, after these events, Circles of magicians will begin to rise throughout Thedas, and the Protector himself will disappear for one reason known to him.

He is the son (daughter) of Leandra Hawke (Amell), the older brother (sister) of Bethany and Carver.

Bethany Hawk

Renegade Mages, twin sister of Carver Hawke, younger sister of Hawke. If you choose the specialization "Mage", she dies at the beginning of the game. Spends his free time at Uncle Gamelin's house. A kind girl who cares a lot about being an apostate and about her magic in general. He loves his older brother (sister) very much.

She can become a Gray Warden on an expedition to the Deep Roads (if Anders is in the party, otherwise she will die), but if you did not take her on an expedition with you, she will be taken to the Circle of Mages.

Carver Hawk

Warrior, twin brother of Bethany Hawke, younger brother of Garrett/Marian Hawke. Prefers two-handed swords. If you choose the specialization "Warrior" or "Rogue", dies at the beginning of the game. Spends his free time at Uncle Gamelin's house. Carver has a bad temper, often whines for one reason or another, rarely satisfied. He envies the talent of his brother (sister) and argues with him (her) in everything. In this respect, he has become a little closer to Varric, also a younger brother who has to obey his older brother, although Varric prefers to take his situation with irony.

Can become a Gray Warden on an expedition to the Deep Roads (if Anders is in the party, otherwise he will die), but if you did not take him on an expedition, he will run away from home and become a templar.

Leandra Hawk (Amell)

Mother of Hawke, Bethany and Carver. She is a Kirkwall noblewoman and chief heiress of House Amell, but left the house and fled to Ferelden to marry the renegade mage Malcolm Hawke. There were also magicians in the Amell family.

He dies in the fourth year of his new life in Kirkwall at the hands of a crazy blood magician who collected zombies from the body parts of various women, reminiscent of his deceased beloved.

Hawk satellites

Varric Tetras

A Dwarf Grounder of the Orzammar blacksmithing caste. Hawk's friend or rival. Rogue, specialization: crossbowman. It is on behalf of Varrik that the second part of Dragon Age is narrated. He rents a room in the Hanged Man tavern. He considers the latter to be his home and cannot imagine his life without it.

He has a brother, Bartrand, with whom Varric and Hawk go on an expedition to the Deep Roads. As a result, Bartrand is possessed by a demon and forced to lock his own brother and his friends in a forgotten teig. They manage to get out, but Varric forever loses trust in his brother.

He has a fanatical love for his crossbow, which he calls "Bianca" (a clear reference to the game "Assassin's Creed II" - there was also a character who called his weapon "Bianca"). It is later revealed that this crossbow is unique. It was designed by Varric's former comrade in an attempt to create an automatic crossbow. "Bianca" is the only working copy.

Aveline Vallin (nee Du Lac, optionally Hendir)

A warrior girl who specializes in sword and shield, she was in the ranks of Kailan's troops destroyed at Ostagar. Templar's widow Wesley. It is possible that the prototype of Aveline was the legend of the first warrior girl Aveline, told in Dragon Age by Leliana, or read in the Codex. Lives in the barracks of the city guard.

At the start of the game, her templar husband Wesley Wallen becomes infected with the corruption and asks to be killed before turning into a screamer. The player can do it himself or let Aveline, but if he does it himself, then Aveline may be offended by him, but if you choose the phrase: “... Your husband is up to you to decide ...”, then she will be grateful. In similar cases, also leave it to relatives or friends to decide (exception - when Anders asks about Karl, advise him to kill).

In Kirvol, Aveline quickly makes her way into the people by joining the city guard. With Hawke's support, she is able to find evidence of the city watch captain's treachery and subsequently take his place. Also, not without the help of Hawke, Aveline clumsily, but will achieve the location of the guard Donnik and marry him.

Aveline has a very strong character, she does not like illegal actions of any kind and tries to suppress them harshly. But, on the other hand, she showed herself to be very shy and rather clumsy during the courtship of Sweet clover, if Hawk had not directly expressed her feelings to him, perhaps Aveline would have remained single.

Isabela

Rogue duelist of Rivain, pirate, former captain of a pirate ship. It also occurs in the first part, where it can train the protagonist of the duelist specialization. In combat, he prefers two daggers. Spends his free time drinking alcohol in the "Hangman".

Isabela is a freedom-loving and dissolute person. She has a weakness for handsome and strong men who do not have to persuade her to "close relationships" for a long time. She ended up in Kirkwall by an unfortunate accident. She was ordered to steal the sacred book of the Qunari, the same chased her ship, but the battle and the untimely flown storm destroyed the ships of both Isabela and the Qunari. As a result, it was Isabela who became responsible for the appearance of the Qunari in the city. It is one of the possible love interests for a man and for a woman.

Fenris

An elf slave of the Tevinter Magister and mage Danarius, who has lost his memory and is physically altered by exposure to lyrium. A warrior who specializes in two-handed weapons.

Fenris' real name is Leto. He voluntarily agreed to become part of Danarius' lyrium experiment, in exchange for freedom from slavery for his mother and sister Varanya. Danarius implanted lyrium into the skin of Fenris, creating something like vein tattoos through which lyrium flows instead of blood. Fenris claims that due to the unbearable pain that accompanied the ritual, he lost the memory of his former life; however, it is possible that his memory was erased on purpose to rule out possible rebellion on the part of the slave. Lyrium enhanced his physical abilities, at the same time giving new, magical ones - Fenris is able to make his body partially intangible, which allows him to dodge blows in battle and kill people with his bare hands (which he demonstrates several times during the game, tearing out the heart of his opponents). So the elf became a slave-bodyguard of Danarius. Once Danarius, due to the fact that there was not enough space on the ship, had to leave Fenris to die on an island captured by the Qunari. There the elf was found by the warriors of the mist, free people who do not obey anyone's orders. With them, Fenris first learned what freedom is, but soon Danarius found him and ordered to kill all the soldiers, which Fenris did, unable to purely psychologically resist the order of the owner. But it was at this moment that life turned upside down: he realized that he no longer wanted to be a slave, and fled. The escape was successful primarily because Danarius did not expect such an act from a previously absolutely obedient slave. Time after time, he sent assassins who were supposed to return his "runaway property" to him, but Fenris each time dealt with them and fled to another city to hide from his pursuers. During one of these battles, Fenris meets Hawk and gains the first friend in all the time of his freedom. With the help of Hawk, he deals with the servants of Danarius, and then with himself. However, Hawke can also deny Fenris protection and give it to Danarius. Broken by such a betrayal, the elf will surrender without resistance, and later Hawk will receive a letter from Danarius thanking him for the return of the slave and the message that Fenris's memory was again erased and he became subdued again.

Due to memory loss, Fenris is psychologically in her teenage years. He is withdrawn, thoughtful, and has difficulty controlling his rage. He hates magicians, believing that their gift is a curse, and there is no sacrifice that a magician would not make for the sake of power. Most of all, Fenris wants to be free, however, even having fled from the master, he remains a slave to his own hatred, and involuntarily looks for someone whose orders he can carry out.

Lives in the Upper City in the former mansion of Danarius. It is a possible love interest for a woman and for a man.

Anders

Renegade mage, as well as the Gray Warden from the first official addition to Dragon Age. Specializes in healing magic. Fled Ferelden, not wanting to deal with the Guardians anymore. Made a deal with Justice and became its receptacle. He explains this by the fact that he wanted the good spirit to have a normal body, not a corpse and not captured by force, but a body that voluntarily accepted it. Unfortunately, Anders did not notice that Justice had begun to show a desire for revenge since his time with the Hero of Ferelden. Mixed with the feelings of Anders himself, Justice absorbed all Anders's hatred for the templars and, in general, for the position of magicians and turned into the demon of Vengeance (in some ways it resembles the story of Zarathos from The Spirit of Vengeance).

He lives in the slums of Kirkwall, where he maintains an underground clinic and does not hide the fact that he is a magician. Shows great dissatisfaction with Meredith's policies, wanting to change the lives of magicians. As a result, it is he who starts the war between the magicians and the templars, destroying the Church and killing the Reverend Mother Kirkvol.

Anders has changed quite a bit since his adventures with the Hero of Ferelden. Instead of a frivolous and caustic magician looking at girls, he became a vengeful killer. Perhaps the reason for this is Revenge, because of which Anders sometimes cannot control himself and is ready to go even to inexplicable murders. Anders misses Sir Lancelap, his kitten, which was given to him by the Hero, but which, by order of the Guardians, he had to give to a friend.

Anders is one of the possible love interests for a man and for a woman.

Merrill

An exiled Dalish, a blood mage who is a temporary companion of the Dalish Elf Guardian from the first part of the game. Uses blood magic and sees nothing wrong with it. But it was blood magic that made her an outcast in her own clan. She was to become the next guardian of her clan, inheriting the title from Maretari. But Merrill took the path that her compatriots did not like. She herself considers herself a faithful follower of the heritage of her ancestors. She dreams of regaining the lost knowledge of the elves, primarily by restoring the mirror that was used to negotiate at a distance. To cleanse it, she became a blood magician and asked for help from a demon. In the end, this demon will try to take over her body, but Maretari will have time to seal it in her own body so that Merrill had to kill her. This could lead to the complete annihilation of the Merrill clan, or her eternal exile.

Merrill is a little frivolous, doesn't take hints at all and takes all the jokes seriously. She lives in the Kirkvol elfinage, where she has shown herself to be a very poor hostess. She is a possible love interest for a man and for a woman.

Sebastian Val

Sebastian Val(DLC "The Exiled Prince") - the future ruler of the neighboring principality of Starkhaven. Rogue, master of the bow.

Sebastian is at first the youngest son of the ruling clan, whose hopes for the throne were minimal. He did not fight for the impossible and took a vow in the Church. But he soon learned that his entire family had been brutally murdered on the orders of unknown persons. He asks the mercenaries to kill the clan that committed the murder, and Hawk takes over. Subsequently, Hawke further helps Val find the family that hired the assassins, and also find out that they were victims of the ambitious desires of the mother of a noble family and the demon of Desire.

Spends his free time in the Church. Is a romantic interest for a female Hawk.

If you refuse to execute Anders for destroying the church and killing innocents, he leaves for Starkhaven, promising to raise an army and return to show Anders "real justice."

Other characters

Knight Commander Meredith Stannard- the head of the templars of Kirkvol, fiercely hates magic and tries with all his might to oppress the magicians. As a result, she is captured by the same demon as Bartrand, which drives her crazy.

Orsino- The first sorcerer of the Circle of Magi of the city of Kirkwall. Elf. He is not afraid to speak out against Meredith, he is not conflicted, but because of the oppression, Meredith begins to rebel. In the end, he forces himself to use blood magic to resurrect his beloved students.

Flemeth- a powerful witch from the first part. The second part explains how she was able to escape, even though the Hero killed her in the first part at Morrigan's request.

Cassandra Pentaghast- a female Truth Seeker, plays a narrative role, like Varric. In the third part, he joins the Inquisition, a companion of the protagonist.

Arishok- The leader of the Qunari who were shipwrecked near Kirkwall and founded their own ghetto. He considers the whole city and its inhabitants unworthy and rotten due to base desires, in need of cleaning. Sacredly follows the teachings of Kun - the central philosophy of the Qunari. "Arishok" is a military title, not a given name, but to the Qunari it's the same thing. One of the game's trailers shows a battle between the Arishok and Hawk.

Bartrand Tetras- Varric's older brother, who organizes an expedition to the Deep Roads. Goes insane because of the demon in the lyrium idol. As a result, he can be killed by his brother.

Gamelin Amell- Hawk's maternal uncle. Sold Amell Manor in Kirkwall, losing everything at cards. Spends a lot of time in the Blooming Rose brothel.

Dragon Age Inquisition

Companions of the Inquisitor

Cassandra Pentaghast

The Seeker of Truth hails from Nevarra, the right hand of High Priestess Justinia V and a possible new High Priestess. One of the founders of the new Inquisition. Possible romantic interest for a male Inquisitor.

Iron Bull

Qunari mercenary, agent Ben-Hazrat (depending on the actions of the Inquisitor, may become a Tal-Vashoth), who joined the Inquisition. Romantic interest for an Inquisitor of any gender or race.

Blackwall

Formerly known as Tom Rainier, he called himself the Gray Warden and joined the Inquisition. Romantic interest for a female Inquisitor of any race.

Sir

An elf archer, one of the Red Jennys. A romance is possible only with a female inquisitor.

Varric Tetras

Known from the second part of the game, a dwarf writer and friend of Hawke (a).

Cole

The Spirit of Compassion, possessed by a renegade mage, is the main character in The Ghost of the White Spire. Depending on the actions of the inquisitor, he can become more spirit or more human.

Vivienne de Fer

Senior Enchanter of the Orlesian Circle of Mages, optionally a new High Priestess.

Dorian Pavus

Tevinter aristocrat mage. Romantic relationships are only possible with a male Inquisitor of any race.

Solas

An apostate mage who never lived among the Dalish. Possible romantic interest for an elf inquisitor.

Josephine Montillier

Ambassador of the Inquisition and old friend of Leliana. One of three advisers. Romantic interest for an Inquisitor of any gender or race.

Cullen Stanton Rutherford

It can be found in Dragon Age Origins and Dragon Age II. A former templar who joined the Inquisition and became one of the three advisors. A love interest for a female human and elven inquisitor.

Leliana

One of the companions of the Hero of Ferelden, an Orlesian bard in Dragon Age Origin and a minor character in Dragon Age II. Known as Sister Nightingale and left hand of High Priestess Justinia V. Optional new High Priestess.

Dagna

A dwarven blacksmith who became a rune specialist in the Inquisition.

Harding

Dwarf, commander of the Inquisition scouts.

fiona

Elf mage, Gray Warden of Orlais, Grand Enchanter and mother of Alistair Theyrin.

Raleigh Samson

A former templar who joined Corypheus. It could be found in Dragon Age II.

Links

  • bioware | dragon age(English) . bioware. - official site of Dragon Age: Origins and Dragon Age II. Retrieved May 20, 2011. Archived from the original on May 2, 2012.

In order to receive the quest of any of the companions, in addition to other individual conditions, you definitely need an approval level of more than 25, that is, “warmth”. In order for your comrade's attitude to jump to "friendship" (or "love" in the case of romance), in addition to a high approval scale, you must also complete his/her personal quest.

Almost all of your comrades-in-arms have so-called “moments of crisis” - depending on their disposition towards you and your decisions on certain issues, they can either leave the group forever, or even attack you if you don’t please them at all. Almost all of them will decide to leave you if their attitude drops to -100. You can also kick most of them out of the group at any time if you wish.

In almost every important location there is a place, at the intersection of which dialogues between allies always (or almost always) begin. These are the bridge in Orzammar leading to the Arena, the bridge in Redcliffe (the one you met Thomas on), the bridge in Lothering, the north street in the Trade District in Denerim, the corridor on the first floor of the Mage Tower (after it was cleared of demons), the border of the camp Dalish (when moving to this location from the world map, you only need to take a few steps for the companions to initiate a dialogue). You need to leave the location and return to it if you want to listen to more conversations.

Talk to your teammates more often - this will help you earn their respect (or lower it), besides, they sometimes give really useful advice. Most of the conversation options they have in the camp, but in other locations it is quite possible to talk with them.

For most associates, there are special gifts that, when presented, initiate a dialogue of gratitude. They can only be given to one companion - the rest will refuse them. In addition to special gifts, everyone has their own kind of preferred gifts that raise the attitude of a particular follower higher than others, although they can be given to others too. You can find out what kind of gifts this or that companion prefers from conversations with them and when reading the Code, which is updated every time your relationship moves to a new stage.

If, out of principle, you decide to bring the ratio of all your allies to +100, I recommend buying gifts from all merchants, but not giving them right away, but waiting and seeing how high the ratio of allies towards you will rise during natural events. (For example, your romantic interest can go up to 100 pretty quickly with no gifts at all.) If you have the Fortress of the Guardians add-on, then store gifts in a chest so that they do not take up space in your inventory. Of course, you can give special gifts whenever you want, because they are suitable only for one ally and are useless for the rest, and besides, they are often the subject of a personal quest.

In this case, in the second half of the game, you should have accumulated enough gifts that you can manipulate, raising the attitudes of those who have fallen behind the rest. Do not forget that with the exception of special gifts that initiate dialogue, the rest can be given to anyone - if you accumulate enough of them, this will be enough. For example, if Alistair's attitude towards you is already at a hundred, there is no reason not to give something from his assortment of gifts to someone else whose attitude towards you has not yet reached the maximum.

And, of course, it makes sense to keep one or two gifts for each ally in case you suddenly do something that they really don’t like, and decide to make amends for an unfavorable impression. By the middle of the game, you should already know your companions quite well to determine which of them will agree with your problem-solving style and who will not, and, accordingly, whose gifts you should save just in case.

There are "general" gifts that are not intended for anyone in particular. Their highest value will be 5 points for any companion, as opposed to favored gifts, which have a primary value of 10 for the favorer.

Each gift reduces the value of the next gift by 1 point. (That is, if upon receiving the first gift, the attitude rises by 10 points, then upon receiving the second - already by 9, etc.) Any gift must bring you at least 1 point of influence.

If the ally's attitude towards you is negative, then the value of any gift is halved (with the exception of those that raise the attitude by just one).

If a follower's attitude towards you rises above neutral, then one of his characteristics will increase under your inspiring guidance. As their positive attitude grows, this characteristic can rise to +4 - for example, Constitution for Alistair, Strength for Sten, etc.

Attitude scale:

100 - crisis (comrade will leave or attack, in some cases he can be dissuaded from this with high Persuasion).

99 - 26 - hostile.

25 - 25 - neutral.

Friendship:

26 - 75 - warm (they can teach specializations, start talking about themselves and, if other conditions are met, they will give a personal quest, if any).

76 - 100 - friendship (express gratitude for your company and moral support).

Novel:

26 - 50 - interest (they can teach specializations, start talking about themselves and, if other conditions are met, they will give a personal quest, if any, they will start flirting with you)

51-70 - care

71 - 90 - admiration

91-100 - love

Although it is possible to have affairs with three associates at the same time, sooner or later you will be given an ultimatum and asked to make a choice. This always happens if you reach Love with more than one companion, but it can happen earlier.


Alistair joins you shortly after your arrival in Ostagar. Of all the NPCs, he is the only one who plays almost the same important role in the ongoing events as the GG, and therefore, unlike the rest of your associates, he will not leave you even if his attitude towards you is -100. You will also not have the opportunity to kick him out of the group yourself until the moment of his personal crisis.

Special gifts for Alistair: Alistair's mother's amulet (in the desk in Earl Eamon's office in Redcliffe Castle) and Duncan's shield (in the Guardians' cache in the warehouse, which Riordan tells you about if you talk to him in Eamon's palace after you rescue him from Howe's dungeon, provided that that you took the documents of the Gray Wardens from there). Alistair also collects various figurines, figurines and runestones.

Alistair will teach you the Templar specialization if his attitude towards you is high enough.


Quest - Alistair's Family

After you visit the village of Radcliffe for the first time, Alistair will tell you about his origins. If his attitude towards you is high enough, then the next time he talks, he will mention his sister and ask if you can visit her in Denerim with him. The sister's house will not be marked on the map - this is the building next to Wade's shop (to his left). All you need to do is approach him with Alistair in a group and he will initiate a dialogue in which he will point to the house as his sister's residence. Go inside.

Listen to the conversation with Goldanna and answer as you please. Once you're outside, you'll have a chance to "toughen up" Alistair's character. It won't really affect his behavior except for some key moments in the late game. Female GMs who are having an affair with Alistair and who want a happy ending with him are highly recommended to toughen it up (except if you are playing a GM of noble birth - then it doesn't really matter).

In order to toughen Alistair, after talking with Goldanna, select the option "Every man for himself ... you should understand this" in the conversation, and after the conversation in the camp, where he will say that you are right and he should make his own decisions , rather than relying on others, confirm that this is what you meant. (If you tell him that's not what you meant and ask him not to change, then "tightening" will not happen.)


moment of crisis

Alistair can only leave your group on one condition - if you spare Loghain after the Gathering of the Lands. Depending on whether you hardened him during his personal quest, it depends whether he becomes king or disappears from your horizon forever. It also depends on your behavior whether Anora will execute him or let him go home, but in any case, Alistair will leave your group forever.


Alistair as a romantic interest

Alistair is a romantic interest for a female character. In conversations, you will have many opportunities to start a romance with him, the very first of which is your question "Did anyone tell you that you are good-looking?". With a high enough disposition, Alistair will give you a rose as a token of his sympathy (and a signal to you that the romance is developing in the right direction).

Alistair can be invited to the tent and the GG itself, and depending on his location towards you, he may refuse or not, but it's best to wait until he does it himself. His location should be on the Love mark - then, upon returning to the camp, he will initiate a dialogue in which he will invite you to spend the night with him.

Of all the novels, only the novel with Alistair has several variations of endings.

Provided that neither Alistair nor the GG died during the events and Alistair remained in the group:

If you are playing as a Human of Noble birth and Alistair has become King of Ferelden, you can marry him and become Queen. (To do this, you need to have a pumped Persuasion.) If you play a GG of any origin other than a noble person and you did NOT toughen Alistair during his personal quest, he will break off relations with the GG after the Gathering of the Lands, since the state interests oblige him to marry a woman capable of prolongation of the genus. If you play a GG of any background and you toughen Alistair during his personal quest, then with a high enough Persuasion he will agree to the option where he marries for reasons of state, but you remain his lover. If Alistair did not become a king, but remained a Gray Warden, then he always remains with the GG.

Note for GG of noble origin:

If you do not want to be a queen and agree to remain just a lover, then it does not matter whether Alistair marries Anora or not. If you persuade them to rule together, then you, of course, will not have the option to marry him.

The Morrigan joins the party at the request of Flemeth after the Battle of Ostagar. You can kick her out of the group if you want, but if she stays with you until the end, it will give you additional options for the game's endings.

Morrigan's special gift, in addition to the Black Grimoire and Grimoire Flemeth involved in her personal quest, is a Golden Mirror (sold in Orzammar in the Unholy District). Morrigan is also very fond of jewelry.

The Morrigan can teach you the Werewolf specialization.

Morrigan adheres to the rules of "every man for himself" and "survival of the fittest", and therefore your altruistic impulses will not meet with her support. It is possible to soften her character somewhat when giving her the Golden Mirror - when she asks what she owes you for him, ask her to be kinder. After that, your good deeds will cause her less irritation.


Quest - Grimoire Flemeth

To receive this quest, you need to visit the Tower of Mages. In this case, Morrigan will mention that a certain templar in the distant past stole a black grimoire from her mother, which she treasured very much. According to Morrigan's assumptions, the grimoire, most likely, should be stored somewhere in the Mage Tower. You can find it in a chest in Irving's office.

After receiving the grimoire as a gift in the subsequent conversation (you need to leave the camp and return to activate it), Morrigan will tell you what she learned from the grimoire and ask you to help her kill Flemeth and get her real grimoire.

Go to Flemeth and talk to her without Morrigan in the group. She will offer to just give you the grimoire and tell Morrigan that you killed her. Whether you agree or not is up to you, it will not affect anything at all. If you decide to fight Flemeth, then she will turn into a dragon with the appropriate health and skills. After defeating her, take the key from her body and take the grimoire from the chest in the hut (and at the same time a great outfit for Morrigan). If you decide to avoid the fight (after all, whatever her motives are, Flemeth saved your life), Flemeth herself will give you the key.

Either way, give the grimoire to Morrigan as a gift and her quest will be over.


Morrigan as a romantic interest

The Morrigan is a romantic interest for a male character. You will have a lot of opportunities to start a romance with her - in almost any of the dialogues, especially at the beginning of the game. Morrigan will invite you to the tent even with a relatively low location (it is enough to have it above 30), but will refuse to spend nights with you if her location reaches the Love mark (yes, she is such an unusual girl). As a sign of her sympathy, she can give you a ring.

There is no happy ending with Morrigan. If you refuse her offer at the end of the game, she will immediately leave your group. If you accept her offer, she will leave you after the final battle. The maximum that the GG can do is to go in search of her after the final battle, but no one will know whether they will be successful or not (at least until the official continuation or addition).

Leliana can be found in a tavern in Lothering. She herself will ask you to take her to the group immediately after the battle, which will start automatically after your meeting.

Leliana's special gifts are"Andraste's Grace" flowers that grow in the Brecilian Forest, at the mill in Redcliffe and in Elvenage in Denerim, and a naga that the Idle Dwarf can catch for you in Dust Town. (To do this, talk to the naga hunter Boernor in the Nether Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch the naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and nice shoes.

Leliana can teach you the Bard specialization.


Quest - Leliana's Past

If you've spoken to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana tells you about Marjolein, her former friend and mentor. After this conversation, when you travel around the world map with Leliana in a group, a squad of robbers will attack you. It will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this meeting, I recommend taking out the magician first and at least immobilizing the archer leader while you deal with the others. (As an option - immediately throw all your strength on the leader - because when you remove almost all his lives from him, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you deal with the attackers and almost finished with the leader, Leliana will ask you not to kill him in order to interrogate. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or let him go to all four sides - this is your business.

Leliana will suggest that Marjolein is behind all this and offer to look for her in Denerim. If you agree, then earn Leliana's approval. In Denerim, the desired house will be marked on the map. It is located in the Trade District. You will have to fight two guards when you enter it, but they are unlikely to be a problem for you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not - depending on your desire. If you tell Leliana "you know she will haunt you as long as she lives", you will have to fight her. Marjolein will summon two magicians and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages stay in their rooms virtually always, while warriors can stay or follow Marjolein.

Marjolein is a very strong bard. I recommend not to crowd around her with the whole group - sometimes she uses the bard skill, which paralyzes all those nearby (but also the bard himself), in this case it is quite easy to kill her with that ally who did not fall into her sphere of influence.

Be careful - there is a trap in front of both rooms with magicians.

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to inspect the chest in one of the rooms - it contains one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to "toughen up" her character. It won't have much of an impact on the game - except in the Gem in Denerim you have a chance to talk her into a triangle with you and Isabella, and in very rare cases, a quadrangle with you, Isabella and Zevran. It may also affect her ending a bit. If you decide to harden her character, then when she tells you about her doubts, insist that when she takes pleasure in killing opponents, this is part of her character and should not be fought against.


moment of crisis

Like many other companions, Leliana has her own "moment of crisis" in the game. If she is in your group during the Sacred Ashes quest and you desecrate Andraste's ashes, she will attack you. If she is not in your group, she will leave you after you return to the camp (but with high Persuasion, you can persuade her to stay).

If you toughened Leliana during her personal quest, then she will not leave your group in case of desecration of the ashes.


Leliana as a romantic interest

Leliana is a romantic interest for both the male and female characters. Of all four romantic partners, it is her romance that is easiest to make a mistake, since you will have only two opportunities to start it - and if you choose the wrong answers in both cases, you will not have another chance.

If you're playing as a man, when you talk to Leliana about Lothering, ask "What did a girl like that do in the Church in Lothering" and then notice that the other novices couldn't possibly be more attractive than her. This will mark the beginning of the romance (you can spot this from Alistair's comments if you run with him and Leliana in a group at the same time).

If you're playing as a woman, you'll have to wait a little longer. A man doesn't even need to reach 25 on the approval scale, but a woman needs at least 50. In this case, Leliana will start one of the conversations with the phrase "Did I tell you that I like your hair?" Develop the topic and you will have the option to ask if she always liked the company of other women, after which you will immediately be asked what, if so, how would you react to this. Answer that you would giggle in response - and this will be the beginning of the novel.

If for some reason you missed the first opportunity, another one will appear after completing the quest with Marjolein. Ask how she feels after everything she's been through, agree that you know what she means after her answer, and in the subsequent conversation, say that people change over time. If in the end Leliana notices that you remind her of Marjolein, you are on the right track.

If you have already started and for some reason ended the romance with Leliana, then following the above dialogue, you can resume it again.

In order for Leliana to invite you to her tent, her attitude towards you must be 100 - Love. Unlike other romantic partners, you won't have the ability to initiate it yourself.

Zevran and a group of mercenaries will be waiting for you in ambush on the world map after completing the first of the four main quests - Earl of Radcliffe, Perfection Itself, Essence of the Beast or Broken Circle. The ambush will consist of Zevran (assassin), a mage, several warriors and archers located on the hills on both sides of the road. I would recommend incapacitating the mage first, Zevran right after her, and then it should be easy for you to deal with the rest.

After the fight, you have to make a choice - to kill Zevran or not. If you decide not to kill him, he will be asked to join your group. If you agree, then Alistair will not approve (with good influence and Persuasion, you can reduce the loss of influence to only 3 points) and Morrigan, but Leliana will like it, since she firmly believes in the possibility of redemption.

Zevran's special gifts are Dalish Gloves (found in a chest in the Western Brecilian Forest that spawns after defeating Shadow in the Abandoned Camp) and Antiva Boots, which can be found in a chest in the Sanctuary Village Trading Post. Zevran is also fond of precious metal bars.

Zevran can teach you the Assassin specialization.


moment of crisis

Zevran does not have a personal quest, but towards the end of the game, when you are already in Denerim in the main storyline, when moving between locations on the Denerim map (usually this happens when moving to the palace of Earl Denerim (appears upon receiving the quest "Save the Queen" ) or the Earl of the Western Hills (appears upon receiving one of the quests of Rogue Cauldry), you will meet his old Raven acquaintance Talisen (If you are having an affair with Zevran, he may have already mentioned this name earlier, telling you about his previous mission.) It is not necessary to have Zevran in the group - he will automatically join you after starting a conversation with Talisen.

Talisen will offer Zevran to return to the Ravens - and his answer depends entirely on his attitude towards you. If you have not made friends with Zevran and his attitude towards you is negative, then he will not hesitate and accept Talisen's offer - in this case, he will leave your group and you will have to fight him. If his attitude towards you is rather neutral, he will remain on the sidelines, leaving you to deal with Talisen without his participation. And finally, if his attitude towards you is positive enough (above 33 or "interest" in the case of romance), he will refuse to join Talisen and will fight him on your side.

After the fight, Zevran will ask if you can let him out of the group. You can use Persuasion and invite him to stay for the treasures you gain along the way, or - if his attitude towards you is really high - ask him to stay just as a friend without any convictions. (If you are having an affair with Zevran, then there will be no encroachments on his part to leave.)


Zevran as a romantic interest

Zevran is a romantic interest for both the female and male characters. It is very easy to invite him to the tent (yes, even easier than Morrigan), but if you decide to wait until he makes the first move, then he will take the matter unexpectedly seriously and make you wait until his attitude towards you rises above 75. Since Zevran does not have a personal quest, the meeting with Talisen serves as a catalyst for relations instead - after it, if you have a high enough influence (above 90), it will shift to the Love mark. After that, Zevran will offer you an earring as a gift as a token of his sympathy. (If you refuse it, he will try again at the next conversation - and this time he will offer a gift not just as a sign of sympathy, but also as a veiled marriage proposal).

If you had an affair with Zevran that reached the Love mark, and you decide to break up with him, Zevran will leave your group.

When Zevran's attitude towards you reaches the Love mark, he will refuse another trip to the tent in order to think about the situation and sort out feelings that are very unexpected for himself, but, unlike Morrigan, after deliberation and a rather serious conversation, he will continue his relationship with GG .

If you're playing a nobleman/noblewoman and decide to marry Anora or Alistair, Zevran will agree to stay with you as a lover quite easily.

The mabari dog can be obtained at the very beginning of the game if you play as a nobleman, if not, then he joins you after the battle of Ostagar when moving from Flemeth's hut to Lothering and provided that you have completed the kennel manager quest in Ostagar.

The dog is 100% towards you from the very beginning, so it’s worth feeding him his favorite bones just to please the dog. You can ask him if he found anything interesting in various locations - then he will bring you all sorts of different things, ranging from a half-eaten pie to part of a set of armor (it happens in the Deep Roads).

Almost every location has a special landmark that the dog can mark, which will increase its combat ability in that particular location.

Despite the fact that the dog is not able to talk, the other members of the detachment often have very funny dialogues with him, in which he answers them to the best of his canine capabilities.

Stan is caged in Lothering without water or food as punishment for killing a family of local peasants. If you free him, he will join your group in an attempt to atone for his sins in this way. You can release him by talking to the Reverend Mother in the Church. If you make a big donation, you can convince her to let Stan go. You can also threaten her. If Leliana is in your group, then the Reverend Mother will agree to let Stan go without any persuasion.

Alternatively, you can simply pick the lock on the cage if you have the appropriate skill.

A special gift for Stan is the subject of his personal quest - his sword. Stan is also a big fan of paintings of all kinds.


Quest - Sword of Beresaad

When Stan trusts you enough to tell you what prompted him to commit bloody murders in Lothering, you will learn that after the battle with the Shadowfiends, he lost his sword - the personification of the honor and duty of the Qunari. Without the sword, Stan cannot return to his homeland.

Head to Calenhad Lake where you will find a Marauder. You will learn from him that the sword is most likely in the possession of a certain individual named Farin, who is currently on his way to Orzammar. Follow him to the Frost Mountains. Faryn stands near the entrance to Orzammar next to the trading shops. He does not have a sword, as he has already sold it to a dwarf collector named Dvin. If you have already visited Radcliffe, then this name should be familiar to you.

Head to Dwin's house in Redcliffe and claim the sword back (much easier if Sten is in your group). If you do not want to threaten the dwarf on principle, then you can simply buy the sword from him.

If Dwin died defending Radcliffe before you received the sword from him, don't worry - you'll find it in a chest in Dwin's house.

Note - as a result of a bug, sometimes you can demand a sword from Dvin immediately after talking with the marauder, without even seeing Farin.


moment of crisis

If Stan is in your group in the village of Haven during the quest "Sacred Ashes", then he will be somewhat annoyed that you are doing extraneous - in his opinion - things instead of going to chop off the heads of the Fiends of Darkness in general and the archdemon in particular. If you cannot prove your case, he will challenge you to a duel. If you lose, he will decide to leave your group. If you win, he will stay.

If Stan's disposition towards you is very high, then even if you agree to a duel, he may decide that you are already worthy of his loyalty and remain, refusing to duel.

Wynn joins your squad if you side with the mages in the Broken Circle main quest.

If you want to have Wynn in the group, but at the same time want to attract the templars to your side, then do not tell either her or Cullen that you agree with the templars - go and save Irving, and after that, in a conversation with Gregor, offer to isolate the rest in living mages just in case. Irving will agree with your proposal - and as a result, Wynn will stay with you, and in the final battle, the templars will come to your aid.

Wynn loves books, ancient scrolls, and wine, although gifts that initiate a special dialogue do not exist for her.


Quest - Wynn's Regret

When you travel around the world map with Wynn in a group, you will be ambushed by the Shadowfiends. After the battle, Wynn will faint, and when she comes to, she will notice that for a moment it seemed to her that "it's all over." If you ask her what she meant, she will promise to tell you at the next stop.

On your next visit to the camp, Wynn will initiate a dialogue in which he will explain what exactly happened to her in the recent past in the Mage Tower. After that, in subsequent conversations, you will have the option to ask if she is afraid of death, and after that - if she regrets anything in her past. Wynn admits that he regrets only one thing and will tell you the story of his first student - an elf named Aneurin.

Go to the Dalish camp and talk to Saren, who will tell you that Aneurin is their healer and spends most of his time in the Brecilian Forest. You can find Aneirin in the Eastern part of the forest near the crazy hermit. Wynn will talk to him and this will complete her personal quest.

Note: After the first Darkspawn ambush, the next time you travel around the world map with Wynn in a group, a second ambush awaits you - this time led by Harlock Omega - the "orange" boss. Focus all your energy on him, for he is able to quickly disable the entire group with his spells of mass destruction, and without him, the rest of the Fiends should not present any problems for you.

After the end of this battle, Wynn will receive a new ability that instantly restores most of her life and mana and increases their regeneration for both Wynn herself and the rest of the group. The downside to this ability is that when it ends, Wynn will be temporarily stunned.


moment of crisis

Wynn will attack you if you agree with Cullen that the mages must be destroyed when completing the Broken Circle quest. She will also attack if she suspects that you are a Blood Mage and you cannot convince her otherwise, but this usually only happens at the very beginning, that is, in the Mage Tower. After that, you can not only demonstrate the abilities of the Blood Mage in the group in the presence of Wynn as much as you like, but also give the specialization of the Blood Mage herself (as counterintuitive as it sounds).

Wynn will attack you if she is in a group during the Sacred Ashes quest and you desecrate Andraste's ashes. If she is not in the group at this moment, she will leave you after you return to the camp.

Oghren will decide to join you at the exit from Orzammar when you go looking for Branka on the instructions of Harrowmont or Belen in the story quest "Perfection Itself".

Oghren loves alcohol. He does not have any special gifts that initiate a dialogue.

Oghren can teach you the Berserker specialization.

Quest - Old Sweetheart Oghren

When Oghren trusts you enough to tell you about his former lover, Felzi, head to Calenhad Lake to the Spoiled Princess Tavern.

You can go there without Oghren and talk to Felzy yourself first. If you want to extract the maximum possible amount of approval points from this quest, talk to Felzi without Oghren, and then tell him about it, assuring that you have carried out preliminary reconnaissance solely for his benefit and that you will certainly take him to Felzi next time.

When you go there with Oghren, he will start a conversation and ask you to help him return Felsi's favor. You can help him or not, and as a result, Ogren and Felzi will either make up, or Felzi will refuse Ogren reciprocity. In the latter case, as expected, Oghren's disposition towards you will drop significantly.

Depending on exactly how this quest ends, this may affect Oghren's epilogue at the end of the game.

To get a mighty golem as an ally, you need to have the Stone Prisoner add-on and complete the Honnleet Village Golem quest.

Sheila loves gems. There are no special dialogue-initiating gifts for her, but when you first equip her with one of the crystals you found or bought, she will be very pleased and ask you to get more.

Quest - Memory Stone

You can only get this quest after talking with Karidin in the "Perfection Itself" storyline. If Sheila is in the group when talking to Karidin, he will tell her a little about her past and after that she will express a desire to know more. If you did not take Sheila with you to the Void Forge, then she will complain that she was not able to talk with Karidin and decides to try to find out about her past herself. In the first case, a new location will immediately appear on your map of the Deep Roads, in the second case, go to the Deep Roads to any teig with Sheila in the group, and she will remember the location of the teig she needs, which will then appear on your map.

Go to thaig Kadash. There you will meet Shadowfiends and Abyssal Pursuers (which, as usual, ambush you in large numbers), and at the end, an ogre - an orange boss will be waiting for you. I recommend luring him to you on the bridge, because when crossing the bridge, if you move away from it a little, several Screamers will attack you in addition to the ogre.

After you deal with the enemy, read the inscriptions on one of the columns - and this will complete Sheila's personal quest.


moment of crisis

Sheila will leave your party and attack you if you choose to side with Branca against Caridin in the Perfection Itself story quest. If you completed this quest without Sheila in the group, then she may decide to leave when you return to the camp, but with a high Persuasion you can persuade her to stay.

Loghain only joins you if you choose to spare him after the Gathering of the Lands. (As a replacement for Alistair, since Loghain also specializes in shield and sword).

Loghain loves various geographical maps. Gifts that initiate a special dialogue do not exist for him.

Since Loghain only joins your party towards the end of the game, he does not have a personal quest. Also, his attitude cannot be raised to the "Friendship" mark, even if you bring it to 100%.


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