HOUSE OF THE DRAGON (2022-) 02x04 | 02x06

HOUSE OF THE DRAGON (2022-) 02x04 | 02x06
HOUSE OF THE DRAGON (2022-) 02x04 | 02x06

HOUSE OF THE DRAGON (2022-) 02x04 | 02x06

More Posts from Insomniactiefling and Others

8 months ago

Okay hear me out:

I’d love if Veilguard weapons worked like the weapons from character action games. So a rogue might only be able to chose from say, a pair of dagger, hook blades, and a rapier and dagger, (with some variation to damage numbers and aesthetic for special named weapons) but each of those weapons has a 15 move deep combo list or something you’re slowly unlocking that do different things.

Daggers make you pounce around like a cat stabbing the shit out of people and constantly switching targets.

The hook blades turn you into a whirling cyclone of slashes with a bunch of trip and stagger moves.

And rapier and dagger have you lunging around just out of reach and have a parry mechanic.

Now do I think that DA:V will work like this. Not really, no.

But I can dream damnit!!


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8 months ago

a quick guide to dog lords, telling your arls from your teyrns, and generally how ferelden works

A Quick Guide To Dog Lords, Telling Your Arls From Your Teyrns, And Generally How Ferelden Works

okay, this isn't quite what anon asked for, by which i mean not at all, but unfortunately they activated my interest in some of my favourite lore. it should hopefully contain a lot of the relevant stuff and i’ll try to branch out to less fereldan specific information in other posts!

okay, let’s start with the hierarchy. there’s four kinds of noble in ferelden

royalty: you know who these guys are. except for during the orlesian occupation, ever since ferelden became one kingdom, it’s been ruled by the theirin family. which i think is for 388 years, i really hope that’s right, i got out a calculator

teyrns: these are super powerful lords, basically banns so powerful that other banns swear fealty to them. they’re second only to the king, who is essentially just the most powerful one of them. there used to be a lot of them, but with one dynasty in power for so long, that kind of opposition has been eroded away. there are only two remaining: the couslands of highever in the north, and the mac tirs of gwaren in the south

arls: these are extra special banns. they answer to a teyrn or king and hold a strategic fortress for them. we know of six—amaranthine, south reach, denerim, redcliffe, west hills, and edgehall—but i’m unsure if that’s because they are only six or because there are unnamed others

banns: these are your common or garden noble, the lowest ranking and most common. this is your local lord type. they seem to vary the most in power, though, with some banns having big speaking roles in the landsmeet

but i kind of should have written that list in the opposite direction. what do i mean by that? well, in your standard medieval hierarchy, and in a lot of the rest of thedas, power comes down from the king, who lets you hold the land. but in ferelden, most of the land is owned by freeholders: commoners, well-off enough to own their land but still not by any means nobles.

how does that work? well, let’s say i’m a freeholder.

i own my land, but thedas is a rough place. if i want to keep my land, i’d better swear fealty to a bann. i’ll pay him a portion of the goods produced on my land, and in return, he’ll protect my land from anyone wanting to beat me up and take all my goods... and also, you know, not beat me up himself, as he probably would if i didn’t have any bann looking after me. it kind of sounds like he has all the power, right? like a medieval protection racket? it’s certainly how he gets his power and wealth

so i, freeholder harker, have signed up with bann jeff. it makes sense, because he’s the closest to my freehold, and i want soldiers to actually get here in time if i’m in trouble. that’s why my family has been swearing fealty to his family for generations. it’s just how things are done

but the thing is: i hate bann jeff. maybe he takes too much of my harvests, maybe he sides with a different freeholder when we go to him with a dispute, maybe his men don’t mind their pleases and thank yous when they come for my goods. i’m well within my rights to say fuck bann jeff and leave him. especially if there’s another bann nearby who would be perfectly happy to take my goods instead and treat me right. and the less freeholders bann jeff has, the less resources and men he has to make a fuss about it with. if bann jeff pisses off enough people, he might not have any freeholders left at all. and where will his wealth and power come from then? maybe soon he won’t be a bann at all

of course, bann jeff’s family might feud with the family of the bann that stole me away for a few hundred years. but that’s hardly my problem, is it? “courting” someone else’s vassals is apparently the biggest cause of conflict within the bannorn

anyway, this isn’t just how banns work; it’s how all power theoretically works in ferelden. there are no serfs/“unfree” men. every peasant has a right to go where he will and choose which freeholder he works for, just as every freeholder has the right to choose their bann, and banns who swear to teyrns can break away. (the latter is probably less common because a teyrn could fuck you up. i’m guessing you’d have to get the king’s backing about it to survive that.) and even the king answers to his lessers in the landsmeet, the super ancient gathering of nobles where law is made, which can override the king on any matter of law. (but they’re not going to do it if the king is really popular or powerful, because. you know. there’s a limit to all things called common sense and they would prefer not to get squashed about it.) but generally, everyone who holds power in ferelden has to curry favours with their so-called lessers in order to keep their goodwill.

everywhere else in thedas thinks this is weird as hell, by the way. having to court the approval of those beneath you? even the king having to do that? wtf? but the level of freedom means everything to fereldans. it’s their highest ideal and they’re really proud of it.

(the people who really don’t have a voice are what the ttrpg calls “low freemen”, which according to its handbook, consists of criminals, prostitutes, and elves. they still have the right to freedom of movement and to be paid for their work, but they’re not going to have freeholders and banns seeking their favour and speaking for them, and they typically have to resort to bribery for entrance to cities, their homes are bought and sold by others on a whim, things like that. ultimately it makes their position incredibly vulnerable to abuse, as we see in the games. i’m sure we’ve all played the tabris origin. there’s a reason the potential boon to get a bann for the alienage is so wild.)

so, let’s say you made it, everyone loves and/or tolerates you, and you’re a noble. what good does that do you and what can you do? firstly, you have a voice in the landsmeet, which is super important and means the king wants your goodwill and advice. more generally, you have three basic functions of a noble: raising taxes/tribute, commanding soldiers, and dispensing justice. nobles are expected to live off the wealth provided by their land and it would be hugely looked down on if they did work instead, with exceptions for, like, military careers and the chantry, which are respectable for their status. they raise militia from the commoners when necessary, and they also have trained soldiers or possibly knights (see postscript) in their service. that means you can protect your land and you can win glory and spoils when the kingdom goes to war, it also means you’ll be expected to provide those men when your liegelord calls for them. and lastly the law is their responsibility. remember how in the awakening dlc you had to make judgements as the arl of amaranthine? like that! the smaller scale you are, the smaller scale it’s going to be. in turn, if you want a dispute sorted by a higher power, you have to go up to your liegelord, maybe a teyrn or the king, or if you can’t get one of them, a more powerful bann or arl in the area. possibly the chantry would be an alternate option? if it’s just about finding someone you will both listen to, which is usually the main issue

some privileges other than the standard “power over those beneath you” that you can typically expect to belong to the noble class, even if it’s not specific to dragon age: the right to carry a sword, the right to have a coat of arms, the right to precedence on formal occasions and a special seat up front in your local chantry... sometimes niche ones, like fabrics and clothing that are only permissible to wear for people of a certain rank, so it distinguishes them. you can expect favours from/common class interests with your king, you would expect to be given a trial or treated chivalrously if things did not go your way, depending on era you might be captured for ransom in battle rather than killed outright, you probably have exemptions from certain royal taxation... etc. etc.

that’s what i have! i hope these are some helpful fundamentals and that anyone who has more knowledge than me on any aspect feels welcome to contribute it

P.S. as an aside, i’m a little confused about the fereldan use of knights. they definitely exist as lesser nobility, but i don’t understand how they fit into the hierarchy. a real knight was typically a vassal who held land from his liegelord and fought for him in exchange. i... don’t know how that works in the context of land ownership mostly going upwards. they’re definitely around, anyone addressed as ser is a knight, you have the knights of redcliffe and people like ser jory and ser cauthrien. (someone in an order like the templars has the rank of knight and gets ser and everything, but is not a noble.) as a rule of thumb i think generally they’re probably just members of noble families with that dedicated military training and no greater title to lay claim to? i’m basing that on stuff like nathaniel howe being sent as a squire to his mother’s cousin, a chevalier; if he’d completed that he probably would have been a knight unless/until he inherited his father’s place? i don’t know. i’m making this up. and on the other hand, there’s very little distinction in fereldan between your regular noble and a some kind of warrior class, which is why i struggle to see the purpose. (there are also inexplicable career soldiers who are not knights. what the hell is funding that upkeep and armour, buddy. you and whose land ownership? this is why you were fighting the darkspawn with your whole arms out, aveline. stop trying to imply ferelden has a standing army you can go off and join. yes i see you carver lore. i will not buy it.) ANYWAY, because knights are more prevalent in certain areas, i do wonder if it’s an import from the long orlesian occuption, based on the knightly order of chevaliers? i don’t fucking know. worth chewing on


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9 months ago

Look I get how important Shianni is to our Tabris wardens, but I never see people give Soris the attention he deserves. For example, the first thing my Tabris would have done upon hearing he was staying at her house would be to run there and give him a big hug. She felt like shit leaving him and Shianni there to deal with the fallout and hearing how he was treated would just make her feel compelled to apologize a thousand times. Shianni AND Soris were Tabris’ cousins; pls give the soft boy some love too


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9 months ago
Aegon Will Be King Again. He's Yet To See Victory. He Sits On A Wooden Throne. And You...
Aegon Will Be King Again. He's Yet To See Victory. He Sits On A Wooden Throne. And You...
Aegon Will Be King Again. He's Yet To See Victory. He Sits On A Wooden Throne. And You...
Aegon Will Be King Again. He's Yet To See Victory. He Sits On A Wooden Throne. And You...

Aegon will be King again. He's yet to see victory. He sits on a wooden throne. And you...

HOUSE OF THE DRAGON | 2.08


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5 months ago

Nice try Bioware, but I know the state of Southern Thedas better than you do.

First off, it matters if the Hero of Ferelden is alive or not. When the First Warden recalled all wardens, our hero knew that was a bad call and refused, finally splitting off from Weisshaupt after years of mismanagement and taking scores of wardens with them. Their presence and leadership makes all the difference, rallying southern Thedas once more against the blight. If you have only an Orlesian Warden Commander in Amaranthine they’re less inspiring, but as long as you’ve done Awakening they are a boon nonetheless. There is someone to lead the fight against the darkspawn while other focus on the Venatori.

If you 100% completed Awakenings and also Soldier’s Peak, the Ferelden wardens have never been so prepared. They’re organized, they’re outfitted and they’ve been ready for this for years. Also, if you allied with the Architect then you have scores of strange research to give you an edge.

If Merrill completed her Eluvian then she moves south once again and joins the effort. She’s managed to cleanse the blight before and she’s ready to try it again. And her knowledge of the crossroads gives the south an edge on their movement and supply lines. If Hawke’s sibling is a Warden they accompanied her.

If the Inquisitor let Briala have power in any way, the Dales become the leaders in the war against the Venatori, forming a formidable alliance with Ferelden, Orzammar and the Marches, the likes of which have never been seen. And if you completed Jaws of Hakkon then their alliances with the Avvar and Chasind are stronger than ever.

Of course, if the Inquisitor kept the Wardens around after Here Lies the Abyss then their numbers are bolstered. It may cost Wiesshaupt later, but that’s Rooks problem. And if you completed the Descent, then the Inquisitor and Warden had a much better idea of what was coming and spent ten years getting ready.

They will not be broken.

They will weather this storm.


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9 months ago
Sketches Of Some Of The New Companions!!
Sketches Of Some Of The New Companions!!
Sketches Of Some Of The New Companions!!
Sketches Of Some Of The New Companions!!

Sketches of some of the new companions!!


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9 months ago
Sihtric Kjartansson
Sihtric Kjartansson
Sihtric Kjartansson
Sihtric Kjartansson
Sihtric Kjartansson

Sihtric Kjartansson

The Last Kingdom / Season Four Episode Five


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7 months ago

All About The Antivan Crows

(NOTE: This piece is a revised, 2nd edition of an old one, updated with information that has since been added to the lore. I will be deleting the outdated post to avoid confusion!)

The Antivan Crows, also known as the House of Crows, is a league of assassins from the northeast nation of, as their name suggests, Antiva. While their notoriety is especially high in their home country, the Crows are well-known across Thedas as brutally efficient killers. The bulk of their work is in Antiva, but they accept contracts all over the continent. Because of their reputation for adhering to agreements—something that should one fail to do makes one’s life forfeit as far as the Crows are concerned—they are an expensive but valuable investment.

To find the Crows anywhere from Ferelden to Seheron is not an unlikely sight. Nations at war send them to cut down leaders on opposing sides. Noble houses with grudges against each other send them to cut down family trees. And of course, politicians vying for power send them to cut down their competition. Whatever the reason, the Crows are never short on contracts. They are even willing to intervene in Circle politics.

While assassinations are the most common contract, and what the Crows are most known for, they’re also no strangers to thievery and spying. In Antiva City rests a giant, well-protected archive, housing of all their collected blackmail secrets, records of past contracts, recipes for their own special poisons, and other such valuables. The secrets in this archive are what keeps the Crows ruling Antiva from the shadows by controlling the nobility and merchant princes. That is, those that aren’t among their ranks.

At the very top of the power ladder is a council of Guildmasters made up of the eight most wealthy and powerful Crow Houses. The role of Guildmaster is most typically inherited down through a family, after successfully proving their skill by single-handedly killing a target with nothing but a ceremonial dagger. The Houses that are part of this council are known as Talons, ranked from one to eight, one being the most powerful. Talon has also been used interchangeably with Guildmaster when referring to the leader of one of these eight Houses.

Below the Talons are the lesser Houses, known as the Cuchillos. The Cuchillo leaders not Guildmasters but simply Masters, entitled as Lords, until their House may gain the rank of Talon. The ranks of these different houses can change with circumstance, gaining or losing power. House heads are also capable of taking over different houses by eliminating others, should they dare to be so ambitious. As such, despite being part of a larger organization, the Antivan Crows are always in competition with each other, and are not unknown to assassinate within their own ranks to get what they want.

The current Eight Talons are as followed:

Dellamorte

Balazar

Valisti

Kortez

De Riva

Nero

Cantori

Arainai

Other known Houses are:

Ferragani

D’Evaliste

Di Bastion

Members of the Antivan royal family and merchant prince dynasties routinely join the high-ranks of the Crows, either as a way to boost their social standing, or because they were forced into it. Assassinations are seen as part of everyday politics in Antiva, and how positions of power often change hands. Having strong ties with the Crows brings a noble family both leverage and security. They also have an arrangement referred to as The Azul Contract, in which bastard royal children are given a choice of either exile or joining the Crows – such as the case was with Viago de Riva. In return, the Antivan Crows all but run the nation. Even kings have come directly from the Crows.

While the Crows are mostly led by nobility, the bulk of their organization is made up of their recruits, though the word recruit makes it sound like there was a choice involved. The vast majority of recruits, referred to as compradi, are children between the ages of five and ten, bought as slaves or found on the streets alone. For example, Zevran Arainai was seven years old when he was bought by the Crows. Compradi are usually gathered in scores at a time, though only a few survive to become full-fledged assassins. The Crows keep the children in poor, cramped quarters, and raise them in emotionally detached and torturous conditions, teaching them to know nothing else but murder, as Zevran puts it. They are allowed no personal items, and are encouraged not to make friends. Along with general training and education in Crow ciphers and Crow history, training of recruits includes pitting them against each other, tests of pain resistance and gauntlets, and challenges like locking them in an oubliette for weeks. All this leads most Antivan Crows immune to morality as much as they are to interrogation. It also breeds loyalty to the only life recruits know. Indeed, many Crows would sooner kill themselves than betray the guild.

It is very rare for a recruit to rise all the way to the top of the organization’s tiered leadership, but not unheard of. For example, Teia Cantori, climbed her way to the head of her house – but despite this, she is still regarded as an “overreaching street rat” by her noble peers.

The Crows favour recruiting elves, as they are widely regarded as beautiful and unthreatening; both advantageous impressions for an assassin. However, they take recruits from all races. Assassins are most typically rogues, but the Crows also train warriors and even mages, providing protection for their apostate assassins from the Chantry.

An experienced Assassin may gain the title of Master Assassin with time, putting them just below the leader of their House in terms of rank. Masters are capable of deciding their own contracts, and command groups of Assassins below them. Guildmasters decide which Master Assassins get which contracts based on the amount of the contract’s offer they bid to give to the guild, and their chances of success. Regularly, Assassins are not allowed to bid on contracts, and are instead assigned contracts or roles in larger ones by the Master Assassins that command them. The exception to this is when an Assassin is attempting to gain the rank of Master.

Save for rare exceptions of escape, Crows are Crows for life. The only way to leave them is to make them think you are dead, or find someone willing to protect you from them. Otherwise they will hunt you down and kill you for betraying the guild, and that is the better alternative: Anyone who angers the Crows and lives risks ending up in their own personal prison, the Velabanchel, to spend the rest of their days locked up and tortured.

Antivan Crows are often easily identifiable by those who recognize their unique tattoos – a tradition taken from the Rivaini. Some of these designs are sacred to the Crows, marking them as which house they belong to, while others are purely decorative. While some Crows display their tattoos with pride and intimidation, others prefer to keep them hidden.

-----

SOURCES

Dragon Age: Origins

Dragon Age II

Dragon Age: Inquisition

Codex Entry: Zevran Arainai (Dragon Age II)

Codex entry: Blackfeather Boots (Dragon Age II)

Codex entry: Finesse (Dragon Age II)

Codex Entry: The Crows and Queen Madrigal (Dragon Age: Inquisition)

Item Description: Gift of the Talons (Dragon Age: Inquisition)

Dragon Age: Tevinter Nights

Dragon Age: Last Flight

Dragon Age: The Silent Grove

Dragon Age: Deception

Dragon Age: The World of Thedas vol. 1

Dragon Age: The World of Thedas vol. 2

Dragon Age Promotional Wiki: Assassin

-----

If you find these kinds of pieces fun and/or helpful, please consider supporting me!


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8 months ago
DRAGON AGE: AWAKENING (2010) ↳ The Turnoble Estate
DRAGON AGE: AWAKENING (2010) ↳ The Turnoble Estate
DRAGON AGE: AWAKENING (2010) ↳ The Turnoble Estate
DRAGON AGE: AWAKENING (2010) ↳ The Turnoble Estate

DRAGON AGE: AWAKENING (2010) ↳ the turnoble estate


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insomniactiefling - Tired Dragon Age fan
Tired Dragon Age fan

He/They. 21

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