I miss my Awakenings crew. How are they? Are they eating well? Has the Calling started for any of them? Is Oghren's kiddo all grown-up? Is Nathaniel still broody and gumpy? Is Sigrun still taking care of the potted plant you can gift her? Is Velanna writing in her journal? Are any of them missing Anders or even Justice? What about Varel? Is he still around? Are any of them travelling with my Warden to cure the Calling? I want to know, Bioware.
I know people probably don’t like the idea of it because we’re literally playing the leader of the Inquisition, but I think it works really well as a genuinely morally questionable imperialist force. Stories from the POV of non-inquisition characters where the Inquisition acts as an antagonist would actually work really well.
Like we see the Avvar get displaced when the Inquisition moves to Skyhold. One of the throne decisions even lets you banish a tribe from ‘Inquisition’ territory aka the home they’ve lived in for thousands of years that you just showed up in. And they’re probably dealing with famine due to their land now hosting thousands of more mouths to feed.
Plus the vast majority of the Inquisition’s troops believe they’re carrying out a holy mission for the herald of their religion’s founding prophet. That sort of fanaticism in general is trouble enough, but their main garrison being in a region full of polytheistic tribes? Uh, yeah, that could cause some problems.
And speaking of their 'main’ garrison, the fact that others exist is a problem too. We see the Inquisition making unsanctioned claims on fortresses in both Orlais and Ferelden like Suledin Keep and Caer Bronach.
The Inquisition’s presence in general is something many nobles in both nations take issue with, but outright claiming territory? Major fortresses? Even quartering troops in various towns like Redcliffe and Crestwood? If it wasn’t for the world ending crisis that’d be a declaration of war.
The Inquisition also conscripts soldiers from all over the place. you have dozens of opportunities to force people to work for you throughout the game. People probably fear the Inquisition showing up at their doorstep and forcing them to fight.
It also has either an army of templars or army of mages, both which can be pretty scary groups to your average person, and those armies might also be conscripted.
And how can Ferelden feel secure with all of these Orlesians tearing across their lands for the first time since the occupation? Sure, they may be fighting demons and wearing Inquisition colors, but they’re still Orlesians marching through Fereldan land.
Also the Inquisition may have been involved in an assassination plot to overthrow the ruler of Orlais, the largest nation in Southern Thedas, the one that’s been backing the Inquisition the most. If the Inquisition put a figurehead in place, does Orlais’ backing really even mean anything? Can you really trust a faction that so readily betrays its primary ally?
With all of that in mind… yeah it kind of looks really really bad for the Inquisition.
And all of this happens within the span of a year.
Oh and then it turns out an ancient elven god was hiding within the ranks of the Inquisition and was a close friend/lover to the Herald of Andraste and he wants to destroy the world.
So World of Thedas 2 comes out and more Currency Lore! Yay! Also I added on a lot to my old post and so I’m going to write/sort that out too.
Disclaimer: All of this is completely canonical knowledge. Nothing headcanoned, there are sources for it and I’ve gathered from every source that I could. This includes: The World of Thedas Vol.1&2, Dragon AGE (the tabletop RPG), Dragon Age Origins & Dragon Age 2 Game Guides, and a forum discussion with Mary Kirby & David Gaider (Information regarding Qunari economy). Nothing is headcanon and nothing is taken from an unreliable sources (i.e. Wikipedia).
Most of Thedas uses the same currency system, run by the Dwarven Merchants Guild. The Dwarves were the first to set and use the present currency standard; the Dwarven Merchants Guild refusing to accept any other currency, if it did not meet their specifications, and forcing many nations to convert to the new standard immediately.
Every nation and race within Thedas uses the same metals/basis for their currency, the standard fare being Gold, Silver, and Copper. Most of these come in the form of coins and their names and appearances vary country to country. Larger, more expensive transactions may be used in the form of bars (solid bricks) or strands (stacked groups), these seen used more between guild contracts or governments/nations than in daily commerce. For example: Hawke would pay gold pieces to buy new armor, while Varric would buy a new estate or make an investment in bars and strands.
1 Gold piece is equal to 100 Silvers which is equal to 10,000 coppers.
Or
1 Gold = 100 Silvers 1 Silver = 100 Coppers
However, prices do inflate depending on location. 5 Gold pieces/Sovereigns in Ferelden will buy you a meal (probably for 2 if you know where to look) and an okay cowl will run you maybe 10 gold pieces/Sovereigns, where as in Orlais a single ring will run you around almost 60 gold pieces at the least and a decent meal is probably around 50 gold pieces per a person.
The Imperial Highway
While the Imperial Highway (the trade route throughout Thedas) does not have it’s own currency, it does have it’s own practice related to currency. Usually merchants and travelers will carry Traveler’s Bends, Gold coins that are beaten curved so they can be hidden beneath the tongue. The practice is done to protect small amounts of coin (for emergency or bribes) from bandits patrolling the roads; however it is very easy to swallow or choke on the coin rolling around in one’s mouth. It is also a common case for Hunter Fell currency (containing lead) to cause a condition called “Miser’s Madness”, which is lead poisoning.
Ferelden
In Ferelden, Gold pieces are referred to as Sovereigns, Silvers are Silvers, and Coppers are called Bits or simply Coppers.
Orlais
In Orlais, “Gold” pieces are referred to as Royals; however due to different and more expensive lifestyles of Orlais, Royals are equal to 20 Sovereigns/General Gold pieces. Silver pieces are referred to as Crowns and Copper pieces are Bits (like Fereldans) or Pennies.
There are also the traditional Caprice coins of Orlais. They are made of very little gold and more often use low grade materials, as Caprices are made to be disposable. Most Caprices are decorated with a single family’s heraldry or a specific event. They are not used in normal economic exchanges, but rather in a party game at high-class, Orlesian, social gatherings. Nobles hand Caprices back and forth during parties, rewarding cleverness and grace. The Caprices are then thrown into a fountain at the end of the party or a fireplace in a more rural setting, for well wishing. Reusing a Caprice is thought to be both bad luck and a great embarrassment.
Serault
Serault has the same base currency as the rest of Orlais, but they do have a special coin. This coin is known as the Andraste’s Tear, a nonmetal coin that has the same equivalence as 5 Royals (or 100 Gold Pieces). Andraste’s Tears were made in a very small, limited quantity; created by pressing Serault glass together, trapping “the still of the air as they watched Our Lady breathe her last” (later discovered by a coin collector to be a waft of alcohol) between the slates of glass, and then a signet is pressed into the glass like wax.
Nevarra
Nevarra uses a coin referred to the King’s Gulder, it is implied this is their Gold coin as it is seen equivalent to the Fereldan Sovereign and Orlesian Royal. Another name for the King’s Gulders are Dragons. The term is both due to Nevarra’s culture association with dragons, and the naming of their Dwarven Guild/Enclave.
Anderfels
The Anderfels has a coin named the Double Griffon, it is implied to be their Gold piece as it is compared to the Fereldan Sovereign, Orlesian Royal, and Nevarran King’s Gulder.
Antiva
Antivan Andris are Antiva’s “Gold” pieces worth the same as an Orlesian Royal (20 typical Gold pieces), they are actually struck with the faces of leaders operating major groups within the Antivan limits rather than faces of their Royalty. For example one Andris appeared to be struck with a (familiar) Pirate Queen’s visage, one who operates within the Antivan seas.
Also 5,000 Andris are considered to be one Bastard, which is an offer used as an insult in business negotiations.
Tevinter
Tevinter uses a coin similar to Orlesian Caprices for their own gatherings, Imperial Tesseraes are tokens and/or tiles that are used as invitations and passes into certain events. The events can range from political meetings (like Magister congregations) to celebrations (name day parties) to competitive gathering or betting at said gathering (sport contests like Jousting) to private performance (of a famous bard/minstrel or celebrated play troupe). Coins are usually specially made for each event, depicting the event, a favorite athlete, an animal, or the subject/guest of the event. Tokens for a private performance are considered the rarest Tesserae to acquire and are highly sought by collectors. However Tesseraes lose value the minute the event or gathering has ended, since there is little interest in tokens of a rival’s family, success, and/or vanity.
Par Vollen, Seheron, Parts of Rivain (Qunari)
Qunari follow a completely different economic system that the rest of Thedas, as they do not have currency or a trade system. Rather Qunari run on a communist system. They do not own property; they do not trade, buy, or sell things amongst one another. Any example given by Mary Kirby:
“Merchants” in qunari cities have the job of making sure goods are distributed appropriately.
Because Qunari do not buy goods, the goods instead provided to everyone fairly and evenly. The “merchants” deliver the essentials to live, to everyone equally and the goods they need to perform their role/jobs (bakers get their flour for the day, farmers their seeds for the season, etc.)
Qunari do follow Thedosian currency out of curiosity, trading and borrowing with the rest of Thedas to interact with and explore the activities, behavior, and goods/products that come from the other nations. However, they do not actively participate nor adopt Thedosian economic standards among their own communities. It is unknown whether the currency they use to participate in Thedosian economy has special names like the rest of Thedas and are rather just Golds, Silvers, and Coppers.
what is the walls of darkrown made of? wood?
You say that gamers should buy something else if they don't enjoy a series or franchise. But to me, this is contradicted by you also saying that gamers would rather get angry instead of leaving. I don't get what you are saying here. Are you implying that gamers are too incompetent to find something else?
It's not contradictory at all. What people should do and what they want to do are often not the same, usually because it is easier and feels better to do what they want rather than what they should. My friends tell me they should go to the gym and exercise regularly, but they want to play games on the couch. They aren't incompetent, they knows how and why to go to the gym. They just don't want to, in large part because it is easier and more pleasant to play games on the couch than it is to go to the gym and exercise. Going to the gym and exercising regularly requires significant effort and actual action on their part. Staying home and playing games on the couch requires significantly less effort and action.
It is a similar situation for gamers entrenched in a franchise. The franchise is familiar and comfortable to them. They've already played it a long time and generally liked it. When things go sideways, it's easy to complain and get angry. It's easy to post angrily and make memes. However, the chances of getting a positive response to these complaints is practically nil. It often takes weeks, months, or even years to address the issues that players complain about if the dev team chooses to do so at all. In the meantime, there are new games regularly getting released that may serve a player's needs better than their current franchise du jour. Trying and playing a new game will achieve better results than complaining and doing nothing. However, this requires more significant effort and action on the player's part - they have to get the new game, install it, try it, learn the new foibles, and see if they like it. If they don't like it sufficiently, they'll have to repeat the process. Instead, complaining about the game they were playing and used to like is much easier and requires almost zero effort. The path of least resistance is often the most popular.
[Join us on Discord] and/or [Support us on Patreon]
Got a burning question you want answered?
Short questions: Ask a Game Dev on Twitter
Short questions: Ask a Game Dev on BlueSky
Long questions: Ask a Game Dev on Tumblr
Frequent Questions: The FAQ
the archon is the supreme ruler of the imperium. their authority and magical power is believed to be divinely granted. they choose their successors before they die, so they are usually the sons, nephews, brothers, cousins, or apprentices of previous archons. (this phrasing implies that, like the black divine, the archon is always a man, and certainly the several named ones we know all are, but i’m not sure if this is necessarily always true.) if an archon does not choose his heir before he dies, the magisterium elects the next; these candidates cannot be magisters or hold rank in the chantry. technically the archon can overrule the laws passed by the magisterium, but he rarely does this. his power mostly stems from families vying for his favour, as he has the unique power to appoint magisters at will. a man named radonis is the current archon; he’s appeared in comics and a war table mission.
the magisterium are the mage elites who regularly gather to govern the imperium and pass laws. magisters become magisters in several ways:
one is chosen from each of tevinter’s seven circles of magi. it cannot be that circle’s first enchanter
the imperial divine and every grand cleric of the imperial chantry gets a seat
magisters can inherit seats
as i mentioned, the archon has the right to appoint any new magister if he chooses
tevinter society breaks down into four major social classes.
the first mage class is the altus class. these are descended from the original “Dreamers”, through ancient and wealthy magical bloodlines. most magisters come from altus families. characters like dorian and danarius belong to this class.
other mages belong to the laetan class. these are mages who cannot trace their ancestry to the dreamers, and may belong to families with no history of magic at all. many vie for power despite their origins, and one third of the imperium’s archons have been laetans. (the first laetan to rise to archon was such an outrage it caused a seventy year civil war, but that was, like, 1500 years ago-ish. they’re more chill about it now.) it feels safe to assume that neve gallus, who says in tevinter nights that she doesn’t feel at home in a wealthy estate because she has more templars in her family than mages, probably belongs to this class.
the soporati are non-mages who are still full tevinter citizens. they are allowed to own property and serve in the military, but they cannot have a direct say in government or rise above the rank of mother/father in the chantry. they can however be civil servants and merchants. a mage born to a soporati family is instantly a laetan.
slaves are not allowed to own property, or to hold military rank even when armed and serving as a personal soldier or bodyguard. they have become a more even mix of humans and elves since andraste’s time. mages can be slaves. if a slave is set free, either by their living owner before a judge or by their owner’s will upon their death, they are considered liberati. liberati are still not citizens and cannot have political say or hold military rank, but they can join a circle of magi, get an apprenticeship in a trade, take apprentices themselves, and own property. fenris was a slave, while his sister varania was implied to have become one of the liberati.
there is also a large surface dwarf population in tevinter. they are not considered citizens, but instead regarded as foreign dignitaries however many generations their families have lived in tevinter. they have large embassies in every major tevinter city, which at least in minrathous, neromenian, and qarinus are completely subterranean, meaning residents can retain their dwarven caste and may never come above ground all their lives. minrathous’ close ties to the dwarves mean it even has a massive proving grounds, as well as enormous stone golems known as juggernauts to guard the city gates. more than anywhere else in thedas, the dwarves do get a political say, with an elected body of representatives called the ambassadoria who advise the archon and the magisterium. it’s the imperium’s reliance on lyrium which gives them this kind of sway.
These days I kind of can't stop thinking about how much I enjoyed the possibility of being from Orzammar in Origins, specifically because just being who you are put so much of the early game in a wholly different context.
Like, a dwarf from Orzammar has, by definition, lived literally under a rock their whole lives!! They've never left the underground, and yes, while that also makes their ignorance of surface squabbles (the mage issue, the Ferelden/Orlais conflict, everything with the city elves and the Dalish, etc.) make a lot of sense, it also comes with so many interesting new angles that I'm honestly so surprised still that I've never really seen it mentioned very often, if at all. (Even though we even get an explicit moment to reflect on it, when leaving with Oghren.)
In Origins, the moment a dwarf first steps out through the gates of Orzammar and begins the game, is a profoundly life-altering experience. Dare I say, even more so than it is for an elf or a human. Because stepping out, for the first time, they are entering an entirely new world, and for the first time, in front of them is a vast expanse of nothing but air.
The end of the prologue, it's not just a fundamental personal change that awaits you, it's also a displacement so complete, that it's absolutely dizzying to even think about.
That first time a dwarf feels the sun on their skin, they are made sun-touched, a surfacer: stripped not only from caste and kin, of identity, but also faith and memory, any favor their ancestors may have still held for them, and any possibility of ever returning, as far as they know. (Aeducan may even have a bitter little chuckle over the irony of how they could very well have just one day before shrugged off the concerns of their surface brethren completely, only to be made one of them now.)
Their whole lives, they had always been able to see the opposite wall of the cave, or at least to know for sure that it's there, along with the miles and miles of unchanging, crystal-littered rock stretching protectively over their heads-- now all of that is gone. There's nothing between them, and the infinite and ever-changing blue, grey, orange, black of the open sky they've never seen, and in the distance, there's no wall-- just glorious, humongous mounds and spires of rock jutting up into the belly of the sky, the likes of which they've only ever seen from the inside.
Orzammar, despite no sunlight ever penetrating that far, is always lit bright, and it's heated by the lava streams and pools below. A dwarf has never known anything colder or warmer, brighter or darker, never seen seasons change... the biting winds and the frequent rains in Ferelden are completely new to them, not to mention the terrifying cracks of thunder that sound like the very Stone over them cracking in two, the bright flashes of lightning illuminating the night for but a moment, or waking in the middle of the night to what sounds like countless fingers pat-pat-patting the tarp of their tent, or the fact that animals -which are varied and plentiful and wholly alien- sometimes just randomly fall into the sky, like the rumors say! They might know academically that with birds, that just sort of tends to happen, but they've never seen one take off!!
Hell, all of surface flora and fauna are completely new to them-- it's likely they've only ever seen a tree or a dog in a picture book. Flowers, they've likely only ever seen as an expensive and frivolous luxury few can afford to have for a while, and even then, they are by necessity brought in removed from their roots, dead, wilting, taken from their natural place... while here, blooms just spring up underfoot willy-nilly, not entirely unlike mushrooms at the home which is not theirs anymore.
And... there must be something organic, something comfortingly animal to the scent of hundreds of warm bodies crammed into a sealed hole in the ground-- which is just gone now. The air is fresh, clean... empty, cold, lonely. No smell of spilled ale, piss, and vomit, no thick scent of the combined breaths and bodies of all their people... no scent of belonging, the air that moves their lungs now is no longer that which has moved those of all they've ever known, and every breath washes more, and more, and more of who they once were from inside their very body.
Being on the surface, it's like being thrust into an alien world, with which all just expects you to be intimately familiar. What do you mean the grass, the bugs, the birds, the leaves are strange? What do you mean you've never eaten leaves from this plant, fruit from this tree, the flesh of this creature you've only ever heard about? They laugh when you avert your eyes from the sky and try not to think about falling into it, or when you startle at the feeling of falling water suddenly hitting your skin, as if that was somehow funny, charming.
The night, which you've never before seen fall, is a comfort from all that endless, boundless seeing- but after the Joining, not even that is a relief.
Because if you're a dwarven Warden, all the dreams you've had in your life have been nightmares.
So you cope. You learn, and adapt, and endure.
Strong and immutable, like the Stone from which you were rent.
they stopped a whole ass blight. give them the griffon.
Anyway here's the Guerrin timeline as best I can piece it together, if it's useful to anyone!
Updated 7/14/23 with corrections & additions.
~8:84 Blessed - Eamon is born. (The Calling - He's 15 at the time of the Battle of West Hill, which occurred in 8:99 Blessed.)
8:99 Blessed - The Battle of West Hill. Arl Rendorn Guerrin, Eamon's father, is killed in action. Maric Theirin is presumed dead but reappears in Gwaren, which is then taken by the rebels. The Battle of River Dane deals a decisive defeat to the Orlesian forces, though the conflict is not completely over. It will take several more years to completely drive out the occupying lords. However, Emperor Florian officially withdraws support for King Meghren.
9:02 Dragon - Eamon, 18, returns to Redcliffe to claim his place as arl, but find it still under Orlesian control, and works with the rebel forces to reclaim it. Isolde, the daughter of one of the Orlesian governors, is sympathetic to the rebels and becomes infatuated with Eamon, who does not return her feelings; nevertheless, she feeds information to the rebels, and chooses to stay in Ferelden after her family is driven out. Isolde is four years younger than Eamon, making her 14 at the time. (WoT v.2 p. 102, 106)
9:02 Dragon - Maric kills the usurper King Meghren in a dual, officially ending the occupation and winning Ferelden's freedom. (There is a noted discrepancy in the dates between the epilogue of The Stolen Throne, and World of Thedas vol. 1, the latter of which puts the duel at 9:00 Dragon. Given other events, the later date seems more plausible.)
~9:08 Dragon - Six years after their initial meeting, Eamon (24) meets Isolde (20) again in Denerim. They quickly become involved and are married. (WoT v.2 p. 103)
9:10 - Alistair is born to Fiona and King Maric. His parents give him up to be raised at Redcliffe Castle, inventing a story about his mother being a human serving girl. (The Calling.)
~9:20 Dragon - Isolde becomes pregnant with Connor after difficulty conceiving. This causes rumors about Alistair (10) being Eamon's bastard to resurface, and Eamon sends him away to a monastery to spare his wife's feelings. Connor is born soon after.
~9:29 Dragon - Short of taking his vows as a templar, Alistair (19) is conscripted into the Grey Wardens. (WoT v.2 p.79)
~9:30 Dragon - Connor Guerrin (10) shows signs of magic. Isolde hires an apostate, Jowan, to tutor Connor in secret. Eamon (46) is poisoned by Jowan and falls ill. (Origins.)
~9:31 Dragon - Following the Blight, Eamon decides to stay in Denerim, serving as an advisor to the throne, eventually declaring his brother Teagan the new Arl of Redcliffe. (Origins, WoT v.2 p.104)
?:?? Dragon - (If Connor is dead) Rowan Guerrin is born to Isolde and Eamon. After a difficult birthing, Isolde dies. (Potential Origins Epilogue slide.)
?:?? Dragon - Rowan Guerrin shows signs of magic and is sent to the Circle, though her father continues to visit her. (Potential Origins Epilogue slide.)
We call it kirkwall fashion
The thing that gets me about Varric in The Missing and the new gameplay, is that this has happened to him before.
He already had a friend who tore down his world - even if on a much smaller scale. He had a friend who was a mage, who had suffered and experienced injustice, and who used that as fuel to do something awful that might achieve his aims but would kill a lot of people, would tear about Varric's chosen family and...and he couldn't stop him. He didn't really try.
Varric in Inquisition is bitter - horribily bitter - about Anders. About what happened in Kirkwall. From da2 in his ambient dialogue we see that he knew something was wrong. He even says he thinks Anders will get himself killed if he keeps doing what he's doing. He's rightfully suspicious of him in the third act. But ultimately, he does nothing. Even when Anders is waiting there, possibly about to die, he refuses to commit to an opinion, to a side. And then in Inquisition he blames Anders bitterly. He's angry at him. But he also blames himself, it's all tangled up in the deep roads, in bartrand and red lyrium and the fact that he was the one who brought all these individuals together.
So skip forward to now. To Veilguard. To Solas trying to tear down the veil. And I honestly think Varric is seeing them both. He looks at Solas and he sees his friend Chuckles, and he sees his friend Blondie and he already failed one of them when they were in this situation. He stood by even and let Anders die! He didn't try and stop him, he saw the signs and did nothing. And this time he will not let that happen. This time he will not lose his friend. He will not stand by and watch him die, and he will not stand by and watch him destory the world.
The whole Solas thing is just a larger expansion of what happened in Kirkwall to Varric, except this time it's happening everywhere and the stakes are much higher. Which makes it even more tragic that all he wants to do is talk him down, give him another option, get his friend back. I just...fhjudbhajfdhfhareli
A collection of canonical and non-canonical lore of Thedas, and archive of the amazing meta this fandom has produced. All work will be properly sourced and any use of other's work should conform to their requests. (icon made by @dalishious)
72 posts