Characters of Dragon Age
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This list of characters describes notable characters who appear in the Dragon Age universe. This list describes only major protagonists, antagonists, and party members that appear in the series, although these storylines feature much larger supporting casts consisting of dozens of minor characters.
If Shale's approval rating is moderate at the end of the game, it is revealed in the epilogue that Shale has changed the way she thinks about 'fleshy beings'. In fact, she even states that she will search for ways to restore her former dwarven self.
The Architect was also present near the end in the second novel, Dragon Age : The Calling. Much as in Awakening, the Architect wished to free his darkspawn brethren from their compulsion by killing the Old Gods; however, he believed the mortal races and darkspawn would never see eye-to-eye even were they freed from the Old Gods. Viewing the Grey Wardens, who share the same taint as the darkspawn, as a middle ground, the Architect planned to spread the taint across Thedas in order to create a similar state among the mortal races, even knowing that thousands of people worldwide would die and the survivors would be tainted; he believed the chance of peace between humanity and darkspawn was worth the high cost. The Grey Wardens, including a young Duncan and King Maric, thwarted the scheme, but the Architect escaped justice.
The Grey Warden
- The player character and main protagonist whose race, first name, origin, gender, and class are chosen by the player. Regardless of origin, the Warden ultimately joins the famed Grey Wardens and sets in motion the plans to counter the Darkspawn threat in Ferelden.
- The human Grey Warden of the magi origin has the second name of Amell. Amell is also the family name of Dragon Age II's protagonist Hawke's mother, Leandra. A codex entry found in Dragon Age II highlighting the history of the Amell family notes that a child in the family was taken to the Ferelden circle of magi, likely being the Warden.
Mabari War Hound
- Mabari War Dogs are a prized and essential part of the Fereldan military. These trained hounds easily break the lines of pikeman, pull knights off of their horses, and when in a pack, may stir panic amongst even the most hardened of soldiers.
- Dog (the dog's default name) will always have a maximum approval rating and will never leave the main character under any circumstance. If the player is a human noble, the Dog joins the player's party in the origin story during a small sidequest. If the player is not a human noble, or if they did not complete the side quest during the human noble origin, then they may acquire the Dog through a sidequest at Ostagar by speaking with the kennel master. After the battle takes place, a random encounter will show the Dog being chased by a group of Darkspawn, and upon defeating the Darkspawn, the player may either accept or refuse the Dog as a party member. The Dog may be given any name by the player.
- Dog has no personal quest. Having Dog “mark his territory” at certain “landmarks” in different areas affords him a “Mabari Dominance” bonus, augmenting his strength, willpower and constitution attributes.
Alistair
- Alistair is a young warrior who was recruited by Duncan into the Grey Wardens not long before the player's own recruitment. Alistair had previously been in training at the Chantry, where he was to become a Templar. Because of such Templar training, he is naturally hesitant towards trusting blood mages and apostate mages outside of the Circle of Magi. His experiences have hardened him and created a wry and irreverent sense of humor.
- He joins the player's party early on in the game at Ostagar and will not leave the party under any circumstance, save one exception in which the player has Loghain undergo the Joining ritual to become a Grey Warden during the Landsmeet. Alistair is a possible romance option for female characters. He favors doing the right thing, and will disapprove greatly of actions which are not so.
- Upon reaching Redcliffe Village, Alistair reveals he is the illegitimate son of King Maric and a servant and by blood, technically heir to the throne of Ferelden, a fact which appalls him. However, Dragon Age: The Calling's hints that Alistair is possibly a half-elf as his mother was the Elven Grey Warden Fiona who was in love with King Maric. Alistair's personal quest involves a search for his half-sister, Goldanna. Ultimately, she is found in Denerim, a major city in Ferelden, and is unexpectedly rude and shows no signs of affection towards Alistair due to his royal heritage. Afterwards, the player may choose a certain dialogue choice which results in Alistair becoming more serious with reality. Depending on the choices the player made, Alistair can become King of Ferelden, with or without Anora or the player (human female noble only or Alistair hardened and in love with the female player) as his queen.
- Alistair returns in Dragon Age: Origins Awakening should the players made him the King after the events of Dragon Age: Origins. As long as he survive the events of Dragon Age: Origins, he will make a cameo appearance in Dragon Age II. If he was crowned King of Ferelden, He will arrive in Kirkwall, concerned with the growing tension between the mages and the templars, particularly with the threat the knight-commander of the templars, Meredith Stannard, poses to the city itself. If he remained a Grey Warden he will appear with other Wardens during the Qunari rebellion at the end of Act II, staying neutral in the conflict, only fighting when attacked. Should he be exiled by the Warden at the Landsmeet, he will appear as a drunk patron of the Hanged Man tavern, visibly bitter at the outcome.
Morrigan
- Morrigan is a shapeshifting mage, raised and taught by her mother, Flemeth (voiced by Kate MulgrewKate MulgrewKatherine Kiernan Maria "Kate" Mulgrew is an American actress, most noted for her roles on Star Trek: Voyager as Captain Kathryn Janeway and Ryan's Hope as Mary Ryan...
), in the wilds of Ferelden. Her appearance in Dragon Age: Origins was based on a model named Victorria Johnson.
- Morrigan joins the player's party early on in the game in the Korcari Wilds shortly after the battle at Ostagar. She is a possible romance option for male players. Morrigan is quick to show her disapproval of actions that benefit people she sees as worthless and do not further the Warden's personal cause, such as helping a beggar or settling a dispute in Lothering. Her outlook on life is best described as 'survival of the fittest' and she will approve if the Warden's choices match her beliefs. Aside from leaving because of a low approval rating, Morrigan may also leave the party near the end of the game before the slaying of the Archdemon. She reveals that a Grey Warden need not die in order to slay the Archdemon as long as the Warden, Alistair, or Loghain (if he has replaced Alistair) impregnates Morrigan with a child, who will then carry the soul of the Old God upon its death and thus spare the life of the Grey Warden who dealt the final death blow. If the player refuses to sleep with Morrigan (or is female) and does not ask Alistair/Loghain to do the deed, she will become infuriated and leave the party permanently. Morrigan's storyline is concluded in the September 2010 release 'Witch Hunt'; the Warden tracks Morrigan down two years after the Blight's end and, finding her activating an artifact that will transport her to an unknown location. The player is given the choice of killing Morrigan, letting her go, or (if the player romanced Morrigan), going with her.
- Morrigan's personal quest involves a search for Flemeth's Grimoire, a book of spells and secrets of which Morrigan intends to learn from. The player is tasked with the slaying of Flemeth, who, according to Morrigan, is a demon who gave birth to daughters only to then take over their bodies and thus lives on as if immortal. Upon Flemeth's death and the completion of the quest, Morrigan appreciates the effort and may even offer for the player (males only) to 'join her in her tent' (provided the player is not already in a relationship with Leliana or Zevran. Morrigan is the main focus of Dragon Age: OriginsDragon Age: OriginsDragon Age: Origins is a single-player role-playing video game developed by BioWare's Edmonton studio and published by Electronic Arts. It is the first game in the Dragon Age franchise...
DLC "Witch Hunt".
Leliana
- Leliana is a bard from the Orlesian Empire. She is a member of the Chantry and chooses to join the player's party after receiving what she believes was a vision from the Maker, the god of the Chantry. Her appearance in Dragon Age: Origins was based on Alleykatze, a model.
- Leliana joins the player's party at Lothering early on in the game as a rogue. She is highly religious and believes in doing the right thing. She is bisexual, and thus a possible romance option for both male and female players. In one case, she will attack the player, which results in her death, if the player chooses to defile the Urn of Sacred Ashes during a quest.
- Leliana's personal quest involves a past relationship with a woman named Marjolaine, her old mentor and lover, who framed Leliana for an act of treason she committed. Upon reaching her home in Denerim, the player may either kill Marjolaine or cause her to leave the city. After completing the quest, the player may choose a certain dialogue choice that will harden Leliana. Leliana is the protagonist in the Dragon Age: OriginsDragon Age: OriginsDragon Age: Origins is a single-player role-playing video game developed by BioWare's Edmonton studio and published by Electronic Arts. It is the first game in the Dragon Age franchise...
DLC "Leliana's Song" which deals with her past with Marjolaine.
- She appears in Dragon Age II as an agent of the Chantry during Sebastian's personal quest to investigate the growing tensions between the mages and templars in Kirkwall which she believes are the result of outsides forces intervening. By the end of Dragon Age II, she is also revealed to be a member of the Seekers and Cassandra's partner. She is also seeking out the Warden (who has disappeared by the events of Dragon Age II), believing her old ally can prevent the war Hawke's actions have unleashed.
Sten
- Sten is a bronze-skinned Qunari giant who is wary of revealing his true name to members of the race his people twice attempted to conquer (Sten is actually his rank in the Qunari army, which is the equivalent of a commander, his real name is never revealed). Four centuries ago, the Qunari had reached the shores of Thedas, possessing an alien philosophy and iron determination towards forcing lesser cultures into enlightenment. They conquered only a small area of Thedas, which in turn allowed them to study their human foes more carefully and eventually send missionaries and explorers into the southern lands after the last truce.
- Sten may join the player's party early on in the game as a warrior. He is found trapped in a cage at Lothering and is seemingly left for dead. Upon learning that Sten had murdered a group of farmers and repents such an action, the player may choose to persuade the Revered Mother of the Lothering Chantry to release the Qunari into their custody, thus freeing Sten. If the player chooses not to free Sten, however, the player will not be able to recruit him as Lothering will be overrun by the Blight soon after the player's departure from said city. Sten will approve if the Warden makes logical choices, such as tricking an armorer into making armor for the player if the player tells him that he/she'll look for his daughter. He doesn't mind the Warden making decisions he does not agree with, as long as they make decisions quickly. He will disapprove if the Warden is indecisive or deceiving. Further in the game, when searching for the Urn of Sacred Ashes, Sten may confront the player about their level of commitment in the task at hand. If the player treats Sten in a rude way, Sten will challenge the player for control of the party, and upon his defeat, Sten will wish to leave the party and may/may not choose to do so.
- Sten's personal quest involves a search for his lost sword. It is revealed that he had murdered the aforementioned farmers because of the loss, and panicked when it was deemed missing. Taking the player through a chain of different individuals to speak to, the quest ultimately leads the player to Dwyn in Redcliffe Village, who has possession of the sword. Upon its retrieval, the sword may be given to Sten and he will appreciate the player's efforts and calls the player "Kadan", the Qunari word for "one closest to their heart".
Wynne
- Wynne is one of the most prominent mages of the Circle of Magi and a powerful spirit healer. She believes wholeheartedly in what the Circle stands for and has been a vocal advocate in the idea that, through discipline and education, mages can learn to control their gifts and use them to serve mankind. When word of King Cailan’s call to arms against the Blight had reached her in the tower, Wynne readily volunteered to go to Ostagar.
- Wynne may join the player's party at the Tower of the Circle of Magi. After the player manages to restore order in the Tower, Wynne asks to join the party, and the player may either accept or refuse her offer. Wynne is a firm believer in all that is righteous and is quick to disapprove of evildoings, especially those involving blood magic. Her approval can be gained by helping people and avoiding bloodshed whenever possible. If the player is accompanied by Morrigan Wynne may attack the player, depending on how the player answers Morrigan when she expresses disgust for the Circle. There are two occasions within the Tower in which Wynne will attack the player if they choose to risk killing innocents. Another incident takes place during Connor's rescue at Redcliffe Castle. If the player is a mage and chooses to enter the Fade, they may convince the demon within to teach him/her the blood mage specialization, which results in Wynne attacking the player upon their return to the real world. Finally, if the player decides to defile the Urn of Sacred Ashes, Wynne will attack him/her if she is in the party; if she is not, she will leave the party shortly after the player returns to the camp.
- Wynne's personal quest involves the player noticing her tiring easily. After speaking to Wynne about her needing rest, the player will encounter two 'random' events, the latter of which shows the entire party, save Wynne, being knocked down by an attack from Darkspawn. Wynne will then obtain a new power that will be available for use, Vessel of the Spirit, and saves the party. Upon completing the quest, the player learns that Wynne had actually lost her life in the past and is now living with the aid of a benevolent spirit from the Fade. Furthermore, Wynne reveals information about a past apprentice, who may be found in the Brecilian Forest amongst the Dalish Elves. Choosing to seek out the apprentice will result in the player receiving an amulet that improves the Vessel of the Spirit power.
- Wynne returns in Dragon Age: Origins Awakening where she asks the player to help find and inform a friend of hers about an upcoming meeting with the mages.
Oghren
- Oghren is a dwarf from the House of Kondrat and was once a promising member of the Warrior Caste. He is the ex-husband of a Paragon, Branka, and joins the player's party while the player is in Orzammar, one of only two remaining dwarven cities at the time the story of Dragon Age: Origins takes place. Oghren is a drunkard who, aside from falling down halfway into conversations, is rather flirtatious.
- Oghren joins the player's party in Orzammar as the player is about to embark for the Deep Roads, a series of paths and crossroads overrun by darkspawn that lead to neighboring, and abandoned, Thaigs, or dwarven cities, in a search for the Anvil of the Void. Oghren enjoys battle noticeably more than all other party members, and for this reason will disapprove if the Warden makes choices that he deems 'cowardly', such as refusing to kill a dragon or attempting to negotiate with werewolves. Although Oghren may attempt to leave the party when his approval rating is low enough, the player may twice try to persuade Oghren to stay. If the persuasion attempt fails, the player may then engage Oghren in battle and either keep him in the party upon his defeat or outright choose to kill him.
- Oghren's personal quest involves a past relationship with a female dwarf, Felsi, who eventually moved to the surface world and is currently employed at the Spoiled Princess tavern near Lake Calenhad. The player, upon speaking with Felsi, may either portray Oghren as a sort of heroic figure or insult him. Depending on whether or not Felsi falls for Oghren once again, he will either appreciate the player's actions or disapprove greatly of their insults.
- Oghren returns in Dragon Age: Origins – AwakeningDragon Age: Origins – AwakeningDragon Age: Origins – Awakening is an expansion for the fantasy role-playing video game Dragon Age: Origins. Awakening adds a brand new campaign which takes place during the aftermath of Dragon Age: Origins...
as a party member. After the events of Origins, he settled down with Felsi and had a child with her. Eventually, however, he felt bored with the complacency and made his way to the Warden-Commander in order to become a Grey Warden himself. At some point in the game, Felsi will come by the fort and get into an argument with Oghren for leaving his duties as a husband and father. Oghren can later be convinced to play a part in his child's upbringing, however.
Zevran
- Zevran is a male elf from Antiva who excels in the ranks of one of the most infamous guilds of thieves and assassins in all of Thedas, the Antivan Crows. Loghain and Howe hire Zevran and his men with the intention of killing any Grey Warden survivors of Ostagar.
- Zevran may join the player's party after one major part of the plot has been completed. He will be found during a random event in which the Antivan Crows have set up a trap for the Wardens. He is the sole survivor of a failed attempt to assassinate the player, forcing the player to either kill him or allow him to join the party. Zevran is bisexual, and thus a possible romance option for both male and female players. Like Oghren, Zevran may be persuaded to stay in the party up to two times should he decide to try and leave the party. If the player engages Zevran in fight, he will be killed.
- Although Zevran has no personal quest, there will be a point before the Landsmeet where the player meets Taliesin, an Antivan Crow and former friend of Zevran. Depending on Zevran's approval rating, Zevran may side with the player and fight against Taliesin or vice versa, thus leaving the party and being killed. If Zevran is in a romance but has a moderate approval rating, he may choose to not fight in the battle depending on the player's dialog choices, but will stay with the player's party. Zevran is practical to the point of ruthlessness, and will generally approve if the Warden does whatever it takes to gain the strongest possible allies against the Blight. He may voice his disapproval if the Warden tries to help people he sees as weak, but his actual approval rating rarely changes based on the Warden's decisions. The exception to this is the Warden's treatment of elves. Despite the fact that he claims to think of himself as Antivan first and an elf second, choosing to harm elves will lead to a significant loss of approval with Zevran. He also objects if the Warden agrees to destroy the Circle of Magi, asking why they should be slaughtered when he was spared, but he can be persuaded to go along with the plan without a loss of approval.
- Zevran appears in Dragon Age II during a quest where he's is being hunted down by his former comrades from the Antivan Crows. The player can either turn him in to the Crows or help him fight them.
Shale
- Shale is a mighty stone golem who comes from the DLC The Stone Prisoner downloadable contentDownloadable contentDownloadable content is official additional content for a video game distributed through the Internet. Downloadable content can be of several types, ranging from a single in-game outfit to an entirely new, extensive storyline, similarly to an expansion pack. As such, DLC may add new game modes,...
. Shale has a negative perception of humans and living beings after a life of servitude to a former master and having been stuck in place in the village for a long duration as well as a hatred of birds due to being target of defecation.
- In order to have Shale join their party, the player must first complete a quest in the Village of Honnleath and learn an activation code for the golem. Later in the story, the golem will attack the player if they choose to side with Branka in a quest pertaining to the Anvil of the Void. If Shale is not in the player's party at that time, the golem will confront the player upon their return to the party camp and will leave the party unless persuaded otherwise.
- Shale's personal quest involves a search for answers to the golem's past. The quest leads the player to a long forgotten city, Cadash Thaig, where the player finds a monument. Upon observation of such monument, the player finds out that Shale was formerly Shayle, a female dwarf who had volunteered herself, amongst other dwarven volunteers, to become a golem.
If Shale's approval rating is moderate at the end of the game, it is revealed in the epilogue that Shale has changed the way she thinks about 'fleshy beings'. In fact, she even states that she will search for ways to restore her former dwarven self.
Duncan
- The leader of the Grey Wardens in Ferelden. He recruits the player to join the Wardens and serves as the player's mentor early in the game, before perishing at the battle of Ostagar.
Cailan Theirin
- Cailan Theirin is the current king of Ferelden. He is the son of Maric Theirin, who drove the Orlesian Empire from Ferelden. He has little interest in politics, but is a good man and a courageous warrior who believes in fighting for the right cause, as well as having much respect for the Grey Wardens. He dies at the battle of Ostagar toward the beginning of the game. Alistair is also his illegitimate half-brother.
Flemeth
- Flemeth is the legendary "Witch of the Wilds", a powerful ancient, transcendent, immortal creature. She rescues the player and Alistair from Ostagar, and commands her daughter Morrigan to accompany them on their subsequent journeys. As part of Morrigan's personal quest, the player may choose to attack Flemeth (in which case she transforms into a powerful dragon), or simply agreeing to spare her and allow her to leave in exchange for her Grimoire.
Queen Anora Theirin (nee Mac Tir)
- The current Queen of Ferelden and Cailan's wife and Loghain's daughter. Unlike her husband, Anora is a heavy player in politics and wants to protect the kingdom and its people, though it is clear she believes herself entitled to the position of Queen. When Loghain takes over the kingdom as Regent, she is against her father's plans but is kidnapped by Arl Howe to prevent her speaking at the Landsmeet. After the player rescues her, Anora will support the Grey Warden against her father during the Landsmeet as long as her position as Queen of Ferelden is secured by supporting her right to rule alone, have her marry Alistair or marry the Grey Warden if he is from the Male Human Noble origin (though the Warden is perfectly free to lie to obtain her support and then betray her once her usefulness is over).
Zathrian
- Zathrian is the leader of the Dalish Elves. He recruits the player's party in the elimination of the werewolves and their leader, Witherfang, a female forest spirit in one form and a male wolf in another. The player locates Witherfang in an old elven ruin and learns that Zathrian himself is responsible for the curse (created to take revenge on a party of humans who murdered his family), which affects both the werewolves and, unfortunately, the Dalish elves as well when they become infected through injuries. Depending on which path the player chooses to take upon meeting Witherfang, the player may side with the Dalish Elves and help Zathrian eliminate the werewolves and take the heart of Witherfang, side with the Dalish Elves and persuade Zathrian to release the curse and thus end his own life in the process, or side with the werewolves and persuade Witherfang to lead an attack on the Dalish camp to annihilate the elves and thus recruit the werewolves as allies in the upcoming battle with the Archdemon.
Bhelen Aeducan
- The Third Prince of Orzammar and Dwarf Noble PC younger brother. Cunning, ruthless and intelligent, Bhelen wants to end Orzammar's isolationism and abolish its rigid caste system for the good of his people. Bhelen is also responsible for the Dwarf Noble PC's exile so he may becomes next in line for Orzammar's throne. If the player chooses him as the new King of Orzammar, Bhelen will end Orzammar's isolation, abolish its caste system and improves the welfare of his people. His reign is seen as bringing a new Golden age for his kingdom, but Bhelen is forced to become a dictator when rebel dwarfs nobles resist his policies and try to assassinate him.
Lord Pyral Harrowmont
- A friend and confidant of the previous King of Orzammar. Despite being a traditionalist, he is a honorable man and wants to prevent Bhelen to take throne due to the latter's schemes including being responsible for the Dwarf Noble PC exile. If the player chooses Pyral as the new King of Orzammar, the kingdom becomes more isolated due to his policies and he fails to solve the kingdom's problem and dies leaving a more fractured kingdom.
Arl Eamon
- Eamon Guerrein is the ArlEarlAn earl is a member of the nobility. The title is Anglo-Saxon, akin to the Scandinavian form jarl, and meant "chieftain", particularly a chieftain set to rule a territory in a king's stead. In Scandinavia, it became obsolete in the Middle Ages and was replaced with duke...
of Redcliffe, husband of Lady Isolde, brother of BannBan (title)Ban was a title used in several states in central and south-eastern Europe between the 7th century and the 20th century.-Etymology:The word ban has entered the English language probably as a borrowing from South Slavic ban, meaning "lord, master; ruler". The Slavic word is probably borrowed from...
Teagan, and father of Connor. He is first mentioned in Lothering as deathly sick from an incurable illness; in truth, he has been poisoned by an assassin of Loghain's. He is also the maternal uncle of King Cailan. He is later revived by the Warden by giving him the Urn of Sacred Ashes and becomes instrumental in helping the Warden rally support for his cause, both against Loghain and the darkspawn.
Riordan
- Riordan is an Orlesian Grey Warden who, due to being born in Ferelden, was sent as an advance scout by the Orlesian support forces when they were turned away by Loghain. Riordan was a friend of Duncan having gone through their Joining together. During the final battle in Denerim, he confronts the Archdemon alone and succeeds in wounding it enough to give the others a chance to slay it, though Riordan perishes in the fight.
Loghain Mac Tir
- TeyrnLordLord is a title with various meanings. It can denote a prince or a feudal superior . The title today is mostly used in connection with the peerage of the United Kingdom or its predecessor countries, although some users of the title do not themselves hold peerages, and use it 'by courtesy'...
Loghain Mac Tir is one of the main antagonists of Dragon Age: Origins. He was King Maric's right hand man during Ferelden's war against the Orlesians. First seen at Ostagar, he is introduced as the general who provides strategies for Maric's son, Cailan, in the defense of the realm from the Blight. However, during the battle, after the signal is given for Loghain to launch an attack on the darkspawn's flank, he strays from the plan and deserts along with his army, betraying and leaving both the King and the Grey Wardens to their deaths. For the majority of the game from then on, Loghain takes up residence in Denerim and appoints himself his daughter's regent and becomes de facto ruler of Ferelden. He uses the Grey Wardens as a scapegoatScapegoatScapegoating is the practice of singling out any party for unmerited negative treatment or blame. Scapegoating may be conducted by individuals against individuals , individuals against groups , groups against individuals , and groups against groups Scapegoating is the practice of singling out any...
, blaming his traitorous actions at Ostagar on the Wardens and demands Ferelden's nobility submit to his rule; an action that almost instigates a civil war in Ferelden between his forces and those of Ferelden's nobility, who either disbelieve his version of events at Ostagar, or resent Loghain, as a man of common birth, taking the throne. Loghain's reasons for taking over Ferelden was his distrust of the Grey Wardens as he believes they were conspiring with the Orlesian Empire to reconquer Ferelden. Loghain immensely hates the Orlesians due to his family suffering from their occupation of Ferelden long before King Maric defeated them; however, his obsession with Ferelden's independence blind him to the true threat of the Blight.
- Loghain may join the player's party as a warrior very late in the game, during the Landsmeet. After the player and Loghain duel each other, the player may choose to either have Loghain executed for his crimes or inducted into the Grey Wardens. Allowing Loghain to live will force Alistair to leave the party in disgust and will allow Loghain to join the player's party as a new Grey Warden. Choosing to have Loghain killed will result in Alistair staying, but Anora refusing to marry whomever killed her father. It is possible if the player has hardened Alistair through his personal quest to have Alistair still marry Anora and rule as king while keeping Loghain alive, in this path Loghain still replaces him as a party member. Then for the final battle, Loghain will sacrifice himself with the archdemon dragon was explosion, and finally defeated.
- Loghain makes a small cameo appearance in Dragon Age: Origins – AwakeningDragon Age: Origins – AwakeningDragon Age: Origins – Awakening is an expansion for the fantasy role-playing video game Dragon Age: Origins. Awakening adds a brand new campaign which takes place during the aftermath of Dragon Age: Origins...
should he survive in Dragon Age: Origins where he informs the player he is being sent by the Grey Wardens to Orlais for help ironically and wants the player to treat his daughter well if the player married Anora.
Arl Howe
- Rendon Howe is the Arl of Amaranthine, as well as later the Teyrn of Highever and Arl of Denerim. Howe is an ambitious, amoral and self-obsessed man who is determined to gain power by any means necessary. He is Loghain's closest advisor, providing a shrewd and calculating political aid to Loghain, and serves as a secondary antagonist to the Warden (particularly Wardens of Human Noble origin, since Howe murdered their family). Howe is notorious for using any means to achieve his desires, including authorizing torture, slavery and mass murder, but this proves his downfall when he takes Queen Anora hostage to stop her speaking out at the Landsmeet: the Warden breaks into Howe's Denerim estate to rescue her and Howe is killed in the process.
Urthemiel
- The final antagonist of Dragon Age: Origins. An ancient and powerful dragon, Urthemiel was worshipped once as one of the Old Gods of the Tevinter Imperium; known as the 'Dragon of Beauty', he was the patron deity of artists, musicians and poets. But that changed when the darkspawn found him deep below the earth: Urthemiel was reborn as an archdemon, a terrifying and deranged monster able to control the darkspawn hordes. As the final antagonist of the story, Urthemiel unleashes the might of the darkspawn on Ferelden, causing untold death and destruction before finally being slain at the battle of Denerim. With the archdemon's death, the darkspawn are routed and the Fifth Blight ended.
The Warden Commander
- This character can either be the Grey Warden from the previous game or a new Grey Warden from the Orlesian empire.
Oghren
- The only character to carry over as a party member from Origins, Oghren is the same drunken, womanizing, warrior dwarf as before. He's a heavy hitter, and his skill set favors two-handed weapons. He joins the player's party after the player arrives at Vigil's Keep only to find it overrun with darkspawn. He asks to become a Grey Warden and easily survives the Joining without fainting. Throughout the gameplay, the player can return to Vigil's Keep and click on the cask of alcohol behind him in order to engage in some dialogue, and potentially gain (or lose) approval rating. His personal quest involves talking to him after his new wife makes a visit to reprimand him about leaving her and their child behind to become a Grey Warden.
Mhairi
- A human female warrior who serves as the player's escort to Vigil's Keep. Mhairi, who starts with the champion specialization, is a recent recruit to the Wardens and has yet to undertake the joining when she enters your party. After defeating the Withered, she takes the joining alongside Oghren and Anders (if the player chooses to conscript the latter into the Grey Wardens). Of these three, Mhairi is the only one who does not survive the joining. Mhairi has no personal quest and though the player can raise her approval via gifts, there are no gifts which will trigger a dialogue with her.
Anders
- A wise-cracking human apostate mage. He has escaped the Circle of Magi seven times, only to be brought back by the templars. He was in the midst of being brought back once again when darkspawn attacked at Vigil's Keep. When the Warden-Commander arrives, the templars all lie murdered around him, presumably by the darkspawn. When more soldiers and the monarch of Ferelden arrive, another templar accuses him of the murders instead. From here, the player has the option of conscripting him into the Grey Wardens in order to save him from an execution. His personality is reminiscent of Alistair's, but he comes with the "spirit healer" skill set and tactics, very similar to Wynne's. During his personal quest, he asks the player to help him find his phylactery and destroy it. If helped, Anders is somewhat surprised and very grateful for the Warden-Commander's help, and his approval rating increases significantly.
Nathaniel Howe
- The son of the late Arl Rendon Howe, traitor to Teyrn Bryce Cousland of Highever and the Grey Wardens. He is a rogue with the archer specialty, and has talents to bypass traps and locks. Nathaniel is found in the dungeons of Vigil's Keep after the darkspawn attack, awaiting the Warden's judgment. He snuck into the Keep, which was part of his family's former arling, in order to kill the Warden-Commander. However, once inside, he had a change of heart and decided only to try steal back some of his family's belongings. He was caught, and it took four Grey Wardens to imprison him. The player can decide to have him executed, do nothing with him, or force conscription into the Grey Wardens. He is fairly repulsed by the idea, and makes his hatred of the player abundantly clear, but will go through with it and survive the Joining. In the beginning he blames the Grey Wardens for his father's death and his family's fall from grace, claiming that his father was merely on the wrong side of the war. During the events of Origins, he was away at the Free Marches, and has lost contact with most of his family that did not die. He learns that his sister still lives and is now living in the city of Amaranthine. If he finds his sister she will confront him about his blind love for their father. She explains that Arl Howe brought things down on himself and his family, and that he was all in all a lying, traitorous murderer. After the meeting he comes to terms with this, and tells the player he no longer blames the Grey Warden for the downfall of Howes and his father's death.
- He appears in Dragon Age II when the player explore the Deep Roads.
Sigrun
- A somewhat naive dwarf rogue who also happens to be a member of the Legion of the Dead (she was once casteless). She specializes in dual weapon wielding and points must be added to get her the locking picking and trap detection talents. The player finds her in the thaig Kal'Hirol, which has been opened up by a giant chasm in the ground, caused by the Blight or some other darkspawn activity. Her entire company/squad was killed during their investigation of the darkspawn incursion in this thaig, but she ran away and survived, which she repeatedly expresses guilt over throughout the game. The Player offers to help her redeem herself by inspecting the thaig with her, and after the player makes it all the way through and kill the brood mothers, the player's dialogue with her eventually allows the player to offer her a place in the Grey Wardens. She will accept after some minimal encouragement and survive the Joining, which must be initiated by talking to the seneschal at Vigil's Keep. After raising her approval to a high enough level, her personal quests triggers in Amaranthine where she bumps into someone from her past.
Velanna
- A Dalish elf mage who was the Keeper of her clan before it was wiped out by the darkspawn. She is reminiscent of Morrigan in looks, appearance, and abilities, although she opens up the new Keeper talent tree which gives her some new unique abilities. The player meets her in the Wending Wood, while investigating the mysterious attacks on the caravans passing through there. It turns out that it is she who has been attacking the caravans, but it is because she was tricked by the darkspawn into believing that it was humans who attacked her tribe and kidnapped her sister, not the darkspawn themselves. Upon confronting her at the ruins of her tribe's camp, the Warden has the choice of killing Velanna for the murders she has committed or explaining the situation to her. Once the player gets things settled with her, she joins your party and the player gos into the Silverite Mine to find her sister and kill some more darkspawn. The player meets the Architect, and find out that Velanna's sister had joined him of her own free will. Once the player get through the mine, Velanna demands that the player let her become a Grey Warden so she is better able to fight the darkspawn and find her sister again.
Justice
- A Fade spirit of Justice which inhabits the dead body of the Grey Warden Kristoff after being forced from the fade with the rest of the party by a Pride demon. During the course of the game Justice undergoes arguably the most evolution as a character. He begins as a benevolent spirit that aspires to Justice as its only attribute, knowing and caring little for the world outside the fade beyond viewing everyone who does inhabit it with (rather condescending) pity. But as the player journeys with him he begins to experience the dead Kristoff's memories and after a particularly distressing visit from the late warden's wife he starts questioning his identity. If the player choose to help Justice track down Kristoff's wife he will resolve that whatever time he has left will be spent fighting to protect the love and beauty he has discovered in the material world.
The Architect
- An intelligent, sentient darkspawn emissary, the Architect is different from the rest of his kind in that he has free will: he does not suffer from the darkspawn's compulsion to find the Old Gods, corrupt them into archdemons and start Blights. His goal is to release all the darkspawn from this compulsion, and he will do anything necessary to achieve this. The Architect is highly intelligent, but has little understanding of other races and is completely devoid of morality; to the Architect, the end always justifies the means, regardless of the cost. At the game's climax, the Architect offers an alliance with the Warden-Commander for the greater good: he explains his research has shown him that by exposing the darkspawn to the blood of a Grey Warden, the darkspawn are freed from the call of the Old Gods, preventing them from starting a Blight. The Warden-Commander must decide whether to ally with the Architect in the common cause of stopping the Blights, or killing him for his many crimes (though if they ally with him, the Mother tells the Warden Commander that it was the Architect's experiments that caused the events of Dragon Age: Origins, though the Architect insists freeing the archdemon was an accident and he never intended to start a Blight).
The Architect was also present near the end in the second novel, Dragon Age : The Calling. Much as in Awakening, the Architect wished to free his darkspawn brethren from their compulsion by killing the Old Gods; however, he believed the mortal races and darkspawn would never see eye-to-eye even were they freed from the Old Gods. Viewing the Grey Wardens, who share the same taint as the darkspawn, as a middle ground, the Architect planned to spread the taint across Thedas in order to create a similar state among the mortal races, even knowing that thousands of people worldwide would die and the survivors would be tainted; he believed the chance of peace between humanity and darkspawn was worth the high cost. The Grey Wardens, including a young Duncan and King Maric, thwarted the scheme, but the Architect escaped justice.
The Mother
- A broodmother (a woman corrupted into a monster that breeds more darkspawn) freed from the call of the Old Gods by the Architect, the Mother was driven insane by the realisation of what she had become and the loss of her purpose to find the Old Gods. Calling to her other darkspawn freed by the Architect but dissatisfied with him, and a horde of unchanged darkspawn, the Mother simply wishes to destroy everything in Ferelden, mortal or darkspawn, and her armies now ravage both Amaranthine and the Deep Roads, fighting against the forces of the Grey Wardens and those loyal to the Architect. The Mother has no greater goal than utter destruction: she simply wishes to destroy everything in the world in the hope it will grant her release. After defeating the Mother's armies, the Warden Commander confronts the Mother in her lair and slays her in a final battle, truly ending the Fifth Blight.
Hawke
- (Male)
- (Female)
- The main protagonist of Dragon Age II, a human who lived in Lothering during the Blight in Ferelden. Hawke escaped the darkspawn invasion by fleeing north to the Free Marches, eventually rising from impoverished refugee to become the Champion of Kirkwall, and "the single most important character in the world of Dragon Age".
Varric Tethras
- A surface dwarf rogue and known associate of the Champion of Kirkwall, who acts as the narrator for Dragon Age II. He was captured and interrogated by a Chantry Seeker named Cassandra, who is interested in information about Hawke, the Champion of Kirkwall.
Bethany Hawke
- Hawke's sister and an apostate mage. She fled Lothering to escape the Blight with her family. If player chooses to be a mage, Bethany will die instead of Carver. If taken to the deep roads, she will be infected by the taint and will die unless Anders is in the player's party. If the player does have Anders, he'll save her life by making her a Grey Warden. If left behind Bethany is found out by the Templars shortly before the player return, and is forced into the Kirkwall Circle of Magi.
Carver Hawke
- Hawke's brother and a warrior. He fled Lothering to escape the Blight with his family. If the player chooses to be a warrior or rogue, then Carver will be killed. If taken to the deep roads, he will get the taint and die unless Anders is in your party. If the player does have Anders, he'll save his life by making him a Grey Warden. If the player do not take him into the deep roads, he will join the templars.
Aveline Vallen
- A warrior and daughter of an exiled chevalier from Orlais, and wife of a Templar named Ser Wesley. The Hawke family would encounter Aveline and Wesley, who had been wounded by the darkspawn, as they were also fleeing Lothering from the onslaught of the Blight.
- She later becomes a city guardsmen of Kirkwall, and is promoted to Captain of the Guard after exposing the former one of corruption. She later falls for a guardsman under her command, Donnic, and can end up marrying him. In the last act, the former captain plots revenge by denouncing Aveline and stirring up unrest for her position, in which he is later killed by Aveline and Hawke after they confront him.
Isabela
- (Dragon Age: Origins)
- (Dragon Age II)
- The captain of the pirate ship The Siren's Call, and a minor character in Dragon Age: Origins. She returns in Dragon Age II, now residing in Kirkwall after being shipwrecked. She is a potential companion and love interest for both a male or female Hawke.
- Isabela plays a major role in Act II, when it is revealed she stole the artifact from the Qunari, stranding them in Kirkwall until the artifact is retrieved. Depending on the players relationship with Isabela, she may return the artifact to the Arishok, but after the Arishok demands that she be taken prisoner as well, the player can hand her over, duel the Arishok, or attack the entire Qunari group as a party.
Merrill
- (Dragon Age: Origins)
- (Dragon Age II)
- An apprentice to the Keeper of her Dalish clan, who first appeared in the Dalish Elf origin story in Dragon Age: Origins. The Dalish Clan travelled north to escape the Blight shortly after, and they have since settled down at Sundermount, a mountain to the north of Kirkwall. She is a potential companion and love interest for male and female Hawke.
- She is first recruited by Hawke by the Dalish Keeper's request, as Merrill's use of Blood Magic and her plans to restore the ancient mirror seen in Origins have caused a rift between her and her clan. She later requests that Hawke help her finish the project, and needs help getting a tool from the Keeper. The Keeper, through tradition, grants Merrill's request as long as she does a task for the clan, kill the Varterral that has killed the clans hunters. Once done, after witnessing the death of her friend that was killed by the creature after he ran from her fearing her blood magic, Hawke can decide whether or not to give her the tool. In Act III, she requests that Hawke help her contact the demon that gave Merrill her powers in order to finish the mirror, however, the Keeper intervened. Unable to contain the demon, who plotted to use Merills mirror to escape his prison, she is possessed by it and is killed by Hawke and Merrill. This leads to a confrontation with the clan outside, looking for the keeper, and through Hawke's dialogue, can end up either Merill becoming an outcast for good or the slaughter of the clan by Hawke.
Anders
- (Dragon Age: Origins-Awakening)
- (Dragon Age II)
- An apostate mage and Grey Warden who returns from Dragon Age: Origins – AwakeningDragon Age: Origins – AwakeningDragon Age: Origins – Awakening is an expansion for the fantasy role-playing video game Dragon Age: Origins. Awakening adds a brand new campaign which takes place during the aftermath of Dragon Age: Origins...
. He is first seen in Kirkwall giving aid to refugees. He is also the host for the spirit Justice, also from Awakening. He convinces Hawke to help rescue a friend from the Templars, but finds him turned Tranquil. In his anger, Anders turns Justice into a spirit of Vengeance. As such, Anders now struggles to maintain control of his own body and mind. He is a potential companion and love interest for both a male or female Hawke.
- However, during the climax, with or without Hawke's assistance, he destroys the Chantry, killing the Grand Cleric. This in turn leads Meredith to invoke the Rite of Annulment, sparking a war between the Templars and the Mages. Hawke has an option of executing him for his actions. However, choosing to spare him will enrage Sebastian who demands justice for the slain Grand Cleric. He will leave the party to return to his home city of Starkhaven, vowing to return with an army to exact revenge on all of Kirkwall.
Fenris
- A Tevinter elf and former slave who lost his memory due to the lyrium infused into his flesh, rendering him averse to physical contact but also giving him strange powers. He escaped from his master, Danarius (a Tevinter magister), and has been hunted ever since his escape. He is a potential companion and love interest for both a male or female Hawke.
- In act III, Fenris finally finds his sister (having been told of her existence by one of his master's pupils in Act II), only to find it is a trap set up by his former master. After killing him, he can either spare or kill his sister. If she is allowed to live, she later reveals that he asked for the lyrium markings to save her and his mother from slavery.
Sebastian Vael
- A character only available through "The Exiled Prince" downloadable content, who is an archer of noble birth. Sworn to the priesthood as a child, Sebastian is forced to re-enter the viper's nest of princely politics when his family is brutally murdered, leaving him as the sole surviving heir determined to exact revenge. Sebastian is only available as a companion with 'The Exiled Prince' DLC. Sebastian is a romantic interest for a female Hawke only.
Knight-Commander Meredith Stannard
- Meredith Stannard is the Knight-Commander of the Templar Garrison in Kirkwall and the main antagonist of Dragon Age II. She is the ruler of Kirkwall in all but name as the Viscount of Kirkwall, Marlowe Dumar, fears her police-state clutch on the politics of Kirkwall. Following the Viscount's death at the hands of the Arishok, she assumes control over the city. As the game progresses her prejudices and brutality towards mages becomes more pronounced: she is shown to evolve from having extreme views on controlling mages, to paranoid delusions that all mages are blood mages including the idea that any who defy her must be under their influence. Near the end of the game it is revealed that Meredith is the woman to whom Varric's brother Bartrand sold the Deep Roads' lyrium idol, fashioning it into a sword that grants her super-human abilities. Like Bartrand, the strange lyrium has distorted her mind and is shown to be the cause of her insanity. During the climax of the game the rogue mage Anders blows up the chantry in a statement that there can be no peace: mages will never truly be free under Chantry rule. This causes Meredith to invoke the Right of Annulment, giving her the authority to kill every mage in Kirkwall, though they had no involvement in the destruction. At this point, Hawke must choose to side with her or the mages, sparking a war between the two factions that, during the epilogue, is revealed to bring the world to the verge of full scale world war. Meredith ultimately becomes hostile regardless of the player's decision, serving as the final boss.
First Enchanter Orsino
- Head of the Circle in Kirkwall, he clashes constantly with Meredith over her treatment of mages and growing power in the city. Their most consistent topic of unrest is the thought that the mages use blood magic (which, Orsino admits, he never uses till the final battle), a fact they debate over in every dialogue together and even when they reference each other for missions. During the final battle he reveals that he had links to the deranged necromancer Quentin (who murdered Hawke's mother) and, in desperation from the advancing Templars, uses blood magic to transform into a mindless Harvester. He is finally killed by Hawke, regardless of the side he or she chooses to fight for.
The Arishok
- Leader of the Qunari stranded in Kirkwall after their ship was wrecked in a storm chasing after Isabela, who stole their relic. Despite the Qunari's history as foreign occupiers, he states he has no intention of conquering Kirkwall, as he has a demand to satisfy of their religion, the Qun. He is sickened by the people who inhabit Kirkwall and after tensions between his people and the residents boil, he attempts to take Kirkwall by force, killing the Vicount. During the climax of the invasion in the Viscount's Keep, If Isabela returns after leaving the party earlier with the relic, she will hand it over to the Arishok and thus resolve his reasons for staying in Kirkwall. He will demand that Isabela be taken with to be punished. If Hawke refuses to let him take her, the Arishok will challenge Hawke to duel in single combat to the death. Refusing the duel will result in Hawke, Isabela and the rest of the party battling the Arishok as well as the Qunari soldiers in the throne room. Either way, he is killed by Hawke or peacefully leaves in return for the relic and Isabela herself. Varric will comment later that Isabela escaped with the relic shortly after their departure, and is continuing to adventure in another nation.