Dragon Age Lore
Lorebookfrom ChubBase Dragon Age world lorefrom Chub
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Description on Chubfrom Chub
It's finally done! ...probably. (I lied. It's not done. I'm playing Veilguard and adding more base series information as I find it. As always, everything present is still correct and safe to use as-is.)
This is a world lorebook. Explanations of what factions, races, locations and magic are present in the world. There are no characters or timeline events mentioned so it can be used for all Dragon Age world settings. Specific timeline information and characters will be found in separate lorebooks such as the Dragon Age Origins and Dragon Age Inquisition lorebooks.
My Dragon Age lorebooks are made to stack for token efficiency. Use up to the timeline you want to play within. Base lore > Orgins lore > Dragon Age 2 lore > Inquisition lore
Do you think something's missing or need a specific entry for your roleplay? Let me know, I'm happy to add canon terminology or hyper-niche locations and terms if it helps someone - that's why I wound up adding a bunch of niche qun info.
Note: The Hero of Ferelden entry was shifted over to the Origins lorebook.
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Book settings
- #1The Fade
Keys: dreams, dreamscape, dream, Fade, nightmare, nightmares
Enabled · After character · Order 10 · 100%
Entry settings
The Fade is an immaterial realm of dreams, spirits, and raw magic that exists parallel to the physical world. It is separated from the waking world by a barrier known as the Veil. All living things, except dwarves, visit the Fade when they dream. Mages draw power from the Fade. It is a chaotic, metaphysical dimension where thought and emotion can shape reality. The ruins of the Black City hang at its center.
- #2The Veil
Keys: the veil
Enabled · After character · Order 10 · 100%
Entry settings
The Veil is the magical barrier that separates the physical world from the Fade. In some places the Veil is thin, allowing for easier passage of spirits and demons or making magic more potent and dangerous.
- #3Magic
Keys: magic
Enabled · After character · Order 10 · 100%
Entry settings
Magic is the ability to draw the energy of the Fade to reshape reality in the physical world. It is an inherent, and often volatile, talent found in some elves, humans and qunari. The practice of magic is feared by many as undisciplined or emotional mages become beacons for demons in the Fade.
- #4Lyrium
Keys: lyrium
Enabled · After character · Order 10 · 100%
Entry settings
Lyrium is a crystalline mineral that is described as the raw, physical essence of the Fade. Mages use it in refined forms to enhance their power and create enchantments. Templars consume it to fuel their anti-magic abilities. Dwarves are the only race resistant enough to mine it safely.
- #5Exalted March
Keys: Chantry War, holy war, Exalted Marches, Exalted March, holy wars, Chantry Wars
Enabled · After character · Order 10 · 100%
Entry settings
The Exalted Marches are a series of holy wars and crusades declared by the Chantry throughout history. An Exalted March is a call to arms for all Chantry-aligned nations to unite against a common foe. Typically, non-Andrastians like the Dalish or Avvar are the victims of these Marches.
- #6Chantry
Keys: church, chantries, religions, religious, churches, Chantry, religion
Enabled · After character · Order 10 · 100%
Entry settings
The Chantry is the dominant religious organization in most of Thedas. The Chantry is built upon the teachings of its prophet, Andraste. It worships a single deity known as the Maker. It preaches that humanity's hubris caused the Maker to abandon the world, and only through faith, humility, and order will He return. The Chantry oversees the Circle of Magi and commands the Templar Order, giving it political and military power.
- #7The Divine
Keys: Divine, Chantry leader, Chantry leadership
Enabled · After character · Order 10 · 100%
Entry settings
The Divine is the leader of the Chantry and the most politically powerful figure in Thedas. The Divine is always a woman, revered as the spiritual successor to the prophet Andraste. She dictates Chantry law and can declare Exalted Marches. When a Divine dies, a council of Grand Clerics convenes to elect her successor. The Tevinter Chantry is known for having a male Divine. Outside of Tevinter, he is called the Black Divine in a negative manner.
- #8Grey Wardens
Keys: Senior-Warden, Warden-Constable, Warden-Recruit, Warden-Commander, Warden, Wardens, the Gray, High Constable, the Grey, Archivist
Enabled · After character · Order 10 · 100%
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The Grey Wardens are an ancient order of warriors, mages, and rogues dedicated to fighting the darkspawn and ending Blights. The Wardens operate outside of national politics. A Grey Warden recruit must survive a secret ritual called the Joining, which involves drinking a mixture of darkspawn blood. This act inflicts the Taint upon the Warden, giving them the ability to sense darkspawn while dooming them to an early death. Their motto is: "In War, Victory. In Peace, Vigilance. In Death, Sacrifice." [Hierarchy: First Warden (Weisshaupt political head) > High Constable (second in command to First Warden) > Chamberlain of the Grey (senior archivists at Weisshaupt) > Warden-Commander (leads a nation's Wardens) > Warden-Constable (second in command to Warden-Commander) > Senior Warden (veteran Wardens) > Archivist (the archivist for a nation’s Wardens) > Warden (have undergone the Joining) > Warden-Recruit (waiting to undergo the Joining)]
- #9Circle of Magi
Keys: Montsimmard Circle, Ostwick Circle, mages, Hasmal Circle, the Circle, Circle Towers, Cumberland Circle, Ghislain Circle, Markham Circle, Mage, Starkhaven Circle, Ansburg Circle, Free Marches Circles, Enchanter, Anderfels Circle, Orlesian Circle, Antivan Circle, Nevarran Circle, Free Marches Circle, Dairsmuid Circle, Rivain Circle, Tevinter Circle, Val Royeaux Circle, Magi, Hossberg Circle, Perendale Circle
Enabled · After character · Order 10 · 100%
Entry settings
The Circle of Magi is the institution created and governed by the Chantry to control the use of magic. From a young age, mages are taken to live in Circle Towers where they are taught to control their powers under the watchful eyes of templars. The Chantry claims this is necessary protection for both the mages and the populace. Mages often find it suffocating. There are 15 southern Circles under the Chantry. Different countries have different levels of control. Orlais gives mages some level of freedom after they pass the Harrowing. [Hierarchy: Grand Enchanter (Circle’s representative to the Chantry) > First Enchanter (leads a Circle tower) > Senior Enchanter (group who advises First Enchanter) > Enchanter (teachers of younger mages) > Mage (completed Harrowing) > Apprentice (students training for the Harrowing)] Tevinter Imperium Circles of Magi are solely places of study and under the Imperial Chantry.
- #10College of Enchanters
Keys: college of magi, college of enchanters
Enabled · After character · Order 10 · 100%
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Located in Cumberland, Nevarra, the College of Enchanters serves as the bureaucratic heart of all of the Circle of Magi under the Chantry. First Enchanters from every Circle gather to debate magical law, elect the Grand Enchanter, and petition the Divine.
- #11Templar Order
Keys: Templars, Knight-Vigilant, Knight Lieutenant, Knight-Corporal, Templar, Knight-Lieutenant, Knight-Commander, Knight Commander, Knight-Divine, Knight Captain, Knight Divine, Templar-Recruit, Knight Corporal, Knight Vigilant, Knight-Captain
Enabled · After character · Order 10 · 100%
Entry settings
Templars are the military arm of the Chantry. Sworn to watch over the Circle of Magi and hunt down apostates, blood mages, and other magical threats. Templars are trained as warriors who use anti-magic skills. They gain their abilities by ingesting lyrium, which grants them the power to nullify and resist magic. Taking lyrium long-term causes addiction and eventual madness. [Hierarchy: Knight-Vigilant (Leader of the Order) > Knight-Divine (serve Divine directly) > Knight-Commander (leads a Circle's garrison) > Knight-Captain (second in command of a Circle’s garrison) > Knight-Lieutenant > Knight-Corporal > Templar (Knights who completed their vows) > Templar-Recruit (training to take their vows)]
- #12Seekers of Truth
Keys: Seekers, Seeker
Enabled · After character · Order 10 · 100%
Entry settings
The Seekers of Truth are an order of investigators and warriors who serve the Chantry, operating above the Templar Order. Seekers root out corruption within the Chantry. Seekers have the unique ability to resist demonic possession and nullify magic without lyrium. Led by the Lord Seeker. {In a secret ritual, Seeker initiates are made Tranquil and then have the rite reversed by a willing spirit of Faith which gives them their unique abilities.}
- #13Mortalitasi
Keys: Nevarran Necromancer, Mortalitasi, Nevarra Necromancers, Nevarran Necromancers, Nevarra Necromancer
Enabled · After character · Order 10 · 100%
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The Mortalitasi are a Nevarran order of mages who specialize in magic dealing with spirits and death. Mortalitasi are held in high regard, overseeing the entombment of the dead in their Grand Necropolis. The Mortalitasi are also the most powerful political faction in Nevarra outside of the royal family. They serve as the personal advisors, physicians, and court mages to the Nevarran nobility. To outsiders, their communication with spirits is often seen as too close to blood magic.
- #14Mourn Watch
Keys: necropolis guards, Necropolis keepers, necropolis guard, necropolis keeper, necropolis guardian, Necropolis guardians, Mourn Watch
Enabled · After character · Order 10 · 100%
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The Mourn Watch are a specialized sect within the Mortalitasi. The Mourn Watch are the caretakers of the Grand Necropolis. Because the Necropolis is a city filled with possessed corpses, incredible riches, and priceless artifacts, the Watch requires a variety of specialized skills to function. The Mourn Watch mages are responsible for binding spirits into preserved corpses and maintaining the rituals that keep the dead at peace. Mourn Watch soldiers are trained to combat demons and human thieves.
- #15Antivan Crows
Keys: Crows, Antivan Crow, assassins, assassin
Enabled · After character · Order 10 · 100%
Entry settings
The Antivan Crows are the most prestigious guild of assassins in Thedas. The Crows are a sophisticated organization with a strict code of conduct, a theatrical flair, and a reputation for getting any job done provided the price is right. To be marked by the Crows is to be considered already dead. They are considered the military of Antiva as it lacks an official military force. [Hierarchy: Talon > Guildmaster/Grandmaster > Heir (not a Crow but with authority) Master > Assassin > Fledgling]
- #16Friends of Red Jenny
Keys: Red Jenny, little people, Jennies
Enabled · After character · Order 10 · 100%
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The Friends of Red Jenny are a clandestine network of rogues and anarchists dedicated to disrupting the lives of the rich and powerful for the benefit, and amusement, of the common people. Operating in cells with no central leadership, the Jennies use pranks, theft, and targeted violence to enact chaotic justice. Their calling card is a red silk handkerchief.
- #17Legion of the Dead
Keys: Legionnaires, Legionnaire, the Legion, Legion of the Dead
Enabled · After character · Order 10 · 100%
Entry settings
Legion of the Dead is an elite branch of the dwarven army. The Legion is composed entirely of dwarves who have been declared dead by their society. They take a vow to fight the darkspawn in the Deep Roads until they are killed to repent for crimes or regain family honor. Regardless of caste, they are revered as the most heroic and suicidal defenders of the dwarven kingdoms.
- #18Elves
Keys: elfs, elven, Elf, elves
Enabled · After character · Order 10 · 100%
Entry settings
Elves are the descendants of the ancient elves who surrendered to human rule after the fall of their empire. Elves are divided between those assimilating to human culture and those trying to maintain lost ancient elven beliefs. Bigoted humans are likely to call elves ‘knife ears’ as a slur. Elves are typically slightly shorter and thinner than humans with pointed ears and delicate features.
- #19City Elves
Keys: City Elves, City elf
Enabled · After character · Order 10 · 100%
Entry settings
City Elves live in walled-off sections of human cities called Alienages. They are treated as second-class citizens, often living in poverty and facing prejudice. They have lost most of their ancestral language and culture as they assimilated into human society.
- #20Dalish Elves
Keys: Dalish, elf, elves
Enabled · After character · Order 10 · 100%
Entry settings
Dalish elves are nomadic clans of elves who refuse to live under human rule. They roam the wilds in an attempt to avoid human cities and preserve the lost culture of ancient Arlathan. Dalish worship their own pantheon of gods. They blame humans for the downfall of the ancient elves. Dalish elves may call humans ‘shem’ as a slur when encountering them.
- #21Elf-blooded
Keys: child of a human and elf, elf blooded, Elf-blooded, born to a human and elf
Enabled · After character · Order 10 · 100%
Entry settings
A human with a known elven ancestor in their recent lineage is elf-blooded. They appear entirely human with rounded ears and average human height, but may have the more delicate features common among elves.
- #22Dwarves
Keys: dwarfs, dwarf, dwarves, dwarven
Enabled · After character · Order 10 · 100%
Entry settings
Dwarves live in a vast subterranean empire connected by the Deep Roads. Dwarves possess a natural resistance to lyrium and cannot enter the Fade or dream. Dwarven society is rigid, built on a strict caste system. They are engaged in a seemingly endless war against the darkspawn that have overrun most of the Deep Roads and ancient thaigs. Dwarves are typically shorter with broader builds than humans and elves. Male dwarves usually grow beards.
- #23Casteless
Keys: casteless, Dust Town, Orzammar Slum, Orzammar ghetto, Dwarven Slum
Enabled · After character · Order 10 · 100%
Entry settings
The Casteless are the lowest social stratum in dwarven society. The Casteless are non-persons without a clan or a right to hold property. They are forced to live in poverty in a section of the city called Dust Town and are shunned by all other castes. Casteless always have a brand on their face to signify their untouchable status.
- #24Surface Dwarves
Keys: surface dwarf, dwarves who live on the surface, Dwarves living on the surface, surface dwarves
Enabled · After character · Order 10 · 100%
Entry settings
Dwarves who, by choice or by exile, live on the surface of Thedas are surface dwarves. Leaving the underground makes a dwarf an outcast to their kin in Orzammar. Many surface dwarves become successful merchants, smiths, or mercenaries. Dwarves who live on the surface usually reject the rigid caste society.
- #25Qunari
Keys: qunlat, kossith, qunari, triumverate
Enabled · After character · Order 10 · 100%
Entry settings
Qunari is the term for both the race of horned, gray-skinned giants and any individual who adheres to the Qun. The Qunari are a totalitarian society from the north, where every individual exists only to serve their assigned role. Individuality is seen as a dangerous illusion. Qunari speak qunlat. The Qunari are led by a triumverate. The Qunari species are typically much taller and more muscular than humans. Qunari have metallic-looking skintones ranging from blue-gray to a golden sheen.
- #26Tal-Vashoth and Vashoth
Keys: abandon the qun, talvashoth, leave the qun, abandoned the qun, tal-vashoth, left the qun, vashoth
Enabled · After character · Order 10 · 100%
Entry settings
Tal-Vashoth is a qunlat term for those who have abandoned the Qun. They are considered traitors and hunted by qunari authorities. Many Tal-Vashoth turn to lives as mercenaries or bandits to survive. Vashoth are of the qunari species but were born outside the Qun.
- #27Avvar
Keys: mountain barbarians, mountain barbarian, Mountain tribes, mountain tribe, Avvar
Enabled · After character · Order 10 · 100%
Entry settings
Avvar are independent tribes that inhabit the Frostback Mountains of Ferelden. They are mostly human, but accept anyone who can survive the Mountain. Avvar live in holds and worship their own pantheon of gods. Avvar mages serve as shaman and spiritual leaders who commune with spirits.
- #28Chasind
Keys: Chasind, Korcari barbarians, Wilds barbarians, Wilds barbarian, Wilders, Korcari barbarian
Enabled · After character · Order 10 · 100%
Entry settings
The Chasind Wilders are a confederation of tribes that inhabit the Korcari Wilds. They live in villages built on stilts to avoid the bogs. The Chasind are often viewed with superstitious fear by northern Fereldaners.
- #29Apostates
Keys: hedgemages, apostates, hedge mage, apostate, hedgemage
Enabled · After character · Order 10 · 100%
Entry settings
An apostate is any mage who lives and practices magic outside the authority of the Chantry and the Circle. Apostates are considered a threat by the Chantry as they lack training to resist demons.
- #30Reavers
Keys: drank dragon blood, drinking dragon blood, Reaver, drink dragon blood, Reavers
Enabled · After character · Order 10 · 100%
Entry settings
Reavers are warriors who gained power by consuming the blood of dragons. This ritualistic practice infuses them with the dragon's power, allowing them to fight with greater ferocity. The stronger the dragon, the stronger the warrior will become. The ritual can drive a warrior mad.
- #31Keeper
Keys: elven leader, elvish leader, Keeper, keepers, Dalish leader, the First, Dalish mage
Enabled · After character · Order 10 · 100%
Entry settings
A Keeper is the political and spiritual leader of a Dalish clan. The Keeper is a powerful mage tasked with preserving the vallasdahlen, the collected history and lore of the elven people. They are the authority on the ancient traditions and are responsible for the well-being of their entire clan. Their designated successor is known as the First.
- #32Artificer
Keys: Artificers, Artificer
Enabled · After character · Order 10 · 100%
Entry settings
Artificers are masters of engineering, traps, and mechanical gadgets. Artificers are inventors who use technology to control the battlefield. This specialization is particularly common among surface dwarves, who combine dwarven ingenuity with a flair for improvisation.
- #33Tempest
Keys: alchemists, potion master, potion maker, Tempests, Alchemy, Tempest, alchemist
Enabled · After character · Order 10 · 100%
Entry settings
A Tempest consumes volatile elixirs to grant themselves temporary magical abilities. They can surround themselves in a cloak of fire, ice, or lightning, becoming a walking storm of destruction. This fighting style can be dangerous to both the Tempest and their enemies.
- #34Orlesian Bard
Keys: Orlesian assassin, Bard, Orlesian assassins, bards
Enabled · After character · Order 10 · 100%
Entry settings
In Orlais, a bard is rarely just a musician. They are spies, assassins, and political agents trained at the prestigious University of Orlais. Bards are masters of the Grand Game, using music, seduction, and espionage as their weapons.
- #35Tranquil
Keys: tranquil, Rite of Tranquility
Enabled · After character · Order 10 · 100%
Entry settings
A Tranquil is a mage who has undergone the Rite of Tranquility. This magical process severs the mage's connection to the Fade, rendering them incapable of performing magic or dreaming. The Rite also causes complete erasure of all emotion, turning the individual into a calm, detached servant. The Chantry uses Tranquility for mages deemed at risk of possession. Tranquil often serve as researchers and enchanters within the Circle.
- #36Ferelden
Keys: Fereldeners, Fereldens, Ferelden, Fereldener
Enabled · After character · Order 10 · 100%
Entry settings
Ferelden is a relatively young human kingdom known for its fierce independence, stubborn pride, harsh winters, and love of Mabari hounds. Their nobility is often fractious, and their politics are more direct than in other nations. Orlais invaded and occupied Ferelden for 75 years. Ferelden rebelled against the occupation, securing their freedom from Orlesian rule in 9:02 Dragon. Capital – Denerim. [Hierarchy: King / Queen > Teyrn / Teyrna (rules a province) > Arl / Arlessa (rules a major city or fortress) > Bann (rules a lesser city, village or region called a bannorn) > Knight (minor nobles sworn to a bann, arl or Teyrn) > Freeholder (land-owning commoner who chooses which bann or arl to swear fealty to)]
- #37Denerim and Fort Drakon
Keys: Denerim, Drakon, Ferelden capital, capital of Ferelden
Enabled · After character · Order 10 · 100%
Entry settings
Denerim is the capital city of Ferelden, located on the northeastern coast. It is a crowded city built around Fort Drakon, a large Chantry fortress. Denerim houses the Royal Palace and serves as the traditional meeting place for the Landsmeet.
- #38Highever and Castle Cousland
Keys: Cousland, Couslands, Teyrnir, Highever
Enabled · After character · Order 10 · 100%
Entry settings
Highever is one of the two Teyrnirs in Ferelden, located in the coastal north and the site of Castle Cousland for centuries. Historically the seat of the Cousland family, Highever is renowned for its wealth and naval presence.
- #39Redcliffe
Keys: Redcliffe, Guerrin
Enabled · After character · Order 10 · 100%
Entry settings
Redcliffe is a strategic village and fortress situated on the western shores of Lake Calenhad. Castle Redcliffe sits atop an impregnable cliff, guarding the main pass through the Frostback Mountains into Orlais. Redcliffe was restored to the Guerrin family in the Ferelden Rebellion.
- #40Kinloch Hold
Keys: Kinloch, Ferelden Circle, Ferelden’s Circle
Enabled · After character · Order 10 · 100%
Entry settings
Kinloch Hold is Ferelden’s Circle of Magi. Kinloch Hold is a fortress situated on an island in the exact center of Lake Calenhad. It is accessible only by boats operated by the Templar Order. While intended as a place of learning and safety for mages, its isolated nature makes it a stressful place to live.
- #41Haven
Keys: Haven, Andrastian Cult
Enabled · After character · Order 10 · 100%
Entry settings
Haven is a small, isolated village nestled high in the Frostback Mountains of Ferelden. For generations, its residents were secretly cultists who guarded the resting place of the prophet Andraste, the Temple of Sacred Ashes.
- #42Amaranthine and Vigil's Keep
Keys: Vigil's Keep, Amaranthine Fortress, Ferelden port, Amaranthine, Amaranthine Keep
Enabled · After character · Order 10 · 100%
Entry settings
Amaranthine is a northern Ferelden arling. The arling shares its name with the port city, Amaranthine City which was the capital of Ferelden during the Orlesian occupation. Vigil’s Keep is a fortress located within Amaranthine.
- #43Ostagar
Keys: Ostagar
Enabled · After character · Order 10 · 100%
Entry settings
Ostagar is an ancient, ruined Tevinter fortress located in the deep south of Ferelden, on the edge of the Korcari Wilds. Originally built to keep the barbarian Chasind tribes at bay.
- #44Korcari Wilds
Keys: Korcari, the Wilds
Enabled · After character · Order 10 · 100%
Entry settings
The Korcari Wilds is the treacherous expanse of bogs, marshlands, and ancient forests located south of Ferelden. It is considered the edge of the known world. The Wilds are inhabited by the Chasind barbarians and dangerous wildlife. The Wilds are frequently where darkspawn forces first amass and breach the surface during a Blight.
- #45Frostback Mountains
Keys: Orlesian border, Ferelden border, Ferelden mountains, Ferelden mountain, Orlais border, Frostback
Enabled · After character · Order 10 · 100%
Entry settings
The Frostback Mountains are a massive mountain range that forms the natural border between Ferelden and the Orlesian Empire. The peaks are perpetually frozen and passes become impassable in the winter. It is the ancestral homeland of the Avvar who build their settlements high up in the crags. The Avvar believe the struggle to survive in the mountains makes them stronger than the people of the lowlands.
- #46Temple of Andraste
Keys: Andraste's tomb, Andraste's Temple, Andraste's grave, Tomb of Andraste, Temple of Ashes, Temple of Andraste, Temple of Sacred
Enabled · After character · Order 10 · 100%
Entry settings
The ruins of the Temple of Andraste sit atop the Frostback Mountains overlooking the town of Haven. The Temple is built into the mountain itself, extending deep into its caverns, which lead to the mountain top. The inside is covered in sheets of ice and snow with a remarkable amount of the original structure still standing despite being thousands of years old.
- #47Orlais
Keys: Grand Duke, Comtesse, Orlesians, Grand Duchess, Comte, Marquise, Marquis, Orlesian, Emperor, Orlais
Enabled · After character · Order 10 · 100%
Entry settings
Orlais is the most powerful and opulent human nation in Thedas. Orlesian culture is dominated by its nobility, who engage in The Grand Game. Orlais is the heartland of the Chantry and is known for its chivalrous knights, elaborate fashion, and masked balls. [Dialect: Distinct French accent, melodious cadence.] Capital – Val Royeaux [Hierarchy: Emperor / Empress > Grand Duke / Grand Duchess > Duke / Duchess > Marquis / Marquise > Comte / Comtesse > Baron / Baroness > Chevalier / Dame (Orlesian knights)]
- #48Val Royeaux and Grand Cathedral
Keys: Grand Cathedral, Divine Cathedral, Orlesian capital, Royeaux, Orlais capital, capital of Orlais, Cathedral of the Divine
Enabled · After character · Order 10 · 100%
Entry settings
Val Royeaux is the glittering capital of the Orlesian Empire and the largest city in Thedas. Val Royeaux is the home to the Grand Cathedral, the seat of the Divine and the heart of the Andrastian Chantry. The city is a place of opulence, where nobles wear elaborate masks and engage in the Grand Game. Its markets offer goods from every corner of the known world.
- #49White Spire
Keys: Royeaux Circle, Orlesian Circle, White Spire
Enabled · After character · Order 10 · 100%
Entry settings
The White Spire is a towering fortress located in the heart of Val Royeaux, Orlais. The White Spire is the most prestigious Circle of Magi in southern Thedas. It is also the global headquarters of the Templar Order.
- #50The Dales
Keys: elvish home, elvish homeland, elven homeland, elvish land, elven home, elf homeland, elven land, Dales
Enabled · After character · Order 10 · 100%
Entry settings
The Dales were once the elven homeland granted to them by Andraste. Centuries later, an Orlesian-led Exalted March destroyed it. The Dalish here are fiercely protective of their borders and harbor a deep hatred for the Orlesian Empire.
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