A weird one, this. You can investigate Hubert's missing caravans in Act 2 but the perpetrator is a bandit, Brekker, not a dragon. As a result Keep's presentation of the quest is a little confusing. If you did it, however, pick the 'discovered looter' option - even if the description is wrong. You only meet Yevhen if Nathaniel died in the previous game, so disregard this if he survived.
The quest involves going to the Deep Roads to rescue a trio of dwarven brothers who followed your example and headed off to find treasure. Once down there, you can only save two of the three - either Iwan or Merin will die. Iwan is kind of a dick, however, and locked his brother in a room full of darkspawn, so Merin is probably the safe choice.
Javaris is an opportunistic dwarven merchant who, in his attempt to discover the secret to Qunari gunpowder, accidentally allows an elven fanatic to release a poisonous weapon in Lowtown. He's culpable but not entirely to blame, so it's down to Hawke's mercy whether or not he survives. Lieutenant Harley and her company are discovered pinned down by raiders on the Wounded Coast. Assuming that you do find them, you can either abandon them to their fate or agree to help.
Use a large AOE attack to clear out some of the shades and make it easier to take on the rage demon. Once the area is clear, move up and start exploring the rooms a bit. You should just run into a group of four shades as the only other enemy. You can inspect it quickly if you want. Things are a little complicated though.
If you talk to him for a bit, the woman will run off and escape on her own. Aveline, Isabela, Fenris and Merrill will not be happy with you if you let him go, although it seems to vary a bit depending on whether they like you already and to what degree you question him. Wynne is encountered during the crisis at the Circle of Magi.
She can be recruited or not and killed if the Circle is purged. Later on, the Warden may be forced to kill her if they opt to defile the Urn of Sacred Ashes. In short: is the Warden friendly to mages and not an asshole? Wynne is probably alive. A power-hungry Warden will probably have come into conflict with her, however. The villain for most of the game, Loghain can be recruited if he's spared at the climactic Landsmeet - though this usually means killing or exiling Alistair. If recruited, he can survive the game or be killed defeating the Archdemon at the conclusion.
A brutally pragmatic Warden might take this approach. Alternatively, Loghain may be executed by Alistair or by the Warden, if you choose to spare Alistair from the potential political ramifications of the act. If Alistair is chosen to duel Loghain, he'll kill him before the option to spare him is provided. It's possible for Loghain to survive if Alistair is 'hardened', which means you were kind of a dick to him during the quest to find his sister.
This is therefore less likely to be an option for Wardens who were close to Alistair, but the ultimate compromise would likely be Alistair and Anora jointly ruling with Loghain surviving in disgrace, which can only happen if Alistair is hardened.
We'll return to the Landsmeet later in this guide. Nathaniel is a potential companion in the Awakening expansion. He's discovered breaking into Vigil's Keep, at which point the Warden has the option of recruiting or executing him. It's also possible for him to die at the conclusion of Awakening. Nathaniel is a Howe, the family that betrayed the human noble Warden's parents at the beginning of the game. For this reason, a vengeful noble Warden might have him executed outright.
Otherwise, if he survives, he plays a minor role in Dragon Age 2. Zevran is a charismatic assassin who offers to join the Warden after trying to kill him or her on Loghain's orders. Zevran can be killed at this point, or, if his approval is low, later on when his employers force him to turn on the Warden. If your Warden isn't a fan of morally grey characters or didn't enjoy the character of Puss in Boots in Shrek, it's quite likely that Zevran didn't survive.
That would be a shame, however, because he's fun. Depending on the outcome of the Landsmeet, Alistair might be dead or he may die killing the Archdemon ; he can be exiled, in which case he becomes a drunk; he can be forced to relinquish his claim to throne in which case he stays with the Wardens and potentially your Warden, if they were close. You'll determine that result separately.
If the Warden is a female human noble, it's possible for her to become Alistair's queen. Alternatively, the Warden might become Alistair's mistress or they could split up. If Alistair stays with the Wardens, there's little to impede their romantic relationship. If recruited, it's possible for Leliana to die if the Warden chooses to defile the Urn of Sacred Ashes - similar to Wynne. For this reason, she's less likely to survive an encounter with a ruthless Warden. Alternatively, she might abandon the party at this point if sufficiently intimidated.
She will play a role in Inquisition regardless of this outcome, although the nature of her relationship with the Warden will be affected. On the eve of the final battle, Morrigan offers the Warden a chance to avoid the inevitable sacrifice of Grey Warden life that comes with killing an Archdemon. This involves Morrigan conceiving a baby with Warden blood to trap the Archdemon's soul at the point of its death. A male Warden may do this himself, or alternatively Loghain or Alistair may be convinced to step in - this is the only option if your female Warden wants to avoid the sacrifice.
If a male Warden is in a relationship with Morrigan, her child may be the product of their union even if the ritual is denied - this is the final option on the list. During the game, Morrigan will ask the Warden to acquire a grimoire belonging to her mother, the witch Flemeth. You may refuse, incurring Morrigan's disapproval, or accept, which involves either allowing Flemeth to flee and lying to Morrigan about it or fighting her in dragon form.
This is an outcome that comes down to individual conversation options - Flemeth's survival could be a sign that your Warden is diplomatic, or that they have a particular interest in esoteric magic. In Ostagar you discover a starving deserter, locked in cage. How you deal with him is an early barometer of your Warden's personality - ruthless, cruel, pragmatic, diplomatic, or simply willing to spend money to solve problems.
If not, why not? There's a sick Mabari hound in camp, and you can either ignore him or find herbs to cure him. The latter is how non-noble Wardens come to acquire a dog of their own; it's also the right thing to do, you monster. Depending on your decision to take an active hand in the quests in the village, you either helped the villagers to fight or not and helped them to prepare or not.
This is a rather neutral decision, in terms of what it says about your Warden - unless you're roleplaying as an absentee protector, in which case go for 'not'.
You're sent to find a missing child, Bevin, who is discovered cowering in a cupboard. Your options determine whether your Warden was intimidating or compassionate, and how they go about acquiring Bevin's family sword or not determines their honour. Paying for it or returning it later are the signs of a trustworthy warden; promising to return it and keeping it signifies a douchebag.
She's found in Redcliffe Castle itself in the final part of this questline. Discovering her counts as rescuing her with few other choices of lasting significance to make. Another 'did you do this? The fate of the tavern waitress, Bella, dependings on how you interact with both her and her boss.
If you bully her boss into fighting for the village, he may die - in which case she takes ownership of the tavern.
If the Warden is generous, she can be given money to leave and found her own business. Alternatively, she can be persuaded to leave or abandoned to die. The Arl's wife, Isolde, will offer to sacrifice her life if the Warden chooses to use blood magic to enter the Fade and kill the demon possessing her son, Connor.
The only way to avoid this is if the Warden went to the Circle of Magi first and resolved the quest line there in favour of the mages, in which case they'll be given the option to use lyrium instead. A diligent and compassionate Warden may take this option, while a less scrupulous or rushed Warden may end up taking Isolde's life instead.
What the Warden then does inside the Fade determines Connor's fate. He can be killed, if the Warden does not act, or the demon can be slain, sparing him from possession. Alternatively, a power-hungry Warden may make a deal to free the demon to return later. While seeking a cure for Arl Eamon, the Warden is given the choice to defile this sacred relic in order to gain tremendous personal power. Doing so has ramifications for Wynne and Leliana, as detailed above.
In short: a good Warden will likely leave the Urn alone, while a bad Warden will get all up in them ashes or whatever defiling ashes actually entails. The Warden encounters a Dalish clan which may be their own in conflict with werewolves. It turns out that the clan's leader is responsible for the curse, humanising possibly literally the monsters the Warden has been facing. You have the option of recruiting the elves or the werewolves separately, or brokering peace by breaking the curse and bringing the Keeper to justice.
If you're roleplaying a Warden with a strong elf- or human-centric mindset you might pick a side, otherwise it's inkeeping with the Warden's role as an investigator and diplomat to go for an alliance. The Warden may choose to help these two elves find love with each other. Alternatively, it's possible to seduce either one of them and ruin their relationship.
This is another decision to make based on your internal sense of how much of a prick your Warden is. There's a sick deer-like creature in the Dalish camp. You can heal it, which involves a bit of extra legwork - therefore the preserve of diligent wardens - or put it out of its misery. Or you can ignore it. Who are you, captain-doesn't-do-things? You're sent after this cursed elf by her husband, but you discover a werewolf.
You can follow her wishes and execute her, or be forced to fight her for spending too long asking questions about her condition the curse of BioWare protagonists everywhere. Alternatively you can ignore her, in which case her husband will seek her out if the werewolves are later cured. He's an elven craftsman with a thing for really hard magical wood. You find a piece of really hard magical wood. What do you do? Really, it's about ethics.
You're asked to find a lost elven scout in the forest. Unless you're roleplaying as a Warden in a hurry, you probably found him. If you found him, you either killed him for his shoes or returned him to his people. Another 'are you a dick? Sent into the Deep Roads in search of a Paragon who can resolve the succession crisis in the dwarven capital of Orzammar, you discover an artifact called the Anvil of the Void that can be used to trap a living soul inside a stone golem.
Its creator, the lost Paragon Caridin, implores you to help him destroy it. Alternatively, the Paragon smith Branka asks you to help her claim it. If you pick the latter, the Warden kills Caridin - and Shale, if she's in the party. Otherwise, Branka is killed. Branka's also Oghren's wife, so killing her and maintaining his approval could be tricky. This is another choice between pragmatism in the face of the Blight - claiming the Anvil - and doing what is right. Set your moral compass accordingly.
You've got two choices. Bhelen is young and progressive but probably killed his dad and definitely tried to kill and disgrace you if your Warden is dwarven noble. The alternative is Harrowmont, an aging conservative who you may prefer because he's not, on balance, an asshole.
This dwarf wants to leave to study magic at the Circle, even though dwarves can't be mages. You can opt to encourage her and support her against her disapproving father, or talk her out of it.
If the Circle is destroyed, Dagna's decision is made for her. Mardy is only encountered by dwarven noble Wardens during their origin story. If a male Warden chooses to sleep with her, she'll appear later in Orzammar with a son. You can either acknowledge the child as your own or refuse, depending once again on whether or not you are a dingdong.
Ruck is a young dwarf who goes missing in the Deep Roads. When you discover him he's been corrupted by eating darkspawn flesh. The Warden can leave him to it or kill him, and if the latter then you're given a range of options for determining exactly what his mother is told.
This is an opportunity to be compassionate - or brutally honest. On your travels in the Deep Roads it's possible to prove that the Legion of the Dead have a noble past. No big choice to be made, here: it's a question of doing it or not. The Dwarven Shaperate are responsible for recording dwarven history. Discovering a lost tome in the Deep Roads, you can either hand it over to them or sell it for coin depending on how merecenary you're feeling.
A rare Andrastian dwarf, Burkel, is trying to set up a Chantry in Orzammar. You can agree to help him and offer funding if you're feeling religious or just feel like triggering some theological unrest , or you can refuse. Your Warden's background should influence which way you're inclined to go on this one. The father of Zerlinda's baby has abandoned her, having attempted to use her to move up in Dwarven society.
Her father wants her to condemn the child to the Deep Roads. You can persuade her to do the former you dick! Criminal-minded or mage-minded Wardens may help a dwarf ship illicit supplies of lyrium to the Circle tower.
There are bunch of factors complicating this, including the fate of the Circle itself, but it comes down to how much you want your Warden to take up the smuggling trade. One for the rogues. By discovering the right records in the Deep Roads you can help this dwarf attain status in Orzammar society. Another 'do it or not' deal. Ultimately, you'll be asked to choose between the mages and Templars at the corrupt Fereldan circle tower.
Do you trust imprisoned-for-their-own-good wizards to go it alone, or do you put your faith instead in their jackbooted jailors? This is one of Dragon Age's most multifaceted problems, which is why you'll be asked this question over and over again for the next two games. In short: like magic, freedom, romance, danger, skirts? Go for the mages. Like cool helmets, security, authority, substance abuse and - for some reason - also skirts? People remember Cullen for his lovely hair and nice face, but few remember that the first real thing he asked you to do was to help him invoke the Rite of Annulment and purge every mage in the tower.
If you side with the Templars, this is a choice you may have made. If you side with the mages, you obviously didn't, because 'Rite of Annulment' is a fancy way of saying 'stab every wizard'. The First Enchanter can be killed if the Rite of Annulment is performed or if the Warden fails to use the Litany of Adralla to prevent him from turning into an abomination. If he survives he can help with Connor's situation in Redcliffe and shows up for the final battle. In Denerim's marketplace the Warden is challenged to a duel by a misguided Ferelden noble.
A diplomatic Warden might talk him out of it - the alternative is accepting the duel and killing him. Oswyn is found in Howe's dungeons during the Landsmeet questline. Telling Sighard about him earns the Bann's support during the Landsmeet itself, but is otherwise a rather neutral decision.
Another fetch quest. If you found this scroll in the Frostback Mountains and collected the reward, then tick this box.
You're offered this quest if you can steal or use stealth, so non-rogues probably didn't do it. If you are a rogue, however, then criminal Wardens might consider pulling off a series of crimes around Denerim.
You're asked to clear out a group of mercenaries from Denerim's brothel, The Pearl. The Warden can ignore the request or clear them out - with or without violence. If you remove the previous group of mercenaries non-violently then you'll encounter this lot.
No choice to make, here, really: did you kill some dudes, or did you not kill some dudes? Alfstanna is another noble whose support you can win by reporting Arl Howe's crimes. In this case, a dying Templar gives you a ring to return to his sister. You don't have to, though, if you don't care. In a later quest you help clear out a run-down house haunted by shades.
Inside you acquire an amulet, which you may return to its owner - or not - at your discretion. While a stalwart Warden might refuse to work for the Antivan Crows entirely - perhaps even killing Master Ignacio when he invites them to do so - this quest line isn't quite as chaotic evil as it first appears. The majority of the assassination targets are people who, one way or another, strengthen Loghain's cause.
For this reason it's an option for pragmatic Wardens as well as those given to murder for murder's sake. Alistair will ask you to find his sister in Denerim.
You can refuse, and if you help then you'll find that she's not exactly happy to see him. While your response doesn't affect this particular decision - you still helped him find her - it does have a bearing on the type of person Alistair becomes. If your Landsmeet decisions require him to be 'hardened', then this is where it happened. Leliana asks you to track down her traitorous mentor.
On discovering her, Leliana will be inclined to have her killed - but you do have the option to talk her out of it, if you're going for a whiter-than-white playthrough. Alternatively, you can refuse to help at all. This is a complicated one - as described above, it depends a lot on your background, your relationship with Alistair, the amount of support you gained from the nobles, and your willingness to show clemency towards Loghain. Alistair can rule alone or with Anora if you opt for a political alliance; he can also rule alongside the Warden if she's a human noble.
Alternatively Anora may rule alone or with a male human noble as consort. If the latter, Alistair will be killed, exiled, or stripped of his claim and returned to the Wardens.
The majority of players will be inclined to put Alistair on the throne, here, as he's a popular party member - but if you're roleplaying a ruthless Warden then kicking him out and marrying Anora yourself is an option.
Currying meagre support with the nobles leads, in most cases, to Anora ruling alone. Here you determine who landed the killing blow on the Archdemon: you, Alistair, or Loghain. If Morrigan's ritual is completed, this is mostly for determining bragging rights. If not, however, this determines who dies. If your Warden died, this is when they did it.
Alternatively, Loghain's redemption can occur in this way or Alistair can sacrifice himself to save his friend or lover. The Architect is an intelligent, talking darkspawn encountered in the Awakening expansion and a major character in the second novel. After contending with the Warden for some time he reveals a plan to pacify the darkspawn and end future Blights. The Warden can choose to continue doing what they do at this point and kill the Architect, or listen to the plan and agree to spare him - perhaps out of a desire to break the cycle of Blights.
This is a tough call - kill him and nothing changes, spare him and risk another Blight beginning sooner rather than later. The latter decision, I think, is most likely to come from Wardens with an open mind, an interest in esoteric magic, or simply a desire to see an end to conflict. At the end of Awakening you have the option to protect either the Warden stronghold of Vigil's Keep, or the city of Amaranthine, from darkspawn assault - though it is also possible to save both if you've been diligent about clearing sidequests throughout the game.
Vigil's Keep is a military asset while Amaranthine is full of innocent people - the Warden's decision will hinge primarily on their compassion relative to their pragmatism. Oghren is the only Origins companion to return in the expansion, which is why he has a separate entry here. He's a dwarf who likes dwarf things, like drinking and fighting and beards and sex. If you like those things too, you probably recruited him. In Origins, it's possible to reunite Oghren with his estranged partner, Felsi.
By the time of Awakening they've had a child and his quests revolve around reuniting them and patching up their relationship. Beacon of understanding?
You probably made this work.
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