To my utter surprise the Dwarf Noble has dominated this vote and it's been more than a day so I'm calling it here, the Dwarf Noble will be the main playthrough for this.
To my utter surprise the Dwarf Noble has dominated this vote and it's been more than a day so I'm calling it here, the Dwarf Noble will be the main playthrough for this.
For some reason, there are no easily available videos for the arrival at Ostagar so we'll have to make do with my screenshots.
Duncan: We will be travelling south through the hinterlands to the ruin of Ostagar, on the edges of the Korcari Wilds. The Tevinter Imperium built Ostagar long ago to prevent the Wilders from invading the northern lowlands. It's fitting that we make our stand here, even if we face a different foe within that forest. The king's forces have clashed with the darkspawn several times, but here is where the bulk of the horde will show itself. There are only a few Grey Wardens within Ferelden at the moment, but all of us are here. This Blight must be stopped here and now. If it spreads to the north, Ferelden will fall.
I don't know why the Dalish Camp is marked on the map (and in a spot where the Dalish Camp is not in-game no less).
And this is King Cailan, he's a friendly fellow but he's not someone I'd want leading me because of him getting easily bored of things like tactics (even though one of his guards tried to imply that this optimism was a front that he put up).
Cailan: Ho there, Duncan!
Duncan: King Cailan? I didn't expect--
Cailan: A royal welcome? I was beginning to worry you'd miss all the fun!
Duncan: Not if I could help it, your Majesty.
Cailan: Then I'll have the mighty Duncan at my side in battle after all! Glorious! The other Wardens told me you've found a promising recruit. I take it this is he?
Duncan: Allow me to introduce you, your Majesty.
Cailan: No need to be so formal, Duncan. We'll be shedding blood together, after all. Ho there, friend! Might I know your name?
Duran: I am Duran, your Majesty.
Cailan: Pleased to meet you! The Grey Wardens are desperate to bolster their numbers, and I, for one, am glad to help them. It's good to see one of the honourable stout folk outside Orzammar.
Duran: You must not have met many members of the noble caste.
Cailan: Sounds like there's a story behind that. You must regale me with it sometime.
Duran: If your Majesty wishes.
Cailan: I do. I'll make sure to have the finest dwarven brew brought up from the palace cellars... after we've dealt with the Blight, of course. I've been to Orzammar. King Endrin invited my father to a Grand Proving. How does Endrin fare these days?
Duran: I'm his son... and he was fine when I saw him last.
Cailan: Well... it seems your story may be even more interesting than I suspected. Allow me to be the first to welcome you to Ostagar. The Wardens will benefit greatly with you in their ranks.
Duran: You're too kind, your Majesty.
Cailan: I'm sorry to cut this short, but I should return to my tent. Loghain waits eagerly to bore me with his strategies.
Duncan: Your uncle sends his greetings and reminds you that Redcliffe (my spell checker has Radcliffe but it doesn't have Redcliffe, that's terrible) forces could be here in less than a week.
Cailan: Ha! Eamon just wants in on the glory. We've won three battles against these monsters and tomorrow should be no different.
Duran: It sounds like the Blight is almost over.
Cailan: I'm not even sure this is a true Blight. There are plenty of darkspawn on the field, but alas, we've seen no sign of an archdemon.
Duncan: Disappointed, your Majesty?
Cailan: I'd hoped for a war like in the tales! A king riding with the fabled Grey Wardens against a tainted god! But I suppose this will have to do. I must go before Loghain sends out a search party. Farewell, Grey Wardens!
That was Cailan, nice to a fault but not someone I'd want running a country, especially not with how he wants this to be a proper Blight rather than just a darkspawn raid for glory. And there's some info on how long it takes to get from Redcliffe to Ostagar (not that you can expect Bioware to adhere to those numbers).
Duncan: What the king said is true. They've won several battles against the darkspawn here.
Duran: Yet you don't sound very reassured.
Duncan: Despite the victories so far, the darkspawn horde grows larger with each passing day. By now, they look to outnumber us. I know there is an archdemon behind this. But I cannot ask the king to act solely on my feeling.
Duran: What would you have him do?
Duncan: Wait for reinforcements. We sent a call out west to the Grey Wardens of Orlais, but it will be many days before they can join us. Our numbers in Ferelden are too few. We must do what we can and look to Teyrn Loghain to make up the difference. To that end, we should proceed with the Joining ritual without delay. Feel free to explore the camp here as you wish. All I ask is that you do not leave it for the time being. There is another Grey Warden in the camp by the name of Alistair. When you are ready, seek him out and tell him it's time to summon the other recruits. Until then, I have business to attend to. You may find me at the Grey Warden tent on the other side of this bridge, should you need to.
Wait, wasn't your excursion in the Deep Roads done to provide confirmation that this is a Blight rather than just a vague feeling? I suppose they didn't bother record dwarf-specific lines here.
The ruins of Ostagar, it looks like it's still formidable even though it's glory days are over to me, which feels appropriate considering it's a fortress that has been abandoned for nearly a thousand years.
And this is the absolutely gigantic Tower of Ishal, used for keeping an eye out for barbarians and for sending out a signal with flame. And there's a random statue of Hessarian because Bioware reuses assets but let's pretend it's because it was occupied at some point by Andrastian forces who redecorated the place a bit.
Bioware skimped on their background design here, look at this.
Guard: The Tower of Ishal is off-limits. The men stationed inside are securing it now.
Duran: What is the tower of Ishal?
Guard: I think they used it once to watch for Wilders coming out of the forest.
Duran: Why is the tower off-limits, exactly?
Guard: By orders of Teyrn Loghain. The tower is being secured by his men to be used during battle. I'm told they discovered some lower chambers, and they don't know how far down they go. So for now, everyone's to stay out.
Duran: Lower chambers?
Guard: I didn't see anything like that when I was there, but who knows?
Duran: This is a pretty large ruin.
Guard: Goes back to the time of the Tevinter Imperium. Dwarven make. That's probably why it's still standing.
Some unknown lower levels, what could that possibly be hinting at? And this place is apparently Dwarven architecture, their design aesthetics must have drifted a lot in a thousand years since I never would have guessed. Though how did they get enough dwarves up here to make that huge tower? I suppose the king can grant exceptions to the rule that you're casteless if you've been to the surface.
Representing the furthest point of encroachment by the ancient Tevinter Imperium into the barbarian lands of the southeast, the fortress of Ostagar was once one of the most important defensive holdings south of the Waking Sea. It stood at the edge of the Korcari Wilds watching for any signs of invasion by the barbarians known today as the Chasind wilders. Straddling a narrow pass in the hills, the fortress needed to be by-passed to reach the fertile lowlands to the north and proved to be exceedingly difficult for the wilders to attack because of its naturally defensible position.
Like most imperial holdings in the south, Ostagar was abandoned after Tevinter's collapse during the first Blight. It was successfully sacked by the Chasind wilders and then, as the Chasind threat dwindled following the creation of the modern Ferelden nation, fell to ruin completely.
It has remained unmanned for four centuries, though most of the walls still stand--as does the tall Tower of Ishal, named after the great archon that ordered its construction. Ostagar remains a testament to the magical power of the Imperium that created it.
--From Ferelden: Folklore and History, by Sister Petrine, Chantry scholar
Oh, I was right about it being inhabited by Andrastian forces for a time, looks like I was wrong about Bioware only having them there because of reusing assets.
It is said that in the midst of the Black Age, when werewolves stalked the lands of Ferelden in numbers that kept every farmholder indoors and a hound on every doorstep, a powerful arl of the Alamarri peoples stood and declared that he would put an end to the threat. His arling stood on the border of the dark forest on the southern border of the Ferelden Valley, and he claimed that the werewolves used the forest to launch their midnight assaults on humanity.
For 20 years, this arl led an army of warriors and hounds deep into the forest. In his hunt for the werewolves, he slew not only every wolf he came upon, but also every member of the Chasind wilder folk. Any one of them, he said, could harbor a demon inside and thus be a werewolf in disguise. For 20 years, the forest rang with screams, and the rivers ran red.
The tales say that an old Chasind woman found her sons all dead at the arl's blades. She pulled one of those very blades from one son's heart and plunged it into her own chest, cursing the arl's name as she did so. Where her blood touched the ground, a mist began to rise. It spread and spread until it was everywhere in the forest. The arl's army became lost, and it is said that they died there. Others say they wander still. The ruins of his arling stand to this day, filled with the ghosts of women waiting eternally for their husbands to return.
The forest of the legend is, of course, the Korcari Wilds. There are as many legends about the great southern forest as there are shadows, or so the saying goes. The Chasind wilder folk have made their home there since mankind first came to these lands, and the wildlands spread as far into the south as anyone has ventured. Beyond the mists are vast tracts of snow, white-capped mountains, and entire fields of ice. It is a land too cold for mankind to survive, yet the Chasind eke out an existence even there, and they tell of horrors beyond the Wilds that the lowland folk could not begin to comprehend.
To most, Ferelden simply ends with the Korcari Wilds: There is nothing beyond. The Wilds is a land of great trees, wet marshes and dangerous monsters. What more need be said?
--From Land of the Wilders, by Mother Ailis, Chantry scholar, 9:18 Dragon.
The Wilds of Thedas are never fun places to visit. Also that Arl sounds like a massive dick for killing every Chasind he came across.
Now to visit the mage's tents.
If I were a mage I'd probably be able to get a proper answer about why they're in the Fade.
Templar: The mages must not be interrupted. Their spirits are in the Fade.
Duran: The Fade?
Templar: The Fade is the realm of dreams and the land of the dead. Or so the mages tell us. Regardless, they are not to be disturbed. Not even by Grey Wardens.
The party healer makes an early appearance at Ostagar in a different set of robes compared to her default ones, I suppose these ones got wrecked hiking back to Kinloch Hold after Ostagar goes to hell.
Wynne: Greetings, young man. You are Duncan's newest recruit, are you not? He's not a man easily impressed. You should be proud. Allow me to introduce myself. I am Wynne, one of the mages summoned by the king.
Duran: Pleased to meet you.
Wynne: Well met, and good luck to you on the battlefield. To us all, in fact.
Duran: Will you be fighting beside the king?
Wynne: Not precisely. The Grey Wardens will be on the front lines, not the mages. Still, we have our parts to play. To defeat the darkspawn, we have to work together. It's not an idea everyone seems able to grasp.
Duran: You've faced darkspawn before?
Wynne: Stragglers, yes--not the vast horde the scouts speak of. I wonder... how much do you know of the connection between darkspawn and the Fade?
Duran: Not much. I'm a dwarf, after all.
Wynne: It's home to many spirits, some benevolent, others far less so. At the heart of the Fade lies the Black City.
Duran: What's the Black City?
Wynne: Some say the Black City was once the seat of the Maker. But when mages from the Tevinter Imperium found a way into the City, it was tainted with their sin. That taint transformed those men, turning them into twisted reflections of their own hearts. And the Maker cast them back to the earth, where they became the first darkspawn. At least, that's what the Chant of Light says.
Duran: And is that true?
Wynne: It may be allegory, meant to teach us that our own evil causes human suffering. Or it may be true. It is as good an explanation as any, for now.
Duran: At least it's something to ponder.
Wynne: Yes, occasionally it's wise to contemplate one's actions. But I'm certain Duncan has more for you to do than talk to me.
Wynne, she talks a lot and gives a lot of advice, this can grate on some people but personally I've never minded it.
Now to see someone who is right near Wynne hitting on a soldier.
Daveth: So... any last wishes I can help fulfill before you head into battle? Life is fleeting, you know. That pretty face could be decorating some darkspawn spear this time tomorrow. Shall I take that quiet glare as a no? Ahhh, well. Too bad.
Daveth: Not a dwarf. Yet here you are. The name's Daveth. It's about bloody time you came along. I was beginning to think they cooked this ritual up just for our benefit.
Duran: What do you know about this ritual?
Daveth: I happened to be sneaking around camp last night, see, and I heard a couple of Grey Wardens talking. So I listen in for a bit. I'm thinking they plan to send us into the Wilds.
Duran: The Wilds?
Daveth: We're right on the northern edge of the Korcari Wilds here. Miles and miles of savage country. My home village isn't far, and I grew up on tales about the Wilds. Even been in there a few times... scary place.
Duran: Why are the Wilds so frightening?
Daveth: Cannibals, beasts, witches, and now darkspawn? What isn't to be scared of? It's all too secretive for me. Makes my nose twitch. I guess we'll have to wait and see. Like we have a choice.
Duran: They're forcing you to be here?
Daveth: I got nowhere else to go after what Duncan saved me from. Anyway, I expect it's time to get back to Duncan. That's where I'll be, if you need me for anything.
His charming personality wins him a lot of fans, it's a shame he'll die a horrible death soon.
Next is a visit to the tranquil and the establishment of one of the more contradictory bits of story information in the game.
Tranquil: Welcome, young man.
Duran: Who are you?
Tranquil: I am one of the Tranquil, my friend. I'm from the Circle of Magi, but instead of casting spells and reading tomes, I spend my time enchanting. It is a time-consuming process, but invaluable. Enchantment provides the Circle with it's wealth. Certainly, we would not get by on charity.
Duran: What is enchantment, exactly?
Tranquil: It is the practice of folding magical lyrium into items, first practiced by the dwarves. The Tranquil have learned their runes, and we use them to apply a variety of magical effects. We create the glow-lights, as well as the magic staff or the flaming blade. The irony, perhaps, is that it is our very disconnection to our former talents that allows the Tranquil to work with lyrium so. A true mage could not.
Duran: What sorts of enchantments are there?
Tranquil: Runes exist that hold the power of the elements, that increase strength or swiftness... almost any spell can be given permanency, given enough skill and lyrium. Naturally, the greater the power required the more expensive the rune will become to create. True power comes with a price, as we know only too well.
Duran: You speak very strangely. Why is that?
Tranquil: Allow my to put it this way. Do you know why those with magical talent are feared?
Duran: They're not feared by dwarves.
Tranquil: Those with magical talent attract demons and spirits. We can be possessed easily, and thus become horrors known as abominations. Even those with minor talents attract hungry spirits. Anyone with the power may learn blood magic from these demons. Hence we are considered dangerous. This is our curse. Thus, I was made tranquil. Stripped of emotions and talent, I am no longer dangerous.
Duran: How is someone made tranquil?
Tranquil: Our forehead is branded with magic, which stills our talent and mind. The process is irreversible, as far as I am aware.
Duran: It sounds like a horrid practice.
Tranquil: It might seem such to you, but I feel no horror. I am content to serve in my role.
Duran: I feel badly for you.
Tranquil: You do? I feel nothing. As the name suggests, my existence is quite peaceful. I am alive, productive, and no longer a danger to anyone. Surely that is not a terrible thing? Perhaps we may speak of something else. Do you need assistance?
The first introduction to where runes and enchanting supposedly come from if not playing a mage, according to this guy, only Tranquil and dwarves can enchant things, but frankly, according to at least half a dozen item descriptions that is a load of utter bullshit, mages can also enchant things and keep getting shown as being able to enchant things, it's like Bioware can't decide whether mages can enchant stuff or not.
To give examples:
Lifegiver: The dark arts of a powerful blood mage forged this ring. Despite its unsavory origin, the ring's power has made it a favorite of many nobles and heroes over the centuries. Some say its abilities come at a price, but if true, that price is not apparent.
Andruil's Blessing: Belts of this type, crafted by ancient elven keepers, were given to a clan's honored allies. Although the fine engravings are faded from age and use, the enchantments remain strong to this day.
Earthbound: Archon Lovias forged two rings to simultaneously command the physical realm and the Fade.
Finn's Immaculately Clean Robe: Finn's robe is perfectly spotless. It also appears to have been recently starched and ironed. Finn proudly states that he's enchanted it to always remain wrinkle-free.
Robes of Avernus: Worn by Avernus for over a century, there's an almost electric power in these robes. Potent blood magic enchantments protect its wearer and enhance the blood mage's abilities.
Keeper's Charm: Although elven enchantment is more complicated than Tranquil methods, this ring proves that the old ways are still strong.
Now that I've got that rant out of the way, time to visit the Kennel Master.
Kennel Master: Hmmm. This isn't good. I'd hate to lose such a promising member of the breed. Are you the new Warden? I could use some help.
Duran: What's the problem?
Kennel Master: This is a mabari. Smart breed, and strong. His owner died in the last battle, and the poor hound swallowed darkspawn blood. I have medicine that might help, but I need him muzzled first.
Duran: Just how smart is this dog?
Kennel Master: Centuries ago, a mage bred them to be smart and understand what they're told. They can remember and carry out complex orders. Most valuable dogs in the world. Trouble is they generally imprint to one master; re-imprinting them is very difficult. But without the medicine, re-imprinting won't be an issue. Will you help?
Duran: I'll give it a shot.
Kennel Master: Go in the pen and let him smell you. We'll know right away if he'll respond. Let's hope this works. I would really hate to have to put him down.
(The dog looks up at you respectfully, backing down from his aggressive stance. You can see intelligence in his eyes, as well as a great deal of pain. This animal is very ill.)
If you don't remember, this is where you get the dog, and there's the bastard option of just killing him but who takes that?
(the mabari growls weakly, but does not challenge you. After you are done, he whimpers plaintively.)
Kennel Master: Well done! Now I can treat the dog properly--poor fellow. Come to think of it, are you heading into the Wilds any time soon?
Duran: I might be. Why?
Kennel Master: There's a particular herb I could use to improve the dog's chances. It's a flower that grows in the swamps here, if I remember. If you happen across it, I could use it. It's very distinctive: all white with a blood-red center.
Duran: Where in the Wilds would I find this flower?
Kennel Master: It usually grows in dead wood that collects at the edge of ground pools. There should be plenty this time of year.
Duran: I'll see if I can find one.
Kennel Master: Good. In the meantime, I'll begin treating our poor friend.
You'd figure that more attention would be paid to this flower that helps treat the Blight.
Dogs are an essential part of Fereldan culture, and no dog is more prized that the mabari. The breed is as old as myth, said to have been bred from the wolves who served Dane. Prized for their intelligence and loyalty, these dogs are more than mere weapons or status symbols: The hounds choose their masters, and pair with them for life. To be the master of a mabari anywhere in Ferelden is to be recognized instantly as a person of worth.
The mabari are an essential part of Fereldan military strategy. Trained hounds can easily pull knights from horseback or break lines of pikemen, and the sight and sound of a wave of war dogs, howling and snarling, has been known to cause panic among even the most hardened infantry soldiers.
—From Ferelden: Folklore and History by Sister Petrine, Chantry scholar
Sergeant: Look carefully, men. This wretched thing is a darkspawn. They're strong, and cunning smart. But don't listen to those old wive's tales... they can be killed. Stick them with your sword enough, they go down. Their blood is black as sin and poisonous. Don't even touch it. You get tainted with that blood and you may as well slit your throat. We've lost many dogs already. Had to muzzle them to keep them from biting. It's a long and painful way to die...
There are lots of darkspawn, different kinds. We're getting reports of things we've never even heard of. Our short friend here, for instance, is something called a 'genlock'. They're pretty common in the horde, but we've seen others much larger. We don't know where these new darkspawn are coming from. Or what they can do. All I can say is to use caution. There aren't any we've seen that won't die once they bleed enough.
I want this nonsense talk stopped immediately. What are you? A bunch of nattering fishwives, spreading gossip until you brown your smallclothes out of terror? We've seen nothing to suggest that the darkspawn drag our people underground to eat them. And I want this talk about darkspawn enslaving survivors to stop immediately. Keep your minds focused on the battle. You fight for Ferelden, and for your king. Remember that.
They have no idea what they're getting into. And new types of darkspawn? Was this written before they settled on there only being four types or something?
Soldier 1: This is supposed to be the battle that sends these darkspawn back underground. Can you believe that?
Soldier 2: I don't know what to believe. We've won every battle, but there's more of them each time.
Soldier 1: Makes you wonder if them Grey Wardens are right.
Soldier 2: I don't want to think about that.
Soldier 1: Sounds like the perfect time to get drunk, if you ask me.
--
Soldier 1: The last scouting party made it back last night. Barely.
Soldier 2: What do you mean?
Soldier 1: Only two of them made it. And one was minus a leg. Said they encountered some darkspawn that was ten feet tall, with horns as long as your arm. The injured one died last night. They said his blood was already turning black.
Soldier 2: Maker's breath! Where are they all coming from?
--
Soldier 1: So there's supposed to be more of these Grey Wardens coming, I hear.
Soldier 2: Petran said they were Orlesians, coming along with a whole army of them fancy Orlesian knights.
Soldier 1: If my pa wasn't already in his grave, that'd put him there.
Soldier 2: You think they'll leave once this is done, if we ask them nice?
Soldier 1: If they don't, then we keep on fighting, I guess.
Soldier 2: I'd rather fight them painted fops then these darkspawn. That howling of theirs... gives me nightmares, it does.
They're probably right to be worried about the Orlesians. I kind of wish that there was an option to chip in and give info about the darkspawn as well.
Now to go visit the tents of Cailan and Loghain.
Tent guard: Greetings, King Cailan is not in his tent right now.
Duran: (persuade) Tell me about the king. You must see him a lot.
Tent guard: I suppose I do, though he's spending most of his time with the Grey Wardens. He rides with them wherever they go, in fact. Teyrn Loghain sees the king whenever he can and argues with him over coming battles, but the king just waves him off. The king wants to end the Blight with a single huge battle the bards will sing of for centuries. Do you think that's possible?
Duran: I have my doubts.
Tent guard: That's how the teyrn feels. He'll do what the king wants in the end, though. The king thought it was funny the teyrn called him reckless. And they fought about the queen.
Duran: The queen?
Tent guard: She's the teyrn's daughter. He wasn't happy about something she did or the king did... I'm not sure. I probably shouldn't discuss it.
Some foreshadowing about there being drama in Cailan's marriage.
Now for Loghain's bodyguard.
Bodyguard: You approach the tent of Teyrn Loghain. State your business.
Duran: Is the teyrn inside? What is he doing?
Bodyguard: He's inside, but... I don't think it's my place to discuss his activities.
Duran: (persuade) I would like an audience with the teyrn, please.
Bodyguard: Hmmm. I suppose you have a message for him. Hold on, then...
*Loghain walks out*
Loghain: Yes, what is it? Ah, you are Duncan's new Grey Warden, I assume.
Duran: How do you know that?
Loghain: His majesty could not contain his excitement after your meeting. How could I not hear about you? Cailan's fascination with the Wardens goes beyond the ordinary. Are you aware his father brought your order back to Ferelden?
Duran: No, I didn't know that.
Loghain: Maric respected the Grey Wardens. They have an honoured place in the hearts of our people. You're no surface dwarf; I can see it in your eyes. Smart of the Grey Wardens to look for new recruits in Orzammar. I don't suppose you'll be riding into the thick of battle with the rest of your fellows, will you?
Duran: I don't know.
Loghain: If Cailan has his way, you will. Now I must return to my task. Pray that our king proves amenable to wisdom, if you're the praying sort.
Between the dark armour, black hair, shadows under his eyes and deep voice, I have to wonder how many people were even vaguely surprised by Ostagar going to hell.
With this conversation I've unlocked the Maric codex.
It is difficult to separate the man from the myth. The last survivor of the bloodline of King Calenhad, the silver knight, Maric drove the Orlesian forces from Ferelden's borders, reclaimed the throne, and freed our people from foreign tyranny. All true, and all larger than life.
He was born in hiding near Cathal's Crossing to the Rebel Queen Moira and grew up in the rebel camps, an outlaw in his own country. When the rebel queen died, Maric inherited her homeless nobles, malcontents, and displaced freeholders, and with the aid of his friend Loghain Mac Tir, built them into an army.
After the pivotal battle of River Dane, Maric took the throne. He married Rowan, daughter of Rendorn Guerrin, arl of Redcliffe, and began the long, slow process of rebuilding everything Orlais had demolished during 70 years of occupation.
--From Ferelden: Folklore and History, by Sister Petrine, Chantry scholar
I took pity on him and reloaded to make sure I never took his sword or talked to the messenger. Stuff like this is why I miss item descriptions being on everything.
These are the Ash Warriors, note the paint on the Mabari in the background.
Ash Warrior leader: You're the dwarf who walks with the Grey Wardens. A respectable decision.
Duran: You know much about us dwarves?
Ash Warrior: Some, like all Ash Warriors. Our training originates from the dwarves. Is there something you wanted? We have no time for idle chatter.
Duran: You don't look like other soldiers in the army.
Ash Warrior: We aren't. We're Ash Warriors, as you should well know.
Duran: You've trained with the dwarven berserker warriors?
Ash Warrior: Our discipline was passed down to us from the time of Luthias the Dwarfson. He trained with the berserkers of your kind, long ago.
Duran: So you are the same as berserkers in Orzammar?
Ash Warrior: Perhaps. I have never been, so I cannot say for certain, but I'm told our traditions are the same. We harness the rage inside us, nurture it, and draw it out so we cannot fall in battle until our last foe is slain. It is a dwarven discipline, but we have adapted it to let us fight alongside our hounds. That is our way; I trust my hound with my life, as he trusts me with his.
Duran: Why have you painted your dogs?
Ash Warrior: They use scent to distinguish us from our enemies. But the blood of battle can confuse them. So we paint ourselves with kaddis, which overpowers the blood, and also paint our hounds, so they know we are the same.
Duran: What are you preparing for?
Ash Warrior: To scout the Wilds and watch the progression of the darkspawn horde. With luck, we'll find and slaughter many stragglers. The hunt will be good if my hound survives the blood of his prey. If he dies, I shall mourn tonight.
Duran: Survives the blood? What do you mean?
Ash Warrior: Darkspawn blood is poisonous, but not always fatal. Those who survive grow immune to its effects. The Wardens say the tainted blood drives even the survivors mad eventually... but not today. Today we hunt, and we kill.
Duran: I should be going.
Ash Warrior: My thanks. There is hunting to be done, and I'll not be kept from it.
I can only hope the Grey Wardens are wrong about the long-term effects of overcoming darkspawn blood. And these guys seem interesting, it's a shame that IIRC this is the only time they appear.
The prisoner in a cage, mostly notable for the fact that every single thing you can do for him is recorded in Dragon Age: Keep despite having no impact even in this game while so many other decisions get skipped over.
Prisoner: Heh... someone finally comes and talks to the lone prisoner? I don't suppose you've come to sentence me.
Duran: You haven't been sentenced?
Prisoner: No, they put someone like me in a cage until someone important has time to decide what to do with me. I don't suppose you have a bit of kindness in you? All I want is food and water. They haven't fed me since I was locked up, and I'm starving.
Duran: That's horrible! Why haven't they fed you?
Prisoner: I expect nobody thought of it with all the battles and such.
Duran: I'll see what I can do.
Prisoner: Just ask my guard for some of his. He's still got some dinner; I saw him put it in his coat.
Guard: Lucky dog. You Grey Wardens get to ride with the king while I'm left with the drudgery of guarding this deserter. They should have just hanged him. Put his head on a pike as an example.
Duran: Why did he want to desert?
Guard: Why does anyone want to desert? 'Cause he thinks he's going to die and he's a bloody coward, that's why. Either that or he's been listening to a bunch of hogwash about how the darkspawn'll drag you off and eat you.
Duran: I had a chat with him, actually.
Guard: Don't expect it was an enlightening conversation.
Duran: He asked for some food and water.
Guard: Did he, now? Since nobody sends me nothing to feed him with, the only way he'll get that is if I give him mine.
Duran: (persuade) So you'll miss one meal--this man could be hanged soon!
Guard: All right, all right. I guess the poor fella could stand to have one meal in his belly before he hangs. Don't know why you care. I had nothin' to do with it, though. If anyone asks why he's burpin', I'm gonna say it was you, just so you know.
Prisoner: So...? Brought me some food, have you? I'm so hungry I could faint dead away.
Duran: Here's some food. (Give the food to the prisoner.)
Prisoner: Much obliged. You're a kind soul, you are! May Andraste herself rain blessings upon you!
At least he'll go to his inevitable death but burning with a fuller stomach.
There's just one last thing to do before I see Alistair.
And this is Ser Jory, the third Grey Warden recruit.
Jory: Greetings. You must be the third recruit we've heard about?
Duran: Yes. I am Duran.
Jory: Ser Jory is my name. I hail from Redcliffe, where I served as a knight under the command of Arl Eamon. I wasn't aware dwarves could be Grey Wardens. I've only seen a few of your folk in the castle, dealing with the smithy.
Duran: Not all dwarves are smiths, you know.
Jory: Of course. My father was the castle smith, so I encountered dwarves through him. I hope we're both lucky enough to eventually join the Wardens. Is it not thrilling to be given that chance?
Duran: I'm curious about the Joining ritual.
Jory: As am I. Has anyone told you about it?
Duran: Daveth said we might be going into the Wilds.
Jory: I never heard of such a ritual. I had no idea there were more tests after getting recruited. I suppose since you're finally here I'd best get back to Duncan. I shall see you there.
Now to see Alistair giving a message to a senior enchanter.
This is Alistair, smartass and the most popular character in the series.
Mage: What is it now? Haven't Grey Wardens asked more than enough of the Circle?
Alistair: I simply came here to deliver a message from the revered mother, ser mage. She desires your presence.
Mage: What her Reverence 'desires' is of no concern to me! I am busy helping the Grey Wardens--by the king's orders, I might add!
Alistair: Should I have asked her to write a note?
Mage: Tell her I will not be harassed in this manner!
Alistair: Yes, I was harassing you by delivering a message.
Mage: Your glibness does you no credit.
Alistair: Here I thought we were getting along so well. I was even going to name one of my children after you... the grumpy one.
Mage: Enough! I will speak to the woman if I must! Get out of my way, fool!
Alistair: You know, one good thing about the Blight is how it brings people together.
Duran: I know exactly what you mean.
Alistair: It's like a party: we could all stand in a circle and hold hands. That would give the darkspawn something to think about. Wait, we haven't met, have we? I don't suppose you happen to be another mage?
Duran: How can a dwarf be a mage?
Alistair: You never know. These mages can sneak up on you. Wait, I do know who you are. You're Duncan's new recruit, from Orzammar. I should have recognised you right away. I apologise.
Duran: And you must be Alistair.
Alistair: Did Duncan mention me? Nothing bad, I hope. As the junior member of the order, I'll be accompanying you when you prepare for the Joining.
Duran: Pleased to meet you. My name is Duran.
Alistair: Right. That was the name. Hmm. There haven't been any dwarven Grey Wardens in some time. You must know a lot about darkspawn.
Duran: We've been fighting them for centuries.
Alistair: Hard to believe most folks here think the darkspawn disappeared after the last Blight when your people still suffer every day. Anyhow, whenever you're ready let's head back to Duncan. I imagine he's eager to get things started.
Duran: That argument I saw... what was that about?
Alistair: With the mage? The Circle is here at the king's request and the Chantry doesn't like that one bit. They just love letting mages know how unwelcome they are. Which puts me in a bit of an awkward position. I was once a templar.
Duran: What's a templar?
Alistair: You don't know? Quick version, then. The Chantry tries to control mages because they're dangerous, so they keep templars that train to hunt down and kill apostates. That's what I was being trained as when Duncan recruited me six months ago. I'm sure the revered mother meant it as an insult--sending me as her messenger--and the mage picked right up on that. I never would have agreed to deliver it, but Duncan says we're all to cooperate and get along. Apparently, they didn't get the same speech.
Duran: I look forward to travelling with you.
Alistair: You do? Huh. That's a switch. If you have any questions, let me know. Otherwise, lead on!
How do they all know about Duran ahead of time? Did Duncan send the other three Wardens ahead as messengers?
Now to talk to Duncan at last.
Duncan: You found Alistair, did you? Good. I'll assume you are ready to begin preparations. Assuming, of course, that you're quite finished riling up the mages, Alistair.
Alistair: What can I say? The revered mother ambushed me. The way she wields guilt they should stick her in the army.
Duncan: She forced you to sass the mage, did she? We cannot afford to antagonise anyone, Alistair. We don't need to give anyone more ammunition against us.
Alistair: You're right, Duncan. I apologise.
Duncan: Now then, since you are all here, we can begin. You four will be heading into the Korcari Wilds to perform two tasks. The first is to obtain three vials of darkspawn blood, one for each recruit.
Duran: And what's the second task?
Duncan: There was once a Grey Warden archive in the Wilds, abandoned long ago when we could no longer afford to maintain such remote outposts. It has recently come to our attention that some scrolls have been left behind, magically sealed to protect them. Alistair, I want you to retrieve these scrolls if you can.
Duran: What kind of scrolls are these?
Duncan: Old treaties, if you're curious. Promises of support made to the Grey Wardens long ago. They were once considered only formalities. With so many having forgotten their commitments to us, I suspect it may be a good idea to have something to remind them with.
Duran: And what if they're no longer there?
Duncan: It's possible the scrolls may have been destroyed or even stolen, though the seal's magic should have protected them. Only a Grey Warden can break such a seal.
Alistair: I don't understand... why leave such things in a ruin if they're so valuable?
Duncan: It was assumed we would someday return. A great many things were assumed that have not held true.
Duran: Find the archive and three vials of blood. Understood.
Duncan: Watch over your charges, Alistair. Return quickly, and safely.
Alistair: We will.
Duncan: Then may the Maker watch over your path. I will see you when you return.
Yeah, but they are a dreamy knight in shining armor with a wounded soul and a witty but tormented brooding bad boy with a cause respectively. Those are at least attractive characters. Alister is just a whiny moron that can't shut up.
Yeah, but they are a dreamy knight in shining armor with a wounded soul and a witty but tormented brooding bad boy with a cause respectively. Those are at least attractive characters. Alister is just a whiny moron that can't shut up.
To pick up where I left off, I immediately asked Daveth about his backstory.
Daveth: Yes?
Duran: Where are you from, Daveth?
Daveth: I grew up in a village 'bout a day's trip to the east. Little blot you wouldn't even find on a map. Haven't been back in years. I struck out for the city as soon as I could outrun my pa. I've been in Denerim for, what... six years now? Never liked it much, but there's more purses there than anywhere else.
Duran: So... you're a cutpurse?
Daveth: ...and a pickpocket, thank you very much. Or was, anyhow. Who'd ever guess I'd end up a Grey Warden?
Duran: So how did the Grey Wardens find you?
Daveth: I found them. I cut Duncan's purse while he was standing in a crowd. He grabs my wrist, but I squirm out and bolt. The old bugger can run, but the garrison caught me first. I'm a wanted man in Denerim, you see, so they were going to string me up right there.
Duran: What happened then?
Daveth: Duncan stopped them. Invoked the Right of Conscription. I gave the garrison the finger while I was walking away. Don't know why Duncan wants someone like me. But he says finesse is important, and that I'm fast with a blade. You bet your boots I am. Besides, it beats getting strung up.
Duran: So what do you think of Duncan?
Daveth: All right, for an old bugger. He's faster than he looks, too.
And that's Daveth's backstory, he's basically a younger version of Duncan, that's probably a fair bit of what got him recruited.
Not far in past some wolves, I find a corpse with a letter on it.
Letter to Jogby said:
My dearest son,
It pleases me that you wish to follow in my footsteps and bring the Maker's word to the unenlightened. I wish you had chosen a less dangerous place to do so!
Apologies for leaving early for the Wilds, son, but I wanted to set up camp and get things started. The Chasind respect one with survival skills in the Wilds, so I hoped to get a grip on that before you arrived, and maybe establish an agreement with a local tribe so that we had friends when you came.
When you reach the Wilds, you'll find it difficult to navigate. I've listed certain landmarks below. If you follow them, they will lead you to a location I've scouted out, where I've left you some supplies. If you're lost, try to get back to that spot, and I'll find you.
The landmarks are as follows, beginning at the entrance to the Wilds from Ostagar:
Look for a tree leaning on the ruined building
Pass under a fallen "bridge"
Pass a submerged tower on the right
Look between a high, ruined arch and a mossy standing stone
Walk along a path of roots and stones
Look for two large statues with a chest between them
There you will find our meeting point.
I've found the body of the son, now to find the father.
But first, I find a wounded scout.
Scout: Who... is that? Grey... Wardens...?
Alistair: Well, he's not half as dead as he looks, is he?
Scout: My scouting band was attacked by darkspawn! They came out of the ground... Please, help me! I've got to... return to camp...
Duran: Let's try to bandage him up, at least.
Alistair: I have bandages in my pack.
Scout: Thank you! (groans) I... I've got to get out of here!
Jory: Did you hear? An entire patrol of seasoned men killed by darkspawn!
Alistair: Calm down, Ser Jory. We'll be fine if we're careful.
Jory: Those soldiers were careful, and they were still overwhelmed. How many darkspawn can the four of us slay? A dozen? A hundred? There's an entire army in these forests!
Alistair: There are darkspawn about, but we're in no danger of running into the bulk of the horde.
Jory: How do you know? I'm not a coward, but this is foolish and dangerous. We should go back.
Duran: Overcoming these dangers is part of our test.
Jory: That's... true.
Alistair: Know this: All Grey Wardens can sense darkspawn. Whatever their cunning, I guarantee they won't take us by surprise. That's why I'm here.
Daveth: You see, ser knight? We might die, but we'll be warned about it first.
Jory: That is... reassuring?
Alistair: That doesn't mean I'm here to make this easy, however. So let's get a move on.
Along the way, I also find another note in a camp.
Signs of the Chasind said:
The Chasind barbarians are nothing if not clever. They have hidden markers and signs in the arrangements of stones and rubble along the paths of the Wilds. In this way, they mark trails, note places of interest, and even give warnings in a way outsiders cannot understand. Interestingly, these markers look indistinguishable from a regular pile of stones.
I have dedicated my time to deciphering these signs, and I believe I am close to a breakthrough. The trail markers seem to point to a horde (sic) or a location used for secret storage among the Chasind. I have only found a portion of the message however. I think if I could complete the message, find all of the trail markers, I can find this cache and see what treasures the Chasind have to hide.
I have found one such marker near this camp, under a fallen tree leaning against the ruins. Each marker seems to point to one or two others.
I hear rumours that a darkspawn horde is coming. I hope I can find this treasure before it's too late!
I wonder if the Chasind killed him for trying to work out how to steal their shit.
Farewell Letter to Jogby said:
My dear son, Jogby,
I fear this is the last letter I will write to you, I have had difficulty finding the Chasind to bring them the Maker's word. I have, however, seen evidence of their passing. They appear to have left this area in great haste, possibly fleeing the so-called "darkspawn" that are rumored to be gathering in the Wilds in ever greater numbers.
I have left you a weapon and everything else i can spare, my son. I will try to find you once I have found a safe place. I only hope that you will be safe.Within luck, we will meet again.
If you see her, tell your mother that I love her. And take care of you family.
This fight is nearly over now but there's supposed to be a setpiece of wild animals fighting the darkspawn, it looks like the darkspawn won this time.
Once there I find Rigby's corpse as well.
Rigby's Last Will and Testament said:
To whoever finds this note,
This is the last will and testament of Rigby the missionary, proud speaker of the Maker's word. I have come to the Wilds to speak the Chant, but I fear I will die here at the hands of the darkspawn.
I leave all that I came with to my wife, Jetta. Should the reader of this note feel charitable, I have buried a sealed lockbox in our camp, nestled in a Tevinter ruin in the western reaches of the Wilds. It is my will that this lockbox finds my wife in Redcliffe, and that it is still sealed shut when it reaches her.
To my wife and my son, I apologize that my work has taken me from you, but I know that I die in service to the Maker.
With that done I've now got a few bits of generic gear.
And this looks like something the darkspawn have set up in an area where the Fereldan army has been hanging people. Or maybe the darkspawn also hang people.
(Torn from a book of local myths and legends)
The Korcari Wilds are rife with legends and myths that have amazed and confounded scholars since the fall of Ostagar in ancient times.
One such mystery lies behind the tale of Astia and Nebbunar, two young lovers who lived in Ostagar. The legend says that Astia grew up in the company of Gazarath, a spirit of the earth bound to an overhang on the bank of a lake in the Korcari Wilds. Gazarath began to fancy her, and they spent much of their days together, talking and laughing. Over the years, however, Astia became a woman and began to seek the company of men.
When Astia met Nebbunar, the two fell in love, and Astia hoped to bring her lover to see her spirit friend. But the spirit, angered and jealous, bade her begone. Gazarath told her that she would never see it again until she brought her lover's ashes and sprinkled them over their spot.
Astia was horrified, and she fled from the enraged spirit. But she began to miss Gazarath, and on the day Nebbunar asked her to marry him, she cut her beloved's throat, burned him, and brought his ashes to Gazarath, knowing that their marriage would forever sever her ties to her dear spirit friend.
There are legends among the Chasind that Gazarath still haunts that lake, and that those who sprinkle ashes of the deceased over the right spot can summon the spirit. In memory of the contract with its beloved Astia, Gazarath will grant a single wish then vanish, never to be heard from again.
(A note is scribbled in the margin beneath the page) "Markus, I think this is real! If you take the ashes I gave you and scatter them over a pile of rocks on an overhang overlooking the half-sunken Tevinter Dome, maybe Gazarath will appear and give you a wish! If the battle takes you there, I think it's worth a try!"
A proper Hurlock Alpha and a regular one off to the side.
Taller than their genlock cousins, the hurlocks are roughly of human-size but are possessed of considerable strength and constitution. The shock troop of the darkspawn, a single berserking hurlock can often be a match for numerous opponents at once. They are known to adorn themselves with roughly-carved tattoos to keep track of their kills and deeds, though it is unknown whether or not there is a uniform standard to these markings.
Alphas Alpha hurlocks are more intelligent and more skilled fighters, often serving as commanders or even generals.
Emissaries Hurlock emissaries have also been known to appear during a Blight. These darkspawn are the only ones recorded as being capable of human speech and are often capable of employing magic.
Interesting to note just how well the hurlocks stack up against humans. Also, the 'mindless' darkspawn have a possibly organised tally system and know how to tattoo themselves.
With all this done, I get to the chest with the treaties and find it empty and broken.
Morrigan, the second most popular character in the series and a fan of impractical clothing (how does her shirt work exactly? And why does she have so many belts dangling from her pants?). The golden eyes probably made a lot of people distrust her from the start.
Morrigan: Well, well, what have we here? Are you a vulture, I wonder? A scavenger poking amidst a corpse whose bones were long since cleaned? Or merely an intruder, come into these darkspawn-filled Wilds of mine in search of easy prey? What say you, hmm? Scavenger or intruder?
Duran: I am neither. The Grey Wardens once owned this tower.
Morrigan: 'Tis a tower no longer. The Wilds have obviously claimed this desiccated corpse. I have watched your progress for some time. 'Where do they go,' I wondered, 'why are they here?' And now you disturb ashes none have touched for so long. Why is that?
Alistair: Don't answer her. She looks Chasind, and that means others may be nearby.
Morrigan: You fear barbarians will swoop down upon you?
Alistair: Yes, swooping is bad.
Daveth: She's a Witch of the Wilds, she is! She'll turn us into toads!
Morrigan: Witch of the Wilds? Such idle fancies, those legends. Have you no minds of your own? You there, dwarf. You have nothing to fear from any witch. Tell me your name and I shall tell you mine. Let us be civilised.
Duran: I am Duran. A pleasure to meet you.
Morrigan: Now that is a proper civil greeting, even here in the Wilds. You may call me Morrigan. Shall I guess your purpose? You sought something in that chest, something that is here no longer?
Alistair: 'Here no longer?' You stole them, didn't you? You're... some kind of... sneaky... witch-thief!
Morrigan: How very eloquent. How does one steal from dead men?
Alistair: Quite easily, it seems. Those documents are Grey Warden property, and I suggest you return them.
Morrigan: I will not, for 'twas not I who removed them. Invoke a name that means nothing here any longer if you wish; I am not threatened.
Duran: Then who removed them?
Morrigan: 'T'was my mother, in fact.
Duran: Can you take us to her?
Morrigan: There is a sensible request. I like you.
Alistair: I'd be careful. First it's 'I like you...' but then 'Zap!' Frog time.
Daveth: She'll put us all in the pot, she will. Just you watch.
Jory: If the pot's warmer than this forest, it'd be a nice change.
Kind of odd that the whole tower has decayed so much in 200 years or so, you'd figure that it'd still have part of a roof.
And this is Flemeth in the standard apostate hobo disguise. She's cryptic at the best of times but that's what makes her entertaining.
Morrigan: Greetings, Mother. I bring before you four Grey Wardens who--
Flemeth: I see them, girl. Mmm. Much as I expected.
Alistair: Are we supposed to believe you were expecting us?
Flemeth: You are required to do nothing, least of all believe. Shut one's eyes tight or open one's arms wide... either way, one's a fool!
Daveth: She's a witch, I tell you! We shouldn't be talking to her!
Jory: Quiet, Daveth! If she's really a witch, do you want to make her mad?
Flemeth: There is a smart lad. Sadly irrelevant to the larger scheme of things, but it is not I who decides. Believe what you will. And what of you? Does your dwarven mind give you a different viewpoint? What do you believe?
Duran: I'm not sure what to believe.
Flemeth: A statement that possesses more wisdom than it implies. Be always aware... or is it oblivious? I can never remember. So much about you is uncertain... and yet I believe. Do I? Why, it seems I do!
Alistair: So this is a dreaded Witch of the Wilds?
Flemeth: Witch of the Wilds, eh? Morrigan must have told you that. She fancies such tales, though she would never admit it! Oh, how she dances under the moon! (laughs)
Morrigan: They did not come to listen to your wild tales, Mother.
Flemeth: True, they came for the treaties, yes? And before you begin barking, your precious seal wore off long ago. I have protected these.
Alistair: You... oh. You protected them?
Flemeth: And why not? Take them to your Grey Wardens and tell them this Blight's threat is greater than they realise!
Duran: What do you mean the threat is greater than they realise?
Flemeth: Either the threat is more or they realise less. Or perhaps the threat is nothing! Or perhaps they realise nothing! (laughs) Oh, do not mind me. You have what you came for!
Morrigan: Time for you to go, then.
Flemeth: Do not be ridiculous, girl. These are your guests.
Morrigan: Oh, very well. I will show you out of the woods. Follow me.
This whole dialogue gives me the impression that like Elenii Zinovia in the mage origin, Flemeth can see the future to an extent. It also shows that Morrigan is not a honest person.
With all this done, I head back and talk to the Kennel Master.
Kennel Master: The mabari is stable for now, but not improving. Unless I get that herb I told you about, there's not much hope.
Duran: Is this the flower you're looking for?
Kennel Master: Let me see... yes, that's exactly it, wonderful! Give me a moment and I'll make this into an ointment.
He looks better already. I'm sure he'd thank you himself, if he could.
Duran: How long before there's an improvement?
Kennel Master: A day, maybe two. There's enough ointment for him to make a full recovery. Why not come back after the battle? Perhaps we can see about imprinting him on you.
Duran: You think that's possible?
Kennel Master: Maybe. It's likely he understands you're responsible for curing him. Mabari are at least as smart as your average tax collector. Come back after the battle and just... take another look.
I'd forgotten how nice the tower looked with the lights on.
And this is the area behind where Cailan's forces will make their stand, a cliff face with no hope of retreat, without Loghain's pincer attack it's a guaranteed death for anyone down there. Why they didn't use Ostagar itself to make their stand I do not know.
Duncan: So you return from the Wilds. Have you been successful?
Duran: We have.
Duncan: Good. I've had the Circle mages preparing. With the blood you've retrieved, we can begin the Joining immediately.
Duran: Maybe we should tell you about Morrigan and her mother.
Alistair: There was a woman at the tower and her mother had the scrolls. They were both very... odd.
Duncan: Were they wilder folk?
Alistair: I don't think so. They might be apostates: mages hiding from the Chantry.
Duncan: I know you were once a templar, Alistair, but Chantry business is not ours. We have the scrolls; let us focus on the Joining.
Duran: Now will you tell us what this ritual is about?
Duncan: I will not lie; we Grey Wardens pay a heavy price to become what we are. Fate may decree that you pay your price now rather than later.
Duran: Is that why the Joining is so secret?
Duncan: If only such secrecy were unnecessary and all understood the necessity of such sacrifice. Sadly, that will never be so.
Daveth: Let's go, then. I'm anxious to see this Joining now.
Jory: I agree. Let's have it done.
Duncan: Then let us begin. Alistair, take them to the old temple.
The old temple appears to be code for "the closest reasonably private area" since I don't see anything indicating that it used to be a temple (I suppose the andrastians probably cleared all that stuff out).
Why Duran took longer to walk there, I don't know. I also realise that I forgot to get Jory's full backstory, he's a knight from Redcliffe with a family that did well in a tournament and so got recruited by Duncan.
A video for those who don't feel like reading, it has a dalish elf as the Warden though and non-English subtitles.
Jory: The more I hear about this Joining, the less I like it.
Daveth: Are you blubbering again?
Jory: Why all these damned tests? Have I not earned my place?
Daveth: Maybe it's tradition. Maybe they're just trying to annoy you.
Duran: Calm down. There's nothing we can do about it now.
Jory: I only know that my wife in Highever with a child on the way (why's his wife in Highever if he's from Redcliffe? Also, here's our first deathflag). If they had warned me... it just doesn't seem fair.
Daveth: Would you have come if they'd warned you? Maybe that's why they don't. The Wardens do what they must, right?
Jory: Including sacrificing us?
Daveth: I'd sacrifice a lot more if I knew it would end the Blight.
Duran: You make a good point.
Daveth: You saw those darkspawn, ser knight. Wouldn't you die to protect your pretty wife from them?
Jory: I...
Daveth: Maybe you'll die. Maybe we'll all die. If nobody stops the darkspawn, we'll die for sure.
Jory: I've just never faced a foe I could not engage with my blade.
And this speech is why so many people like Daveth and wish he'd survived as well.
Duncan: At last we come to the Joining. The Grey Wardens were founded during the First Blight, when humanity stood on the verge of annihilation. So it was that the first Grey Wardens drank of darkspawn blood and mastered their taint (I can hear the immature snickering already).
Jory: We're... going to drink the blood of those... those creatures?
Duncan: As the first Grey Wardens did before us, as we did before you. This is the source of our power and our victory.
Alistair: Those who survive the Joining become immune to the taint. We can sense it in the darkspawn and use it to slay the archdemon.
Duran: Let's get on with it, then.
Duncan: We speak only a few words prior to the Joining, but those words have been said since the first. Alistair, if you would?
Alistair: Join us, brothers and sisters. Join us in the shadows where we stand, vigilant. Join us as we carry the duty that cannot be forsworn. And should you perish, know that your sacrifice will not be forgotten and that one day we shall join you.
And this is the first glimpse of Urthimiel, Old God of beauty.
Duncan: It is finished. Welcome.
Alistair: Two more deaths. In my Joining, only one of us died, but it was... horrible. I'm glad at least one of you made it through.
Duncan: How do you feel.
Duran: Nothing you said prepared me for that.
Duncan: Such is what it takes to be a Grey Warden.
Alistair: Did you have dreams? I had terrible dreams after my Joining.
Duncan: Such dreams come when you begin to sense the darkspawn, as we all do. That and many other things can be explained in the months to come.
Alistair: Before I forget, there is one last part to your Joining. We take some of that blood and put it in a pendant. Something to remind us... of those who didn't make it this far.
Duncan: Take some time. When you are ready, I'd like you to accompany me to a meeting with the king.
Duran: Very well.
Duncan: The meeting is to the west, down the stairs. Please attend as soon as you are able.
No one commenting on how odd it is for dwarves to dream at all count: 1.
Alistair also has something to say about seeing Cailan.
Alistair: If the king wants to see you and Duncan, you probably shouldn't keep him waiting. He might get mad, start crying, you'll feel bad, and... well, it won't be pretty.
Bioware really was doing it's best to make Cailan look incompetent.
Since the scene pov refuses to show all of the people from the front in this scene, from left to right you have the revered mother who sent Alistair to sass the senior enchanter, Uldred, making an early cameo that most miss, Duncan, Cailan and Loghain.
Cailan: Loghain, my decision is final. I will stand by the Grey Wardens in this assault.
Loghain: You risk too much, Cailan! The darkspawn horde is too dangerous for you to be playing hero on the front lines.
Cailan: If that's the case, perhaps we should wait for the Orlesian forces to join us, after all.
Loghain: I must repeat my protest to your foolish notion that we need the Orlesians to defend ourselves!
Cailan: It's not a 'fool notion.' Our arguments with the Orlesians are a thing of the past... and you will remember who is king.
Loghain: How fortunate Maric did not live to see his son ready to hand Ferelden over to those who enslaved us for a century!
Cailan: Then our current forces will have to suffice, won't they? Duncan. are your men ready for battle?
Duncan: They are, your Majesty.
Cailan: And this is the recruit I met earlier on the road? I understand congratulations are in order.
Duran: Thank you, your Majesty.
Cailan: Every Grey Warden is needed now. You should be honoured to join their ranks.
Loghain: Your fascination with glory and legends will be your undoing, Cailan. We must attend to reality.
Cailan: Fine. Speak your strategy. The Grey Wardens and I draw the darkspawn into charging our lines and then...?
Loghain: You will alert the tower to light the beacon, signalling my men to charge from cover.
Cailan: To flank the darkspawn, I remember. This is the Tower of Ishal in the ruins, yes? Who shall light this beacon?
Loghain: I have a few men stationed there. It's not a dangerous task, but it is vital.
Cailan: Then we should send our best. Send Alistair and the new Grey Warden to make sure it's done.
Duran: I'll do my best, your Majesty. (I could have gone with griping about getting sidelined to the king but decided it was OOC)
Loghain: You rely on these Grey Wardens too much. Is that truly wise?
Cailan: Enough of your conspiracy theories, Loghain. Grey Wardens battle the blight, no matter where they're from.
Duncan: Your Majesty, you should consider the possibility of the archdemon appearing.
Loghain: There have been no signs of any dragons in the Wilds.
Cailan: Isn't that what your men are here for, Duncan?
Duncan: I... yes, your Majesty.
Uldred: Your Majesty, the tower and it's beacon are unnecessary. The Circle of Magi--
Revered Mother: We will not trust any lives to your spells, mage! Save them for the darkspawn!
Loghain: Enough! This plan will suffice. The Grey Wardens will light the beacon.
Cailan: Thank you, Loghain. I cannot wait for that glorious moment! The Grey Wardens battle beside the king of Ferelden to stem the tide of evil!
Loghain: Yes, Cailan. A glorious moment for us all.
Do you think that Loghain was planning something with Uldred at this point? Or do you think that they started working together after Ostagar?
And that face on Loghain, on one hand he seems to be planning to leave the king to die, on the other hand he also argued against him risking himself down there with the rest of the troops. Which do you think it was at that moment?
Duncan: You heard the plan. You and Alastair will go to the Tower of Ishal and ensure the beacon is lit.
Alistair: What? I won't be in the battle?
Duncan: This is by the king's personal request, Alistair. If the beacon is not lit, Teyrn Loghain's men won't know when to charge.
Alistair: So he needs two Grey Wardens up there holding the torch. Just in case, right?
Duran: The last time I got sidelined like this, I ended up exiled.
Duncan: Ah, but we are far from the politics of Orzammar here, and you have no brothers to interfere this time. We must do whatever it takes to destroy the darkspawn... exciting or no.
Alistair: I get it. I get it. Just so you know, if the king ever asks me to put on a dress and dance the Remigold, I'm drawing the line. Darkspawn or no.
Duran: I don't know. That could be a great distraction.
Alistair: Me shimmying down the darkspawn line? Sure, we could kill them while they roll around laughing.
Duncan: (sigh)
The tower is on the other side of the gorge from the king's camp, the way we came when we arrived. You'll need to cross the gorge and head through the gate and up to the tower entrance. From the top, you'll overlook the entire valley.
Duran: When do we light the beacon?
Duncan: We will signal you when the time is right. Alistair will know what to look for.
Duran: What if the archdemon appears?
Alistair: We soil our drawers, that's what.
Duran: Can we join the battle afterwards?
Duncan: Stay with the teyrn's men and guard the tower. If you are needed, we will send word.
Duran: I know what I have to do.
Duncan: Then I must join the others. From here, you two are on your own. Remember, you are both Grey Wardens. I expect you to be worthy of that title.
And here is the battle for Ostagar's beginning, only watch until 2:55 for now.
On that note... what the hell possessed him to order Ferelden's forces to charge out of their formation at the force that outnumbers them so badly? And why'd he send the dogs out on their own? No wonder Loghain wants him gone, he can't plan a battle for shit.
Anyhow, back to Duran and Alistair, I've made it across the bridge and run into a nameless circle mage (shouldn't he have more important things to do?) and tower guard.
Guard: You... you're Grey Wardens, aren't you?! The tower... it's been taken!
Alistair: What are you talking about, man? Taken how?
Guard: The darkspawn came up through the lower chambers! They're everywhere! Most of our men are dead!
Alistair: Then we have to get to the beacon and light it ourselves!
After this I run up the tower killing darkspawn until I trigger another conversation.
Alistair: Maker's breath! What are these darkspawn doing ahead of the rest of the horde? There wasn't supposed to be any resistance here!
Duran: Weren't you complaining that you wouldn't get to fight?
Alistair: Hey, you're right. I guess there is a silver lining here, if you think about it. At any rate, we need to hurry! We need to get up to the top of the tower and light the signal fire in time! Teyrn Loghain will be waiting for the signal!
The darkspawn like hanging things like this up, I'm not sure if it's for worshipping the old gods or if it's for intimidation like the spikes on their armour.
In any case, I reach the roof and meet the game's first boss.
The Ogre, pretty much a standard darkspawn except for the fact that they're spawned from Qunari broodmothers and consequently gigantic. It's interesting to note that it has a wound stitched shut, I didn't think that the darkspawn got healthcare from other darkspawn, I thought their own regeneration took care of it.
Unlike the previous opponents, the Ogre can hit hard enough to do damage in addition to having the ability to pick up a character and punch them over and over until they die. Soon enough it's all ogre over and I'm free to loot it's corpse.
Havard's Aegis: A terrible blow scarred the face of this plain wooden shield long ago. But there is a strength and presence to the shield, and it seems almost to glow with a light of its own.
And the accompanying codex entry:
Havard was Maferath's closest friend. They were children together in the same Avvar Clan. They fought side-by-side in so many battles that Maferath dubbed him, "Havard the Aegis", better to have at his side than any shield.
Maferath brought Havard with him to meet with the Tevinters; it was unthinkable to stand before his enemies without his Aegis.
When he understood that Maferath was giving Andraste over to be executed, Havard, unwilling to draw swords against his friend and liege, placed himself between Andraste and the Tevinter soldiers. The Tevinters struck him down, and Maferath left him for dead.
But Aegis was not so easily destroyed. Havard lived and made his way, gravely wounded, to the gates of Minrathous to stop the execution. Too late. He found only the ashes of the prophet, left to the wind and rain. When his fingers touched the ash, his ears filled with song, and he saw a vision of Andraste dressed in cloth of starlight. She knelt at his side, saying, "Rise, Aegis of the Faith, the Maker shall never forget you so long as I remember."
His wounds healed instantly. And with new strength, Havard gathered up Andraste's remains and carried them safely back to the lands of the Alamarri.
This shield is a priceless relic from the time of Andraste, what's an Ogre doing with it?
There's also the Ogre's codex entry.
Towering over their darkspawn kin, the massive ogres are a rare sight on the battlefield. Traditionally, they only appear during a Blight, but some records claim that ogres have been spotted in the Deep Roads hunting alone or in small groups. At least one report by the Grey Wardens claims that an ogre was spotted alone in the Korcari Wilds in 9:19 Dragon, though it was weakened and easily dispatched. Up to a hundred of these creatures can accompany a darkspawn horde at any one time during a Blight, often using their great strength to burst through fortifications and demolish the front lines of the opposing army.
They use brute force to charge their enemies like bulls, slam the ground with their fists to shake enemies off their feet, and hurl great rocks into the face of oncoming foes. Melee can be difficult against a giant that snatches a warrior up in one hand, crushing the life out of him or beating him into oblivion with the other hand. The nimble can try to wiggle his way free, or an ally can attempt an array of stunning blows on an ogre to free the comrade in danger.
Grey Warden lore urges caution when slaying an ogre. Unless it is ensured that they have received a major wound to the head or the heart, it is possible that they are lying dormant and will regenerate to full health within a matter of minutes. During a Blight, most Grey Wardens recommend burning all darkspawn to ashes... "dead" ogres in particular.
Now that this is done, let's go back and look at the general situation in the valley as we crossed the bridge to get to the tower.
This is the force already in the valley fight when you cross the bridge, as you can see, Cailan's idiotic charge has absolutely shattered formations and it's every man for himself as more darkspawn join the fight with each passing second. I can only assume that none of the Ostagar survivors from future games were fighting there.
And this is the Darkspawn horde coming in, if I had to guess I'd say Loghain's forces are off to the right a bit, not a good flanking position since if they go to Cailan's rescue they'll leave their own flanks open to the darkspawn still pouring into the field.
Since I never got to see the Ostagar arguments in their prime, let me know what you think Loghain should have done here and if he was right to abandon the field.
Morrigan, the second most popular character in the series and a fan of impractical clothing (how does her shirt work exactly? And why does she have so many belts dangling from her pants?).
Probably after, Logain strikes me as the kind of guy who didn't want to plan this out too much, no sense in risking Orlesians hearing of it. Or being killed for Treason, that too.
Since I never got to see the Ostagar arguments in their prime, let me know what you think Loghain should have done here and if he was right to abandon the field.
At that point? He kinda would've had to, given the betrayal and sheer size of the horde. But still, at least have harassing attacks on them as you withdraw.