Dragon Age - History of Thedas Before the Games - LORE DOCUMENTARY

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In the waning years of the Blessed Age, reptilian wings blanketed the sun. Dragons, thought to have been hunted to extinction centuries earlier, reappeared in the skies above the world of men and devastated the countryside of Orlais and Nevarra. Reading this as an epochal omen, Faustine II, Divine of the Chantry, declared a new age: the Dragon Age, which in her holy wisdom, she predicted would be a time of violence, upheaval, and dramatic change. Thus begins the period in which the titularly named Dragon Age games take place, yet this is not where the history of its world begins. Welcome to special longform video on the vibrant and tumultuous continent of Thedas, where we will explore the entire background lore of the fascinating Dragon Age franchise right up until the beginning of the first game. If you’re lore-heads like us you probably want to listen to these stories at all times, and for that, you need a portable option for your audio. 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Raycons come with a selection of gel tips so you can pick the one that gives you the best fit, they’re water and sweat resistant and even though they’re small they have noise isolation so you can enjoy your audio properly - or, awareness mode for cases where you need to switch out and hear the real world around you. Be it lore, audiobooks, music, or news, there is always something to listen to to make your day more fun and productive, and with wireless earbuds from raycon, the best way to get all this is now more affordable than ever. And even better: click the link in the description or go to buyraycon.com/waw to get 15% off your Raycon purchase! For over 10,000 years, the continent of Thedas has been home to advanced civilizations capable of wondrous marvels. However, the race of humans, although nowadays the dominant species of Thedas, are relatively newer arrivals to its shores. As far back as 7,600 years before the founding of the Chantry, the elves were immortal and inherently magical people. They called themselves “Elvhen,” which in their tongue meant “the people,” and ruled a massive Empire they called Elvhenan. Elvhenan was a place of arcane miracles, encompassing not only the whole of Thedas, but extending beyond the physical realm itself: the Fade. The Fade is the dimension from which all magic stems, where the consciousness of mortals travels when they dream and where beings of pure magic, like spirits and demons, reside. In the modern Dragon Age, Elves and Humans enter the Fade mentally when they dream. Still, they can rarely travel there physically due to a magical barrier known as the veil, which separates the mortal world from the metaphysical. However, in the Ancient Age, no such barrier existed, and the Elvhen not only walked freely in the land of dreams and built entire cities that transcended dimensions. However, few in the modern age remember the splendors of the metropolises of Elvhenan, those who do describe them as a place of surreal beauty. One particular dreamer asks us to “imagine spires of crystal twining through the branches, palaces floating among the clouds,” and to “imagine beings who lived forever, for whom magic was as natural as breathing.” Much like all roads led to Rome in our world, in Ancient Thedas, all Eluvians led to Arlathan, a name meaning “this place of love,” and the beating heart of the Elven civilization of Thedas. While the children of Arlathan built spires that reached the heavens, the hardy, industrious Dwarva mastered the land beneath the surface. The Dwarves literally carved an Empire for themselves out of stone, building massive cavernous cities known as Thaigs, connected by a network of enormous underground highways called the Deep Roads. Dwarves are a race incapable of magic. Having no mental connection to the fade, they also do not dream. However, what the Dwarva lacked in arcane aptitude, they made up for in ingenious engineering and industry. In contrast, their non-magical status made them the race best suited for mining and refining crafting with the magically volatile but extremely precious element of lyrium. While the children of the stone thrived, the ethereal empire above them was changing. Over time, certain powerful mages in Elvhenan had grown more and more influential, beginning as revered war generals, to elders treated with ritualistic veneration before eventually becoming seen by their people as living gods. In total, nine Elves became powerful enough to be seen as divinities. They were Elgar’nan, the god of vengeance and fatherhood, Mythal, the goddess of love and motherhood, Falon’din, the god of death, Dirthamen, the keeper of secrets, Andruil, the goddess of the Hunt, Sylaise, the hearthkeeper, June, the god of the craft, Ghilan’nain, the goddess of navigation, and Fen’harel, the maverick of the bunch, who history remembers as “the Dread wolf.” The Evanuris were not benevolent gods, but fickle, spiteful, and tyrannical. Under their despotic rule, Elvhen society became more stratified, as a caste of nobles and high priests who showed complete devotion to the Evanuris were rewarded with the power to enslave vast swathes of the Elven population. These slaves were branded with facial tattoos known as Vallaslin, whose varying designs showed which of the Evanuris their noble owners favoured. Over the centuries the Evanuris warred among themselves, siccing their sycophants and their slaves against one another in an unending, narcissistic hunger to gain more worshippers. Elves did not age, but they could be wounded and killed, and thousands perished in the Evanuris’ senseless wars. However, not all the Evanuris were tyrants: Mythal regularly sought to temper the more depraved inclinations of her peers, while Fen’harel took things one step further, becoming a champion of the enslaved, lifting the Vallaslin off their faces, and leading them in a crusade against the False Gods. As the flames of revolutions ravaged Elvhenan, the Evanuris began to panic. As Fen’harel continued to elude them, they instead set their wrathful eyes upon his dear friend, Mythal. In an act of treachery, the Goddess of Love was slain at their hands. Consumed by grief, Fen’harel created the veil, the barrier which would forever separate the mortal world from the fade. As a result, the Evanuris were permanently locked away into the realm of dreams. However, the cost of achieving this had been catastrophic. Many of Elvenhan’s cities had been intrinsically tied to the fade, and with that connection severed, they began to collapse in on themselves, while the paths between them crumbled, destroying eons of knowledge, killing many elvhen and even fracturing spirits. Moreover, after their connection to the world of dreams was snapped, the Elves lost their immortality, and for the first time in their history, began to age. The Glory days of the Elves were now over. Around 3100 years before the founding of the Chantry, the first human migrants arrived from the North. Over time, a diversity of primitive human tribes inhabited the land. Of the men who migrated south, the Alamarri, Clayne, Chasind, and Avvar peoples became masters of what is now Ferelden, while the lands which now make up modern Orlais and Nevarra were the domain of the Ciriane, Inghirsh, and Planasene. Of the men who remained north, four tribes, the Qarinus, Barindur, Neromenians, and Tevinters created Kingdoms for themselves. In their earliest days on the continent, mankind inevitably came into contact with the Elvhen. It seems that in some regions, these relations were precipitated by cooperation and cohabitation, while in others, such as in the lands of the Neromenians, contact between the two races brought about violence. Either way, not long after first contact, the Elves began withdrawing into the forests of Arlathan, where their last great city of the same name was located. Later legends would claim that it was contact with humans which caused Elfkind to begin aging for the first time, but as we know, they had already lost their immortality when Fen’harel created the veil, making it all the more mysterious as to why they decided to abandon the majority of Thedas and let mankind become the master of the continent. Originally, these early humans lived relatively primitive lives as nomads, pastoralists, or simple agriculturalists, holding to an eclectic variety of animist faiths. This status quo persisted for centuries, until the Neromenians, the oldest of the human tribes, made a discovery that would change the face of Thedas forever. Around 1595 years before the founding of the Chantry, legend has it that a Neromenian oracle named Thalsian mastered the ability of lucid dreaming, allowing him to pass his consciousness into the fade at will. While roaming the dreamworld of demons and spirits, he encountered a being known as ‘Dumat’, one of the Old Gods. It is unknown exactly what the Old Gods were, only that they were beings of unfathomable power who took the form of massive dragons and inhabited a spectral metropolis at the heart of the Fade, known as the Golden City. Whatever they were, it is said that they imparted the secrets of Blood Magic to Thalsian. Humans had likely already discovered various forms of hedge magic by this point, but blood magic stood apart. Most mages cast spells by drawing on their mana, metaphysical energy within themselves which allows them to pull energy across the veil from the Fade into the Physical world. Blood mages, however, titularly use the blood of living beings to cast their spells. Using blood as fuel gives blood mages a level of sheer power that normal sorcerers simply cannot achieve, yet it comes at a high cost, for the more power a Blood Mage desires, the more blood must be shed, resulting in Blood Magic’s grisly association with grotesque, ritualistic human or elven sacrifice. Because of his discovery, Thalsian was able to become King of the Neromenians. During his reign, the worship of the Old Gods became the predominant faith of his people: a pantheon of seven great wyrms known as Dumat, the Dragon of Silence, Zazikel, the Dragon of Chaos, Toth, the Dragon of Fire, Andoral, the Dragon of Slaves, Urthemiel, the Dragon of Beauty, Razikale, the Dragon of Mystery, and Lusacan, the Dragon of Night. 1195 years before the founding of the Chantry, Darinius, High King of the Neromenians and descendant of Thalsian, had united the Nerominians, Qarinians, and Tevinters under his rule. In so doing, Darinius became the first Archon of an Empire known as the Tevinter Imperium, the most historically impactful nation in human history. The Tevinter Imperium was a magocracy, with those who held magic powers being held in higher regard than those who did not, and blood mages occupying the highest positions in Imperial society. Around the same time as its founding, the Empire came into contact with the great Thaig of Kal-Sharok, whose King, Endrin Stonehammer, forged an alliance with Archon Darinius. This partnership was predicated on trade, for the Dwarva were the continent’s principal supplier of Lyrium, which was an essential resource the Tevinters needed to fuel their magic-based society. This bond of friendship between the Empire and the Dwarves exists to this day, making it the longest lasting diplomatic treaty in the history of Thedas. However, for the next non-human species the Tevinter Imperium encountered, things would not go quite as smoothly. Around 1000 years before the founding of the Chantry, as the Imperium grew eastwards, its pioneers began building settlements on the borders of the Arlathan Forest, a dense, primeval woodland they thought to be [un?]inhabitable. There in the trees, they encountered scouts of strange, lithe, and sharp-eared people who they had never seen before. At this point in time, it had been millenia since the Elves had withdrawn from the wider world, and as such, it is very possible that this generation of Imperial humans had, up until this point, been unaware of their existence, with memories the first contact their distant ancestors made with the Elvhen over 2,000 years ago having been lost to time. During the reign of Archon Thalasian, the Imperium sent several emissaries into the forests, but none returned alive. This did little to endear the Magisters to their pointy-eared neighbours, and in the ensuing decades, border skirmishes between the two nations became more and more frequent, while Tevinter settlers were sent into the Arlathan forest to colonize the woodland. These settlements disappeared overnight, no doubt having been consumed by the forest at the coaxing of Elvish magic. 981 years before the counting of the Chantry, tensions between Tevinter and the Elves erupted into open war, and the Imperium unleashed the full wrath of its armies and mages upon Thedas’ oldest people, cleaving a bloody path through the forest, and laying siege to the Elven capital of Arlathan, which previously had remained hidden at the heart of the woods. While still valiant warriors and powerful mages to a degree, the Elves were ultimately a shadow of their former selves, their magics a pale shadow of what their immortal ancestors had been capable of before the Dread Wolf created the veil. Thus, they were ultimately unable to overcome the powerful blood rites of Tevinter, whose magisters allegedly were powerful enough to enthrall dragons and demons to aid in their war effort. After a six year siege, Arlathan fell, and the magisters used blood magic to sink Thedas’ most ancient and beautiful city into the earth, wiping it off the face of the world forever. Some Elves managed to escape this devastation and flee to the very fringes of the continent, but most others were enslaved. For centuries thereafter, the descendants of once mighty Elvhenan would be reduced to nothing more than a slave caste, losing much of their language, culture, and identity in the process. The lucky ones got to toil away under Tevinter overlordship their whole lives, and the unlucky ones became grisly sacrifices in the rituals which empowered the Magister’s blood magics. After the conquest of Arlathan, the Tevinter Imperium went into expansionist overdrive, as their new caste of enslaved elven provided free labour, which drove their industry, and blood to empower their mages. Within the next two centuries, the Empire expanded across nearly all of Thedas. Wherever the Tevinters went, they enslaved people, and soon, many humans suffered the same fate as the Elves, becoming thralls to despotic occultist masters. Minrathous, the capital of the Empire, became the beating heart of civilization on Thedas, and far-flung provinces were connected to it by an Imperial Highway of stone and magic that sprawled across the continent. With all that said, Tevinter control over their newly conquered lands was often not absolute, as tribes like the Ciriane and Alamarri, despite having much of their lands occupied by the Magisters, never stopped fighting back against Imperial occupation. Moreover, Tevinter itself was rarely a stable polity, with powerful and insidious factions of ambitious mages in its magisterium scheming against one another for power, resulting in eras where civil war could rage across the country for decades at a time. 395 years before the founding of the Chantry, when the Tevinter Imperium was still the mightiest Empire in the land, Corypheus the Conductor, High Priest of Dumat, the Dragon of Silence, began receiving visions. According to the Canticle of Silence, an apocryphal verse in the Chantry’s liturgy, Dumat spoke thus to Corypheus: “Open the gates. To my Golden City, you must sojourn. At the foot of my throne, I shall anoint you, most favoured of my disciples, and I shall raise you up to godhood, that all mortals shall know your glory.” Corypheus became obsessed with achieving these visions, yet bypassing the veil that divided the waking and spiritual realms, let alone reaching the seat of the Gods, would take an unfathomable amount of raw magical force. So it was that Corypheus went to his esteemed peer, a mage known simply as the Architect, High Priest of Urthemiel, the Dragon of Beauty. Upon being asked to aid Corypheus in ascending to the Heavens, the Architect conferred with Urthemiel in his dreams. Urthemiel responded in kind with a vision, commanding the Architect to aid Corypheus in helping man ascend to the heavens, not to the end of helping Corypheus become a god, but so Urthemiel could make his chosen servant a god in Corypheus’ stead. Thus, the Architect agreed to help the Conductor in this vainest of projects. However, even between the two of them, they had not the power or resources to force open a physical passage into the fade. To that end, they recruited the five other High Priests of the five other Dragons: The Watchman of Lusacan, the Forgewright of Toth, the Appraiser of Andoral, the Augur of Razikale, and the Madman of Zazikel. Each one of these mighty magisters had received a vision from their Gods, telling them to help Corypheus enter heaven, and that when the time came, it would be they, and not any of their peers, who achieved apotheosis. Thus, with the magisters all agreeing to work together, while secretly planning to betray each other, mankind embarked on his quest to usurp Heaven. In the following months, the seven High Priests, now known as the Magisters Sidereal, began labouring in preparation to enter the Golden City. The cost would be enormous: two thirds of the all of lyrium in the entire Empire, alongside the lives of thousands of slaves, mostly Elves, whose life-blood was spilt to fuel the Magisters’ spells. These macabre efforts bore fruit, for the lyrium and the blood sacrifices caused the veil to rip open, creating a passage for the Magisters to enter the spirit world in the flesh. And in so doing, they doomed the world. So it is written in the Canticle of Threnodies: “And so is the Golden City blackened with each step you take in my hall. Marvel at perfection, for it is fleeting. You have brought sin to heaven, and doom upon all the world.” In the modern Dragon Age, no two legends or faiths can agree what happened when the haughty High Priests stepped foot into the Golden City. The Chantry teaches that the Maker instead greeted the Magisters, the Chantry’s one true God, who cast the magisters out of heaven, and cast the Old Gods out of the Fade, sealing the primordial Draconic beings in prisons deep beneath the earth in the physical realm. Other sources, however, claim that when the Magisters entered into the City of the Gods, it was black as shadow, its throne laying empty. Either way, the Magisters were forced to return to the physical world, not as gods, but as corrupted ghouls, for their time in the realm of Gods had tainted their hearts and their bodies, making them into a new type of twisted being: the first darkspawn. Upon their return, any mortals who beheld the newly blighted forms of the Magisters would themselves become darkspawn, and thus, a new wicked race was introduced to the land. Although the Darkspawn are inherently vicious beings, they are usually too disorganized to be an existential threat. That is until they awaken an Archdemon. Deep in their subterranean prison, the Old Gods sing a slumbering song, beckoning the darkspawn unto them. Whenever the darkspawn uncover one of the Old Gods, their presence both awakens and taints the ancient Dragon, turning it into an Archdemon. This blighted divinity then assumes control of all Darkspawn, turning them into a single horde capable of threatening all civilization on Thedas. The first Old God to be transformed into an archdemon was Dumat, and upon his awakening, the first blight began. Although the coming cataclysm was devastating to all races and tribes, it was the Dwarves who were by far hit the hardest. Having built their vast Empire deep beneath the earth, it was in their realm in which the Darkspawn first emerged. Moreover, the First Blight could not have come at a worst time for Dwarf kind. Although they were, in theory, a unified Empire united under a High King in Kal-Sharok, in practice, each of the great Dwarven Thaigs ran their own affairs, and often bickered with one another in feuds that could last generations. Moreover, Dwarven society was deeply stratified, divided into castes, with those being born into the upper and middle castes, like warriors, smiths and miners, having inherently more rights and privileges than born into the lower servant castes, or worse yet, the casteless, who were not even considered people. As such, when the Blight came upon Thedas’ grand underground Empire, Dwarven society was caught gridlocked amidst neverending internecine bickering and a bitter social class struggle. Before long, the darkspawn horde emerged onto the deep roads. Soon, the vast underground highways which had connected great Thaigs across thousands of miles became infested, as Darkspawn swarmed out unto them like venom through a body’s arteries. The Dwarves, divided and distracted, were caught completely by surprise, and at the onset, completely failed to organize a unified defensive line. Nearly overnight, countless cities were raised by the caustic horde, and the majority of the Dwarva’s history and cultural achievements were lost forever. Eventually, the leaders of the stout race united under a single King, Aeducan, under whose leadership the Dwarves finally managed to stem the Darkspawn advance. However, this came at a massive cost, for huge swaths of the deep roads had to be blocked off and countless more Thaigs abandoned to their fate in order to ensure the survival of the four largest Dwarven cities: Gundaar, Hormak, Kal Sharok and Orzammar. A beacon of hope for the Dwarves came when one of their most brilliant smiths, Caradin, discovered the secret to forging Golems: huge automatons of steel or stone which were both near indestructible in battle and immune to being infected by Darkspawn taint. These Golems became the backbone of the Dwarven army, and even allowed them to retake lost Thaigs and stretches of the Deep Roads which had previously been given up for lost. However, these victories came, once again, at a bitter cost, for the creation of a golem required the soul of a living dwarf to be sacrificed and woven into its steel-clad body. At first, many Dwarves volunteered for this, sacrificing themselves so they might become an instrument of war to save their race, yet before long, the volunteer pool dried up, but the Darkspawn threat remained dire. To compensate for this, Dwarven Kings began forcefully putting criminals, the casteless, and political dissidents in Golem bodies. When Caridin objected to this, he was himself forcibly turned into a Golem. However, unlike other Golems, he retained his autonomy of free will. To put a stop to the involuntary harvesting of dwarven souls, Caridin reclaimed the Anvil of the Void, the lyrium-infused device which was used to create Golems, and vanished with it deep into the blighted Deep Roads. Now deprived of the ability to make more steel juggernauts, the advances the Dwarves had made on the Darkspawn were turned back around. With near complete control of the Deep Roads, the Darkspawn horde controlled a crucial infrastructural network that they could use to surface almost anywhere at any time. Thus, when the Blight came upon the world of men, it did so nearly everywhere at once, leaving the armies of the Tevinter Imperium scrambling in their attempts to create a solid defensive front. Wherever the Darkspawn struck, the land around was sucked of moisture, blackening the earth and turning plants to dust. The skies filled with rolling black clouds that blocked the sun. Disease and rot followed. Huge swathes of the territory became unlivable, and no matter how many Darkspawn were struck down, there were always more to take their place. During their raiding and pillaging, the Darkspawn would often take human, dwarf and elf women captive, bringing them to their underground nests, and forcing them to undergo a horrific process that transformed them into twisted, bloated beings known as Broodmothers, which were capable of birthing new Darkspawn in the thousands. Different Broodmothers produced different kinds of darkspawn, which resembled the race it had once been. Dwarven broodmothers spawned genlocks, human broodmothers spawned hurlocks, elven broodmothers spawned shrieks. Most terrifying of all, broodmothers who had once belonged to a mysterious race of horned giants known as the Kossith spawned massive, brutish shock troopers known as ogres. If all this was not bad enough, the Archdemon Dumat would show himself on the field on more than one occasion. A deadly, draconic force to be reckoned with, Dumat was capable of slaying thousands, and even when he was slain by brave warriors, which happened on more than one occasion, he would immediately revive: his spirit simply possessing the nearest living darkspawn, which promptly transformed back into a massive, blighted wyrm when infused with the Archdemon’s soul. Indeed, it seemed as if the horde was unending and its leader unkillable. For over a century, the Blight continued, and entire generations lived and died, knowing only violence and pestilence in their lives. Barbarian tribes on the fringes of Thedas, like the Alamarri, Rivaini, and the Ciriane were overrun, while in the Tevinter Imperium, the fabric of society unraveled. The imperial masses, who for generations had worshiped the seven Old Gods, were thrown into a crisis of faith when faced with the fact that the blight was being led by their own sacred Dragon Dumat, while the other six, when offered gifts and prayers for salvation, responded only with silence. In a cathartic fury, the citizens of the Empire lashed out against the religious leaders who had failed them, forming mobs that burned down temples to the Old Gods and strung up their priests. Truly, it was the darkest of times. And yet, it was when the hour was bleakest that the world was given a glimmer of hope. 305 years before the founding of the Chantry, a special order of warriors was founded in the mountains of the Anderfels in the fortress of Weisshaupt. They were the Gray Wardens and would bring salvation to the land. Unlike the rest of Thedas’ institutions, the Gray wardens cared not for their members' race or faith, taking on Dwarves, Elves, and Humans alike. Each member underwent a special ritual known as the joining, in which they ingested the toxic blood of the Darkspawn. This was an extremely dangerous process that killed most of its participants. Those who survived emerged enhanced, possessed of a deep connection with the Darkspawn, able to sense when they were near, and able to hear the call of the Archdemon, thus giving them an immense advantage in the battle against the horde. Riding atop massive Griffons, the Gray Wardens took to the field, and found great success over the horde. Crushing victories over the darkspawn in places like Nordbotten created a much-needed boost in morale across Thedas, rallying Tevinter Magisters and Barbarian Chieftains alike behind the Wardens' cause. Yet, the blight continued, for the Wardens had yet to make the ultimate sacrifice. As previously mentioned, if an average person strikes the killing blow on an Archdemon, its spirit is released and travels to the nearest soulless darkspawn. The only one capable of permanently killing an Archdemon is a Grey Warden. When a Warden strikes the deathblow, the Archdemon's spirit still passes to the nearest tainted creature, but that creature is the Warden. Since the Warden has a soul, the attempt by the Archdemon to possess the Warden fails, destroying both souls in the process. 203 years before the founding of the Chantry, a grand coalition of human forces, consisting of the remaining armies of the Tevinter Imperium and the barbarian tribes of the Ciriane and Rivaini, joined with a stalwart legion of Dwarves, and faced down the Archdemon Dumat and his endless hordes at the Battle of the Silent Plains. It was one of the bloodiest days in Thedosian history, with over a third of the allied forces cut down. Yet, it was all worth it, for in the carnage, a fateful Gray Warden, whose name has been lost to time, got in close enough to Dumat to strike a fatal blow upon him- joining his soul to the archdemon, and destroying it forever. Deprived of their leader, the Darkspawn horde was figuratively decapitated, and they fled back underground in droves. The first blight was over. As the darkspawn retreated back into the bowels of the earth from whence they came, much of Thedas rejoiced. Yet, for many, victory over the blight which had terrorized them for generations was a bitter draught. One blight had been defeated, but there were six remaining Draconic Old Gods imprisoned deep beneath the earth, meaning future generations would have six more blights to contend with. For the Dwarves, the first blight never truly ended. Although without an archdemon to guide them, the darkspawn did not terrorize the humans of the surface world, they still infested the subterranean Deep Roads and Thaigs which they had taken from the Dwarva, using them as staging grounds to bore deeper into the earth in search of Archdemons to awaken. While the world above enjoyed peace, the war below ranged on. Before long, the Thaigs of Gundaar and Hormak had fallen, leaving the cities of Kal Sharok and Orzammar as the only bastions of Dwarven civilization left on Thedas. As for the Gray Wardens, whose order had saved Thedas, their reward was a slow and excruciating death. Tainted with darkspawn blood, each warden only had some twenty or thirty years to live. After that, their tainted blood would begin to corrupt their bodies, transforming them into a subservient ghoul like any other in the horde. Knowing this to be their fate, the Wardens developed a ritual known as the Calling, in which, when their time came, they would venture into the darkspawn-infested deep roads and slay as many monsters as they could before being overwhelmed and killed: a preferable alternative to transforming into the very creatures their order was born to slay. After suffering the inter-generational ravages of the First Blight, the Tevinter Imperium was not the juggernaut it had once been. While the Darkspawn had been driven back underground, the environmental devastation they had left on the land was still causing droughts, landslides, wildfires and famine. As supply lines buckled, the Imperium was forced to abandon many of its furthest outposts, reducing its ability to project power onto the Barbarian tribes on their borders. In the heartland, people lashed out over the betrayal of their Old God, Dumat, causing massive social unrest between the general population and the Empire’s ruling Magisters. As the Empire fractured from within, the aforementioned Barbarians on society’s fringes were on the up and up. While the Blight had hit them too, it had not been as hard, and in its wake, they had begun to consolidate their small, squabbling tribes into political units capable of challenging Imperial might. One example of this occurred when Elderath, a powerful Alamarri chief who ruled lands in what is now northern Ferelden, married a Ciriane clan leader named Brona, allying with the tribes of what is now central Orlais. In the year 203 before the founding of the chantry, the joining of Elderath and Brona produced a daughter, Andraste: the girl destined to become the martyred prophet of, by far, the most dominant religion on Thedas. In the modern day, the most comprehensive account of Andraste’s life is found in the Chant of Light, the religious liturgy of the Chantry. Like all holy scripture, the Chant has been remolded several times over the centuries, with the true story of its Prophetess touched up and snipped at to present a narrative that inspires conformity and obedience in its believers. As such, we should be careful not to take the Chant of Light at face value as a religious document, but neither will we ignore its usefulness in piecing together Andraste’s saga. Tragedy befell the young Andraste early in life. The girl had grown up with her half-sister, Halliserre, who Elderath had sired with a concubine. According to later historical testimony, when both girls were children, Andraste noticed Halliserre wandering into the forest, entranced by a flashing of mysterious lights. Andraste followed her sister into the trees; what happened next has been lost to time. All that is known is that, when the pair were found, Halliserre lay dead amidst a clearing scorched by fire, with Andraste nearly still alive but shaken and unsure of what she had seen. After this incident, Andraste would be plagued, or blessed, depending on your point of view, by fits and seizures, in which she would go into a stupor and receive strange, unearthly visions. Upon maturing into young adulthood, Andraste was betrothed to Maferath, another powerful chieftain of the Alemarri who controlled much of what is now eastern Ferelden. Their marriage precipitated the largest alliance of Barbarian tribes ever seen, forging a confederacy which stretched across most of southern Thedas south of the Waking Sea. The pair would not enjoy marital bliss for long. Sometime after -187 Ancient, a Tevinter raiding party thundered into Andraste’s home village with spell and steel borne, killing her father, Elderath, and taking her as a slave. Following this, Maferath became the most powerful Barbarian leader in southern Thedas, assuming control of the confederacy forged by his late father-in-law. However, Elderath had been an extremely popular leader, and as such, the loyalties of many of the subchiefs under Maferath's command were contingent on his ability to return the old Chieftain’s legacy, his daughter back to her rightful place among her people. It is unclear how long Andraste languished under the chain of the Tevinters, but eventually, her husband was able to negotiate her release, presumably for a Queen’s ransom in tribute. Back among her people, Andraste reflected upon her time in slavery, languishing in sorrow for those she had left behind: the countless enslaved peoples, be they of the Alemarri, the other tribes of men, and Elves, who still suffered under the bitter sting of the Magister’s whip. Seeking guidance in how she might bring salvation to these tortured souls, Andraste turned to the traditional animist Gods of her people, the spirits of the trees and the waters, but found only silence as her reply. During these mournful days, Andraste’s visions intensified, and in them, a divine voice began to sing to her: “Heart that is broken, beats still unceasing, An ocean of sorrow does nobody drown. You have forgotten, spear-maid of Alamarr. Within My creation, none are alone.” Indeed, if the Chant of Light is to be believed, then it is here that Andraste received her first conclave with the Maker of the World, the speaker of the first word, the one true God of Thedas. The Maker revealed that all men, elves and dwarves were his children, but they had since turned their backs on him, prostrating themselves before dragons and demons. He elucidated that the world had once been a paradise, and the Golden City had been made for mankind to take their place by his side one day. However, when the endless greed of the Magisters Sidereal had sought to usurp heaven from him, spurred on by the whispers of their heathenous dragon overlords, he had been forced to turn his back on beloved children, abandoning man to their false idols, and letting them waste away in a world polluted by corruption, misery and blight. So it was that Andraste realized the truth and spoke with a heavy heart: “I saw the Black City, towers all stain'd, Gates once bright golden forever shut. Heav'n filled with silence, then did I know all And cross'd my heart with unbearable shame.” Burning with compassion for her people, Andraste begged the Maker to give mankind a second chance. Reluctantly, God agreed, charging Andraste to be her prophet. Only once all peoples across all four corners of the earth had welcomed He back into their hearts as their one true deity would the Maker return unto the earth and turn it into the paradise that was promised: “For you, song-weaver, once more I will try. To My children venture, carrying wisdom. If they but listen, I shall return.” Thus charged with a new divine purpose, Andraste began preaching to her people. Through her as its conduit, the cult of the Maker began to spread like wildfire among the Alemarri, who latched on enthusiastically to one of the holy tenets Andraste preached: that magic should serve man rather than rule over him, a particularly appealing dictate for the men and women who had languished for centuries after the tyranny of Tevinter sorcery. Soon, Andraste’s ambitions expanded beyond her own people. After all, the Maker had declared that only when his Chant of Light had spread across all the world would paradise be restored, and much of the world was still under a rule of an Empire where magic still ruled over man, where thousands spent their lives in chains, and where worship of the blighted Old Gods persisted. So it was that Andraste beseeched her husband to be the spear point of a holy crusade to bring the light unto those wicked lands. Thus, the exalted march aga/inst the Tevinter Imperium began. In -180 Ancient, Maferath and Andraste crossed the waking sea at the head of a massive horde of Alemarri warriors. With the bitter rage of centuries of Imperial oppression in their hearts and the spiritual fervor of the Chant of Light invigorating their souls, these tribal marauders cleaved northwards through what is now the Free Marches with ease. During these initial stages of the invasion, the Empire offered little meaningful resistance. Still dealing with caustic political turmoil in their northern heartland while continuing to suffer immensely from post-blight natural disasters, they could not bear the full might of their armies to the southern front. As such, Maferath’s dynamic military leadership dismantled whatever piecemeal Tevinter forces they encountered, while Andraste’s preachings kept their soldiers inspired by holy purpose, determined to drive deeper into Imperial lands. One internal turmoil that prevented Tevinter from contesting Andraste’s advance was a rising epidemic of slave rebellions in its major cities. Long had the children of Arlathan, the once-immortal dreamer peoples of Thedas, endured the indignity of Magister chains and watched as their wives and children were put to the knife for idolatrous blood sacrifices. The Elves had lost much of their language, culture and identity during their centuries of bondage, but they had never lost their pride- and with that in their hearts, they rose up en masse against their masters. According to the Chant of Light, the Elven revolt in Tevinter was led by a man named Shartan, who spearheaded a successful uprising in the city of Vol Dorma, and then ambushed and annihilated the Imperial Legion, which had been sent to quash it. Shartan then rallied any elf in the Empire who would come to his banner and marched south to join forces with Andraste. This united coalition continued their northward grind for the next ten years, but the further they fought into the Empire’s heartland, the more stiff resistance became. What started as a blinding blitzkrieg soon turned into a nearly ten-year slog. Up until this point, individual Tevinter magisters had been too concerned with putting out the fires in their own provinces within the Empire to pool their manpower against the holy horde at their gates. However, as Andraste, Maferath, and Shartan began closing in upon Minrathous in -171 Ancient, the Sorcerer-Lords finally put up a united front, forming a massive host of legionnaires and battlemages, then meeting the invaders in the hinterlands outside the Imperial Capital, a place called the Valarian Fields. Like with everything else in this era of history, the story of the epoch-making Battle of Valarian fields is shrouded in religious myth-making. What is known is that the contest took many days, transitioned from a field battle into a siege and then back into open melee, and drenched the sunny fields of Northern Thedas in an ocean of blood. Then, after a long struggle which claimed the lives of tens of thousands, the Tevinter lines broke, and the Maker’s faithful were triumphant. The Chant of Light speaks thus: “At Shartan’s word, the sky grew black with arrows. At our Lady’s, ten thousand swords rang from their sheaths. A great hymn rose over Valarian fields gladly, proclaiming: Those who had been slaves were now free.” This was Andraste’s greatest triumph, but as it would have it, it would precipitate her betrayal and downfall. After the victory at Valarian Fields, Maferath travelled secretly to Minrathous to speak with Hessarian, the Archon and supreme leader of the Tevinter Imperium. There, he brokered a peace treaty that favored him greatly, with the Empire agreeing to acknowledge the full independence of southern Thedas as a state under Maferath’s rule. However, the price the Tribal Chieftain paid for this was heavy. Archon Hessarian could accept the cessation of Southern Barbarian lands which had always been the squalid backward of the Empire anyways. What he could not tolerate was the rapid spread of the Cult of the Maker among his people. Indeed, as Andraste’s armies cleaved northwards, the religion she preached had been quickly adopted by large swaths of the Tevinter commoners, who saw it as a new beginning after their own Draconic pantheon had abandoned them and become Archdemons. The rapid spread of a religion that preached the subservience of magic undermined the very foundations of Tevinter society, where the Archon and his Magisters utilized their boundless arcane talents to exert control over their people. Shortly after this meeting, Tevinter battlemages disguised in plain clothes were allowed to enter Andraste’s provisional stronghold in Nevarra City. Taking the prophetess completely by surprise, the infiltrators accosted and captured her, carting her back to Tevinter. To secure peace and independence, Maferath sold out his own wife. In Chantry teachings, Maferath is traditionally reviled as a petty wretch who, believing the victories won should be accredited to him and not the Maker and his ordained prophetess, conspired to eliminate his wife so that he may claim sole credit and glory. Historians have since disputed this narrative, claiming that Maferath’s actions, while no doubt brutal, were ultimately pragmatic. After Valerian fields, while the Tevinter military had suffered heavily, the Alemarri war effort had also begun to flag hard. Many of their most experienced war captains had perished in Valerian fields, and before that, in the interest of a lightning advance, they had left most of the fortresses they had captured ungarrisoned as they marched north. This had allowed Tevinter forces to reclaim those positions, from which they posed a serious threat to the Alemarri rear. Finally, with the Alemarri coalition having wreaked so much havoc in the Empire’s heartland, Maferath must have known it was possible that the Archon would use the external threat posed by the Barbarian Horde to unite his people, end the civil unrest which had been so critical to the invaders’ success thus far, and bring the full might of the Empire to bear on an exhausted Alemarri expedition. Carted to Minrathous, then paraded before the crowds of the Imperial capital, Andraste’s execution was to be a cruel one. Bound to a stake, and set atop a wooden pyre, the spiritual bride of the Maker was to be burned alive as a brutal example of what happened to those who defied the Imperium and the supremacy of its Mages. However, as the flames beneath the prophet’s feet were lit, a foreign sensation overcame Archon Hessarian: guilt, and moreso, pity. As the flames slowly consumed the Lady Redeemer, the Archon who had ordered her slow and agonizing death now stepped forth with a blade drawn, piercing her heart and bringing a quick end to her suffering. Andraste’s holy war was brought to a close with this act of mercy. After the hostilities, Maferath retreated south to administer his new independent tribal domains, which he split amongst his sons. His eldest child, Isorath, was given the lands which now constitute Orlais, the middle child, Evrion was given what is now the Free Marches, and the youngest, Gerald, was given the city of Nevarra. Maferath himself returned to his eastern homeland, ruling over the Alemarri tribes of what is now Ferelden. For their part in the war effort, Maferath granted the followers of Shartan a new homeland. For the first time in nearly a millennium, the Elvhen had their freedom and a homeland to call their own. Tens and thousands of them would make the long and perilous walk to their new country, which they called the Dales. There, they labored to restore the eons of knowledge which had been lost to them since the fall of Arlathan. All the while, from the arid deserts of the Anderfels to the swamps of Ferelden, the cult of the Maker continued to spread, for the death of Andraste had served only to turn her into a martyr who the faithful claimed had now taken her place by the Maker’s side in Paradise. Ten years after Andraste’s death, Archon Hessarian declared the Maker to be the one true god. Worship of the Maker and his divine Bride had found its first stronghold among the barbarians of the Southlands, but ironically, Lady Redeemer’s magocratic archenemy that would first turn Andraste’s teachings into a properly organized religion. To demonstrate his newfound submission to Andraste’s holy message, Archon Hessarian revealed the truth behind her death to the whole world: that Maferath, the Lady of Restitution’s own husband, had been the one who betrayed Andraste to the Imperium in exchange for the independence of his Barbarian Empire. This revelation shattered the status quo in Southern Thedas. After the exalted march on Tevinter, almost all the lands not part of the Imperium were under the rule of Maferath and his sons. When the peoples of those lands discovered that their Overlord or their Overlord’s father had directly caused their holy prophetess’ death, there was hell to pay. The Chant of Light is peculiarly reticent in telling us how Maferath died, but it seems that he was killed, likely by his own sons, shortly after his betrayal was revealed. Soon, the sons, too, would lose control over their lands. Evrion, the middle child and ruler of the Free Marches, had always been the most devoted to spreading his stepmother’s teachings. He willingly abdicated his throne out of shame for his father’s duplicity, dispersing his holdings among the many tribes in the region. The other two brothers would not enjoy such amiable transitions of power. In truth, tensions had been bubbling in their land for years, for the local tribes, be they Nevarran, Planasene, Ciriane or others, had all begun to resent being ruled over by foreign Alamarri chieftains. The revelation of Maferath’s betrayal simply ignited the powder keg. In Nevarra City, the youngest son, Verald, was the victim of a coup in which most of his court was murdered. He fled to the court of his brother, Maferath’s eldest son: Isorath. There, both brothers were outplayed by Isorath’s cunning wife, the Ciriane gyðja, or chieftainess, Jeshavis. In a ruthless ploy to free the Ciriane people from Alemarri rule, Jeshavis manipulated Verald into kinslaying Isorath for his throne, only to lead a popular rebellion that deposed and killed the subsequently weakened Verald. The establishment of Jeshavis as the first native ruler of the southern barbarian heartlands is generally considered to be when the tribal Ciriane culture began evolving into the genteel, romantic high culture of the modern Orlesians. Indeed, it would be the successors of Jeshavis who would lead Orlais into not only supplanting Tevinter as the cultural and political heart of Thedas, but also creating the religious and social institutions which define the daily lives of nearly every modern Thedosian. 36 years before the founding of the chantry, an unlikely alliance was forged when Septimius Drakon, the son of an Imperial Tevinter nobleman, was married to Castana, the daughter of a prominent Ciriane chieftain. In the generations after Jeshavis, Orlais had been ruled by a succession of female monarchs known as Gothi. Castana had ambitions to become the next Gothi of Orlais. As it so happened, her husband was a brilliant political schemer, having learned from the best by growing up among Tevinter’s cutthroat nobility. With Septimius’ support, Castana was able to claim the Orlesian throne. Soon after, she gave birth to their son: Kordillius Drakon, the man who created modern Thedas. When Kordillius was but a boy, he claimed to have a holy vision in which Andraste herself had appeared before him and charged him with redeeming the world in the eyes of the Maker. By the young prince’s time, most of the humans of Thedas had converted to the monotheistic worship of the Maker. However, outside of Tevinter, there was no standardization of this worship, with various tribes and clans each having their own variety of the cult of Andraste, with their own rituals, traditions and versions of the Lady Redeemer’s words. At the tender age of sixteen, Prince Drakon inherited his Castana’s throne but found he lacked the loyalty of many of the clans who had supported his mother. In a bid to secure much-needed allies, he married Lady Area Montlaures, who was the daughter of a powerful lord in Val Chevin, a master markswoman, and a shrewd tactician. At the time of their marriage, Orlais was barely half the size it is today, but that was soon to change. Kordillius and Area soon embarked upon a holy campaign, uniting Orlais by right of the spear and the sword, transforming the nation from a confederation of loosely united clans and city-states into an efficient, centralized Empire, all while expanding its borders well into modern-day Ferelden and Nevarra. Through these conquests, Drakon also forced all his subject peoples to adopt a universal, orthodox version of Andraste’s chant of light, thereby standardizing the Andrastian faith. To further glorify his god, the righteously guided Prince demolished the ancient Ciriane fortress, which had once been the seat of Queen Jeshavis. In its place, he had erected a grand temple to the Maker: “a chantry where the one true song of Andraste shall forever after be heard.” After a successful spree of conquests, Kordillius Drakon marched into the city of Val Royeaux and, in the waning years of the ancient era, was crowned Emperor of Orlais. As his first act in the Imperial office, Drakon laboured to cement the standardization of the Andrastian faith. He declared that an official Church, the Chantry, would be the only official body with the divine authority to interpret the Chant of Light. To lead the Chantry, Emperor Drakon appointed Olessa of Montsimmard: the only female general in Drakon’s armies during his wars of unification and a woman known both for her skill in the arts of war and for her devotion to her faith. In Olessa, Drakon saw an echo of Andraste, a spiritual leader and a maiden of war. So it was that Olessa became the first divine pontiff of the Chantry, taking on the holy name of “Justinia.” This day marks the end of the ancient era, the beginning of the chantry calendar, and year one of the Divine Age. One of the first acts of the Chantry was to enforce a complete ban on the practice of magic. After all, when Tevinter had ruled the world, magic had been their tool of oppression. Moreover, the practical risks of magic use, such as mages summoning demons from the fade, were a threat to anyone who lived in proximity to practitioners of sorcery. However, in the early years of the Divine age, the Chantry found it difficult to actually suppress the use of magic, which continued to be commonly practiced throughout the land by rogue hedge mages, cultists and heretics. In response to the rampant and unchecked sorcery ravaging the land, an independent group of vigilantes called the Inquisition was created: an organization dedicated to protecting peoples from the tyrannies and dangers of the arcane wheresoever it appeared. Before tensions between mages, the Chantry and the inquisition could bubble over, all parties found themselves facing bigger problems. In the fifth year of the Divine Age, the Darkspawn, burrowing deep beneath the derelict Dwarven deep roads, found and awakened the Old God Zazikel, turning it into an Archdemon and beginning the second Blight. Like the first blight, the second was a calamity that spanned multiple generations. However, unlike during the time of accursed Dumat, this time, humanity had a dynamic Emperor and a holy purpose to unite behind. Indeed, in the first decades of Zazikel’s onslaught, Kordillius Drakon and the Andrastian armies of mighty Orlais led the charge against the horde. The Emperor was nothing if not a pragmatist and knew that to defeat an apocalyptic force of nature like the Darkspawn, he needed powerful allies and could not be scrupulous about who they were. To that end, he enlisted the help of Orlais’ outlaw mages, had the Chantry lift the ban on their practice, and permitted them to use their full arcane powers against the Darkspawn. This culminated in the Nevarran accord, which saw the creation of the Circle of Magi, an organization governed and monitored by the Chantry. As members of the Circle, mages would be allowed to practice their craft freely. However, they would also be isolated from mainstream society, locked in towers which they were locked in, unless granted leave for a specific purpose, such as to fight Darkspawn. To enforce these rules, the Inquisition of old was transformed into the Templars, a holy order under Chantry authority which was charged with hunting down any apostate mages who either refused to join the Circle or escaped from the Circle while also acting as a police force for the mages within Circle towers to ensure they were not partaking in any forbidden arcane arts. Knowing the Gray Wardens were the only force on Thedas capable of slaying their archdemon, the Darkspawn had brought their full might to bear on their Fortress of Weisshaupt. Here, Emperor Drakon achieved one of his finest victories when his relief army broke the blighted siege, delivering the Wardens from certain doom. So impressed were the Wardens by Drakon’s charisma and command that the order converted to the teachings of the Chantry. Indeed, wherever Drakon’s armies fought, from the Anderfels to Nevarra to the Bannorn, they spread the Chant of Light. Through the crisis of the blight, the authority of the Chantry spread throughout Thedas as her Andrastian armies proved themselves to be the foremost bulwark standing between the world and oblivion. In the 45th year of the Exalted Age, Kordillius Drakon died of old age, but his successors took up the mantle and never let up against the Darkspawn. In year 95 of the Exalted Age, the Gray Warden hero, Corin, slew infernal Zazikel in battle. Now future generations only had five more blights to look forward to. By the end of the second blight, numerous new Kingdoms had arisen across Thedas, with the political geography of the continent beginning to look more or less like it does now in the modern Dragon Age. In the south, the Empire of Orlais was the pre-eminent power. In the Free Marches, the descendants of former Planasene Barbarians and Tevinter colonists had coalesced into a disunited league of city-states, with Kirkwall, Starkhaven and Tantervale being the most politically relevant. Originally, the city of Nevarra was one such marcher city-state, but due to the charismatic leadership of the Pentaghast dynasty, it rapidly expanded and was soon large enough to be a formidable Kingdom in its own right. No such political centralization would occur in the sacred southeastern plains and woodlands of Andraste’s homeland. Although the region today is home to the Kingdom of Ferelden, that unification would not occur until the fifth age. The Alemarri would remain a stubbornly disunited and tribalistic people for centuries to come. In the north, the political reach of ailing Tevinter continued to decline as new polities were birthed out of the Empire’s former territory. The free-spirited peoples of Rivain had rebelled against the Imperium and forged a Kingdom for themselves in the waning years of the Ancient Era, which was around the same time that Antiva, a hive of smuggling and piracy and crystalized into a mercantile Princedom of good repute. Antiva, for its part, would never forget its clandestine roots and, to this day, remains a nation famous for the House of Crows, the most infamous and deadly order of assassins on Thedas. Meanwhile, in the northwest, Tevinter had never reclaimed the Anderfels after abandoning it after the second blight, and eventually, it became an independent Kingdom. There is an immense amount of cultural diversity throughout all the nations which have thus far been mentioned. And yet, throughout Thedas, peoples as different from one another as an Antivan winemaker, a Nevarran crypt sweeper or a Ferelden dog lord all had one thing in common: they were adherents of the same Church. Indeed, from Rialto Bay to the Western Approach and from Denerim to Weisshaupt, the Orlesian Chantry was the chief religious body that educated the people and governed their daily lives. There was, however, one exception to this rule. There could be no doubt that the Tevinter Imperium was an Andrastian nation. In fact, they had been organizing the Andrastian faith long centuries before Emperor Drakon had appointed Divine Justinia as the first holy pontiff of the Chant of Light. As such, while the authority of the Orlesian Chantry spread throughout the rest of Thedas, the ancient Empire guardedly kept to their own customs of worship. Soon, tensions between the Chantry and the Tevinter Clergy begin to simmer over seemingly irresolvable doctrinal disputes. The Grand Clerics of Tevinter Andrastianism were male, which chagrined the Orlesian Chantry, whose hierarchy was comprised exclusively of women. This was because Andraste herself had been a woman, and it was believed that men were too prone to anger, jealousy and passion to properly serve as holy leaders, just like Maferath had been when he betrayed his divine wife. However, by far, the greatest source of conflict ultimately arose from the second verse of Canticle of Transfigurations in the Chant of Light, "magic exists to serve man, and never to rule over him." The Orlesian Chantry fulfilled this verse by making mages fully subservient and isolating them in circle towers away from society. However, Tevinter had been ruled by mages for millennia, and magic had long been a valued trait, prized and nurtured through selective breeding in the upper classes. These old habits died hard even after the Empire converted to Andrastianism. Thus, when the Imperial Clerics argued that when Andraste said that ‘magic exists to serve man and never to rule over him,’ it meant that mages must serve the greater good, which was best accomplished by allowing mages to take part in government, thereby allowing those with arcane prowess to retain their role as Tevinter’s privileged elite. Eventually, it became evident that this liturgical quibble was irreconcilable, and the Divine of the Orlesian Chantry declared the worshippers of Tevinter to be heretics. In response, the Archon of the Imperium officially declared a schism from the Orlesian chantry, appointing its own Divine, a man, at the head of its own official Chantry. To this day, the religious rivalry between the Orlesian and Imperial Chantries remains an omnipresent source of tension in Thedosian politics. Whatever the case, by the end of the Divine Age, the overwhelming majority of humanity, Thedas’ dominant race, was now subscribed to one of the two major forms of Andrastianism. However, the Chantry did not intend to stop its prosthyletizing where humanity ended. After all, it had been one of Andraste’s core teachings that only when the Chant of Light had spread to all four corners of the earth and been embraced by all races and peoples would the Maker return to make the world a paradise. After successfully liberating the whole of southern Thedas, then betraying his wife to the Empire to secure his land gains, Maferath, the grand chieftain of the Alemarri, kept his massive new holdings in the family, dividing them between himself and his three sons, with one exception. As a reward for fighting alongside Andraste’s faithful against the Imperium, Maferath decreed that the Elves would have a homeland of their own, granting them the lush, thickly forested land of the Dales, located in what is now southeastern Orlais. Across northern Thedas, hundreds of thousands of Elvhen, the overwhelming majority of whom were born into slavery and grew up in chains, began walking to their new promised land. Many died on this trek, which involved cutting across thousands of miles of treacherous, untamed wilderness. Set upon by human bandits and wild animals while perishing from exposure and starvation, many began to despair and consider returning to their Imperial masters. “At least in Tevinter,” they said, “we had food, water, and shelter. What do we have here? Nothing but the open sky and the prospect of the never-ending road ahead.” And although some individuals would peel away from the flock and return to their masters, the vast majority’s resolve never broke and made it to their destination. There, they founded the city of Halamshiral, which in the ancient Elvish tongue means “the end of the journey.” Finally independent once more, the Elves were finally free to return to the old ways of ancient Elvhenan, speak their original tongue, and worship their original gods. However, this was easier said than done. Countless generations of slavery under the Tevinters had stripped the Elven people of most of their language, culture, and history. What survived was a patchwork of folk stories, legends, and a smattering of words and phrases of the old Elvish tongue passed down in secret from slave mothers to slave children. The Hahren, or Elders of the Dales, did their best to gather up all these scraps of remaining knowledge and stitch them back up into a coherent tapestry. Despite this, many of the truths of ancient Elvhenan were now lost. For instance, the Elves of the Dales worshipped the Evunaris, the nine supreme beings of the Elven pantheon. They believed the Evunaris to be benevolent Gods who bestowed their ancient forebears with the gifts of the earth: with Sylaise the Hearthkeeper having given the elves the gift of fire, Dirthamen the Keeper of Secrets having given the elves the gift of knowledge, June, God of the Craft having given the elves the gift of artisanship, and so on. The Dalish Elves also believed that Fen’harel was an evil trickster who, out of jealousy and malicious treachery, deceived the Evanuris into sealing themselves away in the fade, known to them as “the Beyond,” which is ultimately why the ancient Elvhen lost their immortality, why Arlathan fell, and why the ancestors of the Dalish were condemned to a millennium of slavery. The fact that the Evanuris were not true gods but simply extremely powerful mages, they had not been benevolent beings but instead tyrannical despots, and that Fen’harel was more akin to a freedom fighter than a scheming trickster were all truths that had been lost to time. In spite of the fact that this new nation’s perception of its people's history was more fairytale than reality, it still became a Kingdom that achieved a level of beauty and sophistication that only the Elves were capable of. Within only a few generations, the Dales had become a land of marble palaces and gardens woven seamlessly into the natural woodland landscape. It was a far cry from Ancient Elvhenan, which had been a literal dreamscape that transcended metaphysical dimensions, but it was a land of beauty nonetheless. The Elves were, of course, armed. Never again would they be slaves, and to protect their freedoms, they founded the Emerald Knights, an order of warriors devoted to protecting the borders of the Dales. Each knight rode into battle atop a type of sacred deer called a halla with a wolf companion who fought at their side. Initially, the relationship between the Dalish nation and their tribal human neighbours was good. After all, both the elves and southern menfolk had been tempered in the same baptism of fire, fighting side by side to win their freedom from the Tevinter Imperium. Yet, the Elves would soon discover that human memory can be short, especially when clouded by the righteousness of religious zealotry. As we have covered previously, in the centuries after Andrastes’ martyrdom, the world of humans underwent a rapid metamorphosis as the invincible warlord Drakon forged the mighty Orlesian Empire through fire and blood, spreading his version of the Andrastian faith by the point of a spear and founding the Chantry, the religious institution which would come to govern the vast majority of humanity on Thedas. Emperor Drakon considered himself a righteous uniter, but the Elves looked upon his aggressively expansionist policies with alarm, seeing echoes of tyrannical, despotic Tevinter in the newly ascendant Orlais. As such, the Dalish Kingdom severed diplomatic ties with their human neighbours and adopted a policy of near-total isolationism. The growing enmity was mutual. It was a core Andrastian belief that only when the Chant of Light had spread to all the peoples of Thedas would the Maker return to the world and make it a paradise. By now, almost all humans were adherents of either the Orlesian or Tevinter Chantries, but the nonhuman peoples of the continent were not. The Dwarves of Orzammar were not a realistic target of proselytization for the Maker’s faithful. The stout mountain dwellers were the continent’s chief supplier of priceless lyrium, a crucial trade which could be disrupted if the Church ired the Dwarves by insisting on sending missionaries into their lands. No such commercial interests protected the Dalish Kingdom, who, despite having been founded by slaves who had once fought alongside Andraste herself, had turned their backs on the word of the Maker and re-embraced the heathen idols of their misguided ancestors. Tensions between Orlais and the Dales worsened after the outbreak of the Second Blight, during which the elvhen refused to help the Orlesians, maintaining their strict policy of isolationism even as the lands of their neighbours were reduced to a bulbous wasteland. It is even said that, in year 25 of the Divine Age, when the Darkspawn besieged the Orlesian city of Montsimmard, an elven army watched on a nearby hill and did nothing. After Orlais emerged from the blight, bloodied but victorious, the Chantry began sending missionaries into the Dales. When these priestesses were turned away, the Chantry sent armed holy templars into elven lands in their place. By the end of the divine age and the beginning of the glory age, human-elven tensions were pressurized to explode as the Chantry began spreading lies about Elves using human infants as sacrifices in blood rituals. Soon, small-scale skirmishes became common along the border between the Dales and Orlais. As is so often the case, the road to total war was paved in a story of misunderstanding and personal tragedy. In the ninth year of the glory age, an elven woman was killed, murdered by human hunters for having unknowingly strayed over the Orlesian border. Siona, the woman’s sister and an emerald knight, swore vengeance in a fit of rage and grief. In this, she sought the aid of her brother, Elandrin, who was also an Emerald Knight. Elandrin refused. As much as he grieved for losing his youngest sister, he refused to raise a finger against humankind. Later, it was revealed why: he had fallen in love with Adalene, a human girl from the town of Red Crossing. Siona was blinded by rage. She had lost one sibling to human swords, she would not suffer to lose another to the human God. With a commando of Emerald Knights, she rode to Red Crossing to find her brother and force him to come home. When they arrived at the hamlet, they were greeted by Adalene, rushing towards the elves with a letter in her hand. She would never get to read it out. Without hesitation, Siona ordered her men to order fire, and Adalene was instantly riddled with arrows and killed. Her screams roused some of the village folk, who grabbed their pitchforks and charged the elves, but they were no match and were cut down as well. As more humans poured out of their homes, Siona and her crew became outnumbered and were forced to retreat. Only then did Elandrin emerge to be met with the corpse of the woman he loved. Even in death, he refused to leave his lover’s side. To the vengeful humans, it made no difference: a pointed ear was a pointed ear, and Elandrin was butchered in revenge for his sister’s atrocities. The letter in Adalane’s clutches, written by his hand, forever going unread. Adalene, What care have I for gods I have never seen, for a Maker I do not know? Let others distract themselves with such lofty concerns. I know only this life, I have seen only this world, and I care only for you. Perhaps your priestess distrusts the sincerity of "uncivilized" elves. If she must hear me say I will follow the Maker, so be it. Your god intercedes as much as ours. My life will not change. I will return in two weeks' time. My heart longs for you 'til then, and will remain with you forever after. Elandrin After the massacre at Red Crossing, the Empire or Orlais declared war on the Kingdom of the Dales, and the contest for the fate of the Elvhen began. The Elves struck fast and struck hard, storming out of their forests astride their war-halla and blitzing into Orlesian land. In 2:10 Glory, the Emerald Knight Vaharel fell upon the city of Montsimmard and captured it in a lightning strike. As the Elves continued to storm through eastern Orlais and maraud ever closer to the capital of Val Royeaux, panic spread throughout the Empire. In response, Divine Renata I of the Chantry declared an Exalted March, a holy war, inviting all the Andrastian nations to take up arms against the heathen elves. However, none of the other human nations provided their troops, leaving Orlais to handle their own affairs. By the end of 2:14 Glory, Elven armies had reached Val Royeaux, subjecting the city to a brutal sack and plundering the sacred tomb of Emperor Kordillius Drakon I, taking his arms and armour back to Halamshiral to be displayed as trophies. This was a crippling blow to the great Andrastian Empire, but it was not its end. Orlais was a huge country with vast reserves of manpower and resources to call upon, manpower which their opponents simply could not match. Indeed, although the Dalish had almost every battle thus far, every Elven life lost in those engagements was felt sorely, while for every Orlesian soldier cut down, there were three more peasants in the countryside ready to be conscripted. By using attrition to their advantage, the Orlesian armies were eventually able to regroup and turn the tide. Eventually, they liberated Val Royeaux and began pushing eastwards, pushing the Elvhen out of Orlais before advancing into the Dales. The Emerald Knights made the Andrastians pay a quart in blood for every inch they advanced into the Elvish forests, but they could not stop the human advance. By 2:20, Glory Orlesian and Chantry banners were flying before the walls of Halamshiral, and soon after, the Elven Capital fell. Even after this, the Dalish refused to surrender. The last holdouts of the Elvish army led by the Emerald Knight-Captain Lindiranae retreated to a place called Dirthavaren to make a final stand. Here, they faced down an Orlesian army led by the Warrior-Priestess Amity, champion of the Chantry. The Elves were cut down to the last man and woman, Lindiranae was slain, and with her death, so too did the dream of Elven Freedom die once more. At the conclusion of the Exalted March, the Dalish kingdom was dismantled, and its lands were annexed by the Empire of Orlais, which established human settlements across the former Elven domain. The shrines to the elven gods were struck down throughout the Dales, and the Chant of Light was sung. The faithful rejoiced, for the word of the Maker, had finally reached this corner of the earth, and thus He was one step closer to returning. As for the Elves themselves, whose fate now lay in the hands of the Chantry, sister Amity had this to say: “Even Maferath the Betrayer had a part to play. Who are we to say the elves do not? The Elves were guilty of the greatest sin, of turning from the Maker. But we will show them mercy, for that is what Andraste teaches.” For the heirs of Arlathan, this “mercy” was a bitter pill to swallow. They were subject to mass deportation, forced to disperse throughout the land and live in squalid, walled-off sections of human cities called ‘Alienages,’ where they were treated like second-class citizens. Moreover, they were forced to fully assimilate into human society by abandoning their old Gods and converting to Andrastianism, undoing all the work the Dalish Kingdom had done to revive the ancient knowledge of Elvhenan and condemning the Elvish language, culture and religion to a slow and pitiful extinction. The Elves would not be enslaved people, as they had when their first homeland fell to the Tevinter Imperium, but they became a ghettoized people all the same. Some, however, refused this fate. Rather than submitting to Andrastian “mercy,” they banded together into nomadic clans and committed to roaming the continent as a homeless, stateless people. These itinerant wandering tribes, known as the Dalish Clans for their second lost homeland, would continue to reject the human God. It would be in them that the last vestiges of Elven religion and language lived on. Life among the nomadic Dalish was tough, and they were reviled as a pariah people in most lands, but they survived nonetheless and continue to roam throughout Thedas to this day. With Elven independence vanquished for the last time and the Dwarven Kingdoms content to remain deep under the earth, fighting a perpetual battle with the Darkspawn, the Chantry believed there would be no more obstacles in their objective of spreading the Chant of Light to all four corners of the earth. They would be wrong. Before we move on to the next chapter in the story of Thedas, let us briefly dial back the clock to the time before the rise of the darkspawn and the birth of Andraste. In the ancient age, 410 years before the founding of the Chantry, a mysterious race of ashen-skinned giant folk from a faraway northern continent made landfall in the southern Korcari Wilds, where they established a colony. Virtually nothing is known about this horned race, except for their name, secretly preserved in the records of the Tamassrans: Kossith. During the first blight, the Darkspawn overran the Kossith colony. Thereafter, memory of the giant folk would fade amongst men, elves and dwarves, but their twisted, blighted descendants, the Ogres within the darkspawn horde, would terrify the peoples of Thedas for centuries. Let us now leap back to where we left off on the timeline: the era of glory, the second age in the Chantry calendar, and the Kingdom of the Dales has just fallen, leaving humanity and the Andrastian faith as the monopolistic overlord over the entirety of Thedas, at least above the surface. The next three ages, the towers, black, and exalted age, respectively, would be dominated by two major themes: holy war between the rival branches of the Chantry in Orlais and Tevinter and the continuation of the blights. Over the centuries, the armies of Thedas had become increasingly efficient at containing the Darkspawn threat. Whereas the First Blight lasted nearly two centuries and the second one nearly one century, the third and fourth blights, which occurred in the Towers and Exalted ages, lasted barely more than a decade. During the fourth blight, the armies of the Archdemon Andoral were defeated by a pan-Thedosian army united and led by the most unlikely of leaders: Gray Warden Garahel, an elf born in an alienage slum. However, these triumphs came at a cost, for after the fourth blight’s conclusion, the famous Griffons, which the Gray Wardens had traditionally rode into battle, went extinct. In the sixth Chantry epoch, the Steel Age, a new people introduced themselves to Thedas. In 6:30 Steel, a race of ashen-skinned giants, sailing from their mysterious homeland far in the northern hemisphere, landed on the tropical island of Par Vollen, where they conquered the isles’ indigenous human population. These invaders were most likely the descendants of the horned Kossith who founded the doomed colony in the Korcari wilds in the ancient age, but in the millennia since their last appearance on Thedosian soil, the horned behemoths had rebranded. Their old culture, old gods, and even their old name had been abolished. They now called themselves Qunari, followers of the Qun. Founded by the philosopher Ashkaari Koslun in their far-off homeland at an uncertain date, the Qun was not a religion, for it worshipped no gods. Instead, it was a form of social architecture that governed Qunari society, implementing an extreme form of complete and total conformity upon all its followers. To a Qunari, individualism is the greatest of sins. The Qun teaches that their entire civilization is a single organism and that each individual is a single cell responsible for fulfilling whatever role it has been given to make the body function. This belief is reflected in the tripartite nature of Qunari civilization, which divides society into three segments: the military, which represents the organism’s body, the workers, which represents the organism’s mind, and the priesthood, which represents the organism’s soul. Consequently, Qunari leadership is a governing body of three individuals, with an Arishok representing the body, an Arigena representing the mind, and an Ariqun representing the soul. Under the Qun, no social mobility or freedom of choice exists. Nor does the concept of love or nuclear family exist. Procreation is strictly controlled through a selective breeding program, and all children are raised communally by the Tamassrans: an all-female branch of the Ariqun priesthood. When children come of age, the Tamassrans assign them a social role, which they must then serve for the rest of their lives. So complete is this conformity that the Qunari do not even have personal names but are instead referred to by their title. For example, in the Dragon Age, a Qunari warrior was found in the Ferelden town of Lothering who called himself ‘Sten,’ which in the Qunlat language simply meant ‘Infantry Platoon Commander.’ In the Qun, a person’s identity was their role in society and nothing more. Perhaps the most unenvious role to be assigned in Qun society was ‘Saarebas,’ which means ‘dangerous thing.’ The Qunari, like men and elves, are a race capable of magic, and much like the chantry, the Qun uses draconian methods to regulate magic use. However, a sorcerer in a sequestered yet comfortable Chantry circle tower lives like royalty compared to how their Qunari counterparts are treated. ‘Saarebas’ are kept masked, collared, and weighed down by chains their entire lives. Their every moment is spent under the watch of a keeper called an Arvaarad. Saarebas are essentially treated like organic heavy artillery, with the immense firepower they wield kept under lock and key so it can be churned out against the enemies of the Qun. Despite the almost comically draconian nature of Qunari society, there was a paradoxical sort of egalitarianism to it as well. The Qun teaches that all beings are equal and that there is no fundamental difference between the highest Arishok and the lowest labourer, for they are both simply fulfilling their designated role for the organism's wellbeing. Whatever one's opinion on mandatory conformity, it cannot be argued that Qunari society is highly efficient. What it lacks in freedom, it makes up for in order and security, with its adherents finding comfort in having every difficult life decision already made for them. Indeed, wherever Qunari armies conquered, the local population was efficiently converted to the Qun through willing conversion or by herding the natives into less-than-voluntary ‘learning camps.’ For example, within a single generation, the native human population of Par Vollen had been almost entirely assimilated. Nowadays, their ancient culture, whatever it was, has been entirely forgotten, preserved only by the ruins of ancient Pyramids, long swallowed by the jungle. In 6:32 Steel, a host of massive Qunari dreadnoughts crested over the horizon in the coastal waters of Antiva and the isle of Seheron. Soon, their ground forces made landfall. Thus began the war to conquer the lands of people who they saw not as their enemy, per se, but as purposeless souls who needed to be sternly guided to the Qun. Through conventional warfare, the Qunari horde was already an extremely formidable host, through the sheer size of their giant shock troopers or the arcane destruction their muzzled Saarebas were capable of. However, the invaders also possessed an advanced military technology thus far unseen by the people of Thedas: gaatlok, an explosive black powder which powered their ship-mounted cannon, or adaar. Initially, the nations of northern Thedas were completely blindsided by this sudden invasion, and their defences melted like a snowbank in spring before the horned host. Within a decade of landing, the Qunari had overrun all of Rivain and Antiva and trampled through most of the Tevinter Imperium, with only the ancient and magically warded capital of Minrathous holding out against the foreign tide. After stabilizing their hold on a conquered territory, the Qunari worked to convert its populace. Learning camps were set up, and the locals were rounded up and re-educated. Many poor Tevinters converted willingly, seeing the conformist but equal society of the Qun as a preferable alternative to Magister cruelty. Indeed, wherever the Qunari conquered, they found willing converts among the lowest castes of Thedas’ hierarchical, feudalistic societies. Elves, either living as second-class citizens in Alienage ghettos or as slaves to Tevinter Mages, were particularly susceptible to the call of the Qun. Despite this, overall resentment against the horned conquerors was still strong, and by 6:55 Steel, massive, widespread rebellions against Qunari rule had erupted all over the Tevinter Imperium. Taking advantage of this, Tevinter forces rallied and, with the help of a coalition of allies from all across the Andrastian nations, liberated the Imperium. The invaders retreated back to Antiva, Rivain and Seheron. There, the Qunari entrenched themselves, and a decades-long stalemate would ensue. Fourty years later, the Steel Age came to an end. Divine Renata, predicting the seventh of the Chantry epochs would be defined by turmoil and bloodshed, declared that it would be named the Storm Age. She was right. In 7:25 Storm, the impossible happened: the Orlesian and Tevinter Chantries, who had been slaughtering one another in endless holy wars for four ages now, agreed to band together against their common enemy. Yet, even with their forces combined, the united armies of humanity were hard-pressed to dislodge the horned colossi from their northern holdings. Three exalted marches were launched against the Qunari. The first was successful, with Andrastian forces pushing deep into occupied Antiva. The gains made in this campaign were largely due to the efforts of the mages of the circle of Magi, whose spellcraft proved an effective counter to both gaatlok cannon and Saarebas magic. During this time, the Tome of Koslun, the written testimony of the founder Ashkaari and the most sacred book in Qun society, was taken by Orlesian forces as a spoil of war. 27 years later, a second exalted march was launched and was met with almost immediate disaster, with the Qunari crushing the expedition force and retaking most of Antiva in the process. Following this, the antaam pushed southwards, threatening the Free Marcher cities of Ostwick, Starkhaven and Kirkwall. In 7:55 Storm, a third Exalted March was launched. This time, Chantry forces made an unlikely alliance with the free port of Llomeryn: a notorious hub of pirates. These buccaneers had little love for the Kingdoms of Thedas, whose ships they had long preyed upon for booty, but they certainly had no desire to be conquered by the gray skins and forced to surrender their rugged, freedom-loving lifestyle they so cherished in favour of rigid conformity. Thus, the freebooters united into a massive vagabond fleet, the Felicisima Armada, and raised the black flag against the Qunari host. The pirates made a critical impact on the war effort, blunting the power of the mighty Qunari navy and disrupting the enemy’s naval supply lines, thereby allowing Chantry forces to push back into Antiva and Rivain steadily. In 7:78 Storm, the raiders even managed to defeat the Qunari in a massive naval battle and take the strategically crucial island of Estwatch from them. Despite this, the struggle was still long, gruelling, and devastating. Years of fighting stretched out into decades, and bodies piled up on both sides. The worst sufferers in this prolonged slug match were the natives of Antiva and Rivain, whose homelands had been turned into desolate, burnt-out husks as Qunari and Chantry armies fought over every hill and village, condemning thousands to die of exposure, starvation, or as collateral damage. Before long, the resources of every nation in Thedas were nearly completely completed, with their treasuries empty and populations at threat of demographic collapse due to wartime casualties. Meanwhile, despite the countless horned giants cut down by Andrastian blades, it seemed as if the Qunari were under no such socioeconomic strain. Indeed, it stands to reason that a borderline hivemind society would be capable of endlessly churning out soldiers in much the same way a beehive produces worker drones. Contemporary Thedosian historians often comment that, in the end, it was not the military setbacks which forced the Arishok’s forces to pull back from continental Thedas but their concern for the mass destruction and death they had brought to the realm. After all, their sacred objective was conversion, not extermination. Their goal was to bring the purposeless Bas into the teachings of the Qun, much like a strict father would teach selflessness and responsibility to a wastrel son. This could not be achieved by waging a war of annihilation, which the Chantry seemed determined to make them do if they were ever to conquer the whole of Thedas. In 7:84, envoys of the Andrastian nations of the Orlesian Chantry and the Qunari Triumvirate gathered in the pirate isle of Llomeryn and began forging the path to peace. In the titular Llomeryn accords, the Andrastian nations recognized the Qunari’s rightful dominion over the northern Archipelago of Par Vollen, while the Qunari agreed to depart from Antiva and Rivain. One nation not present at these peace talks was the Tevinter Imperium, which had suffered the most during the initial wave of Qunari invasions. Driven by bitter vengeance, the Imperial Magisters refused to sign the Llomeryn accords. To this day, the war still rages between them and the Qunari, particularly over control of the isle of Seheron. In Northern Thedas, much of which was under Qunari occupation for over a century, the invaders' impact on the land is still observable today. When the Chantry regained control of those territories, they found the thousands of men and elves who had converted to the Qun hard to bring back to the Andrastian faith. Eventually, the Church decided that what it could not accomplish through proselytization, it would achieve through fire and sword. Thousands of Qun converts, especially in Rivain, were slaughtered en masse and dumped into mass graves. However, even this did not permanently root out the ideology. Even today, the Qun has a firm stronghold among the humans of Northern Rivain, especially in the port city of Kont-aar. Thus, the philosophy of the Qunari retained its foothold on Thedosian soil. At the beginning of the modern Dragon Age, the Qunari have not yet attempted to invade again, but it seems only a matter of time before iron dreadnoughts appear before the coasts of Tevinter and Antiva once more, bringing gaatlok, saarebas, and a new world order to Thedas once more. Since the story of the Qunari does not yet have an ending, let’s travel to the alpine southeast, back to the sacred homeland of the Lady Redeemer herself. A century before northern Thedas was gripped in the turmoil of the Qunari invasions, the ancient tribes of the Lady Redeemer’s sacred homeland were fighting amongst themselves. In the waning centuries of the Ancient Age, the Alemarri tribes of Ferelden had been the driving force of Thedas’ destiny. After all, the Bride of the Maker had been born among them, and their barbarian host had been the backbone of the army that toppled the hegemonic might of the Tevinter Imperium. After Andraste’s martyrdom, her widower Maferath ruled over the Alemarri people as their King, but after the earth-shattering revelation of his betrayal was revealed, he was quickly deposed. Consequently, while other Andrastian lands like Orlais and Antiva spent the first five ages of the Chantry calendar crystalizing into centralized Kingdoms and Empires, the alpine woodlands and rolling plains of Andraste’s birth remained a territory divided among powerful warlords known as Teyrns, who ruled over large swaths of territory called a Teyrnir. Each Teyrnir was subdivided into Bannorns, which were ruled by Banns and consisted of rural farmlands, and Arlings, which were ruled by Arls and usually centered around a major city and its hinterland. It should also be noted that while the Alemarri dominated Ferelden’s central valley, other tribes also dotted the landscape, such as the mountain-dwelling Avvar of the Frostbacks, and the shamanistic Chasind of the swampy Korcari wilds. Overall, the clans of Ferelden were a bellicose bunch, with Teyrns warring with one another for the allegiance of Banns and Arls, and Banns and Arls warring against one another for the allegiance of various localized land-owning freeholders. Infact, these warring states were so proverbially trigger happy, that according to one sarcastic Ferelden historian notes, a war was once fought over the name an Arl chose to give his prized war dog. It would be the fifth Chantry epoch in which a man of humble origins yet indomitable will would transform Andraste’s homeland into a permanently unified Kingdom, and be the first to wear its crown. Calenhad Theirin was born in the tenth year of the Exalted Age as the third son of a poor merchant from Highever. What his immediate family lacked in funds, they made up for in distant connections, for Calenhad was the distant cousin of Ser Forannan, a Knight in the Service of Arl Tenedor. Consequently, as a young man, Calenhad was sent forth to Arl Tenedor’s castle in West Hill to serve as a squire. Almost immediately, Calenhad was wrapped up in one of his new master’s petty wars when a rival noble, Arl Myrddin, laid siege to West Hill. After encircling and blockading the castle, Arl Myrddin called upon Arl Tenedor to come forth from his walls and discuss terms with him. Despite the inviolable nature of the right of parley, Tenedor suspected foul play and refused to entreat with his foe. Instead, the Arl dressed Calenhad up in his armour and sent the young man out to impersonate him in his stead. However, being a bold and principled boy, Calenhad immediately revealed his true identity to Myrddin when he came face to face with him. More amused than anything, Arl Myrddin revealed he had, infact, planned to violate the right of parley and kill Tenedor, but that he greatly admired Calenhad’s bravery for coming out in his masters’ stead. In recognition for his gallantry, Myrddin offered to make Calenhad his own squire. Calenhad dogmatically refused, unwilling to serve an honourless man who had intended to use treachery to eliminate his foe. Shortly after this encounter, Arl Myrddin launched his final assault on West Hill. Although Myrddin’s forces were successful in capturing the redoubt and killing Arl Tenedor, Myrddin himself was accosted by Calenhad and bested by him in single combat. Holding the Arl’s life in his hands, Calenhad chose mercy. In gratitude for his clemency, Myrddin recognized Calenhad as the rightful lord of West Hill, and swore both himself and his armies into Calenhad’s service. Hence, overnight, Calenhad was transformed from a humble squire into a Teyrn. Suddenly possessed of one of the most capable armies in Ferelden, Calenhad made the fateful decision to make a play for Kingship, and set out on a quest to be the first warrior since Maferath the Betrayer to unify the Alemarri clans under one banner. As it turns out, Calenhad was a natural soldier and a gifted leader. One by one, he defeated the petty Nobles of Ferelden in battle, and one by one, Banns, Arls and Teyrns alike swore fealty to him. As Teyrn Theirin’s successes mounted, so did the diversity of the units under his command. One of these was the Ash Warriors, an elite corp of mercenaries famed both for their vicious mabari war dogs, and for their guiding principle of taking no pay, instead working for whatever cause they deem just. In addition, Calenhad was also able to recruit both the Templars and Mages from the local circle tower, the latter of which was said to have crafted him an enchanted suit of silver armour which had been forged in the magical waters of the lake upon which their spire was built. All in all, it can be said that what Emperor Drakon was to Orlais, Calenhad Theirin was to Ferelden. His wars of unification came to an end when the ostensibly impregnable fortress of Redcliffe fell to him. In the 42nd year of the Exalted Age, all the Arls, Bans and Teyrns of Ferelden held a landsmeet in the city of Denerim, and unanimously recognized Calenhad as their head crowned. From that day forth, the Alemarri were finally unified and the Kingdom of Ferelden was born, with the House of Theirin serving as its royal line for centuries to come. To the rest of Thedas’ Andrastian Kingdoms, but especially the sophisticated, blue-blooded Orlesians, Ferelden is considered a backwater peopled by malodorous yokels all too fond of their dogs. However, her people are still admired for their tenacity and rugged, if simple minded, sense of warrior’s gallantry. This love-hate sentiment is embodied by a remark made in the Dragon Age by Empress Celene I of Orlais: “As a people, the Fereldens are one bad day away from reverting to barbarism. They repelled invasions from Tevinter during the height of the Imperium with nothing but dogs and their own obstinate disposition. They are coarse, willful, dirty, disorganized people, who somehow gave rise to our prophet, ushered in an era of enlightenment, and toppled the greatest empire in history.” While the perception of the Fereldens as an unrefined, rough-hewn people is no doubt unfair. One can understand how the other nations of Thedas see them that way. Religiously, the Kingdom of the Theirins is Andrastian, which comes as no surprise given that Andraste herself was born in its lands. However, even though the Orlesian Chantry has taken a firm hold of Ferelden’s social order, signs of the Alemarri peoples’ ancient, shamanistic roots still persist. Animist symbols are still a common motif in artwork, clothing and rural architecture, while stories of the old Gods are still told, largely in the form of cautionary tales aimed at children. The Chantry branch in Ferelden is surprisingly tolerant of these holdouts of paganism, and its clergy makes no effort to stamp them out. Indeed, the old Gods of the forest, swamps and mountains are not hated, the Maker and his holy bride simply stand above them. Even after its unification, the political landscape of Ferelden did not change all that drastically. Under the Theirin dynasty, the Banns, Arls and Teyrns of old controlled much of the land, only now owing their allegiance to a common overlord, rather than warring amongst themselves for power. Much of ancient Alemarri tradition survived into the Royal era, including the most important custom of all: the Landsmeet. In ancient times, the Landsmeet was an assembly in which tribal leaders resolved their disputes with one another. After the unification of the nation, it became a legislative body of the King’s most powerful vassals, who had considerable power over the monarchy. Indeed, any heir apparent to the Theirin bloodline had to be approved by the Landsmeet before being crowned, and the Landsmeet had the power to overrule the King's authority on many matters through a majority vote. To outside observers, whose monarchies were possessed of absolute power, the Landsmeet was seen as a chaotic, backwards custom. After all, why would a King put himself at the mercy of his lessers? Yet to the Fereldens, it was a wonderful expression of the rugged individualism and personal freedom so valued by their people. Religion and politics aside, no discussion of Ferelden society is complete without talking about man’s best friend. Outsiders often derisively refer to Ferelden nobles as “Dog Lords,” and for good reason. Ferelden’s canophilic tendencies likely trace its roots to the folk-hero Hafter, who was the first Teyrn of the Alemarri, and according to legend, the son of a Werewolf. Dogs are everywhere in Ferelden, guarding barns, herding livestock, and serving in the armed forces. Perhaps the most recognizable and treasured breed of dog in Ferelden is the Mabari war hound, hyper-intelligent animals allegedly capable of fully comprehending human speech. A terrifying beast to face down on the battlefield, Mabaris and their handles are an iconic staple of any respectable Ferelden nobles’ levies. Like all the Kingdoms of Thedas, Ferelden was a diverse country populated by many peoples. While the descendants of the mainstream Alemarri tribes, also known as the Clayne, dominated the nation’s demography, many other peoples, both human and non-human contributed to the social fabric. Having rejected the authority of the Theirin monarchs, cultural off-shoot tribes of the Alemarri, such as the aforementioned Avvar and Chasind, were driven to the fringes of society. Forced from the central Ferelden valley, deep into their respective mountainous and swampy homelands, these two tribes have remained far closer to their shamanic roots than their civilized cousins. Indeed, while the Clayne-Alemarri clans of Ferelden proper have fully embraced the Chant of Light, the Avvar and Chasind continue to worship the animistic gods of old, revering the spirits of the earth, the waters and the skies. In Fereldens cities, crowded, dirty alienages bustle as the impoverished Elvhen go about their daily lives. Much like in every other Andrastian Kingdom, the Elves of Ferelden are second class citizens, doing society’s dirtiest jobs for half what a human would be paid. Yet, for all their suffering, the Elves of Ferelden are possessed of rights that their counterparts in countries do not have. Serfdom as a concept does not exist in Ferelden, no one is bonded to the land or its lords, and all are entitled to move freely and work for who they wish. This right is extended to the Elves, but since prejudice against their kind remains both common and virulent, most choose to stay within the alienage walls anyway. Meanwhile, their distant kinsmen, the Dalish clans, ply their caravans in Fereldens thick woodlands, and it is not uncommon to see caravals of halla-pulled Aravel roaming the Brecilian forest, driven by the children of the Evanuris who continue to reject the Chantry and its God to this day, keeping to their old Gods and their old ways. Unlike the Elves, Dwarves generally have an easy go of things in Ferelden’s human-dominated society. Ferelden benefits from being in close proximity to Orzammar, the last ancient Dwarven Kingdom which still maintains diplomatic relations with humankind, and as such, is a major conduit of the incredibly lucrative conduit of the pan-Thedosian lyrium trade. Beyond the subterranean citizens of Orzammar, a small number of Dwarva live on the surface in cities like Highever and Denerim. These are usually well-to-do leaders in commerce, and discreetly, the main middle-men in facilitating trade between Orzammar and human-kind. Even if in theory, any Dwarf who leaves the underground to go live on the surface is by the rigid laws of the Orzammar Shaperate, an ostracized exile. From the Steel Age onwards, Ferelden’s relatively isolated geography shielded it from the cataclysmic, never-ending bloodbath of the Qunari invasions. Nevertheless, its history was not without its trials and tribulations. By the 5th year of the seventh Chantry epoch, the Storm Age, the reigning king, Arland Theirin, was growing deeply unpopular with the nobles of the landsmeet. Secretly, some of the Kingdoms most powerful Banns conspired to replace him with Sophia Dryden, a noble woman with a blood claim to the throne. The only issue was that Sophia was the Commander of the Ferelden Gray Wardens, a brotherhood which stood above national politics, and devoted itself solely to defeating darkspawn. Nevertheless, Warden-Commander Dryden decided to violate her order’s sacrosanct neutrality, and launched a rebellion against the throne. This insurrection was eventually crushed, and as a consequence, the Gray Wardens were banished from Ferelden, where they would have almost no presence for centuries to come. Although the Gray Wardens were a formidable foe, they paled in comparison to the next threat looming over the horizon. In the 24th year of the eight Chantry epoch, the Blessed Age, Emperor Reville Valmont of Orlais, known also as Reville the Mad, launched a full scale invasion of Ferelden. King Vanedrin Theirin was killed in battle, and his successor, King Brandel Theirin, failed to win the confidence of the Landsmeet. As such, many Banns and Arls sided with the invaders in exchange for the right to retain their lands and privileges under the new Orlesian regime. The Theirin dynasty was now fighting a losing battle, and yet, in a characteristic display of stubborn, dogmatic valiance, it still took twenty years for the Chevaliers to fully overrun the country. Modern historians in Ferelden consider the Orlesian occupation, which lasted around 70 years, to be a dark blot on their country’s history. One such commentator gloomily remarked that: “Our people, who from time immemorial valued their freedom over all else, were forced to bow to Orlesian rule. The Empire declared our elves property and sold them like cattle. Chevaliers routinely plundered freeholds of coin, food, and even women and children, and excused it as "taxation." And for 70 years no Landsmeets were held, for the Imperial throne had declared our ancient laws a form of treason.” And yet, there was hope on the horizon. In the waning years of the Blessed Age, a Prince-in-Exile, Maric Theirin, raised an army with the help of a rebel-champion, the Teyrn Loghain Mac Tir, and launched a rebellion to retake his country. The revolutionary war that followed was successful, and at the very beginning of the Dragon Age, Ferelden became a free country once more. In the 30th year of the Dragon Age, the Archdemon Urthemiel awoke, and the Fifth Blight began. The nation of Ferelden was the first to be hit, with Darkspawn pouring out from beneath the earth in the southern Korcari wilds. Facing this threat head on, King Cailan Theirin marched to the Fortress of Ostagar to meet the tainted horde. However, in the battle that ensued, he was betrayed and left to die by his most trusted vassal, Loghain Mac Tir. What happens next is no longer determined in the history books, and is not our story to tell. Indeed, from here on out, the fate of Ferelden, and of Thedas as a whole, is in your hands. We hope you've enjoyed this series and that it helps you in your journey across the world of Dragon Age. We plan to cover the battles of many other fantasy, sci-fi, and space opera universes, so make sure you have subscribed and pressed the bell button! 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Channel: Wizards and Warriors
Views: 164,431
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Keywords: before, the, games, summary, qunari, qunari wars, chantry, enslaved, dales, elvhenan, thedas, took, over, blight, how, started, dragon age, nevarra, orlais, ferelden, inquisition, templars, mages, blood mages, tevinter, empire, divine, arlathan, dragon, humans, elves, middle-earth, first age, tolkien, battles, of, Kings and Generals, Lord of the Rings, Sauron, elf, dwarves, battle, documentary, middle earth, animated, fantasy, sci-fi, wizards, warriors, decisive battles, history, lore, sauron, rings, morrigan, leliana, alaister, blood
Id: ruOxjGqT7IA
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Length: 114min 10sec (6850 seconds)
Published: Wed Apr 12 2023
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