Fade Rift Mods (
faderifting) wrote2015-05-06 11:45 am
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Setting
SETTING
Thedas is the only known continent in the world of Dragon Age. It exists in the southern hemisphere of an unnamed planet and is mostly covered by a handful of human nations with ill-defined borders as seen on the map below. Thedas is a diverse land of roughly medieval-level technology and significant magic. The world's extensive lore is cataloged on the Dragon Age Wiki; this setting guide is meant as a briefer overview to help orient players unfamiliar with the canon and give a broad idea of what's out there.
↠ The Fade, the Breach, & the Blight
↠ Races
↠ Religions
↠ Magic
↠ Countries
↠ Languages
↠ Factions
↠ Worldbuilding

(Click to enlarge.)
THE FADE, THE BREACH, & THE BLIGHT
While magical ability is something only a small percentage of the population is born with, certain aspects of Thedosian magic permeate the world and are probably already words you've seen used to death in the write-up of the game's premise, so here is a quick primer:
The Fade
The Fade is a land populated by spirits and demons and it is perhaps most easily thought of as an alternate, coexisting dimension. All citizens of Thedas visit the Fade in their minds when they dream (except the dwarves, who do not dream) and can interact with spirits and with one another while there. Non-mages may not realize where they are at the time or remember anything with clarity afterwards, but mages are always essentially lucid dreaming. The Black City is constantly visible to all dreamers in the distance, but impossible to reach. Physical travel into the Fade is believed to be impossible because it is separated from the world by the Veil, a metaphysical barrier between the worlds.
The Breach
We put this at the top because it is key to the game's setting: the Breach in the sky, only recently sealed, was a massive hole in the Veil, and the rifts are smaller ones, scattered around Thedas and currently still allowing creatures from the Fade to come across into the world (and occasionally some hapless humans from the MCU or wherever). The Breach was opened above Haven, a small town near the Ferelden border with Orlais. Most of the damage done by it and the riftswere at first mostly confined to those two countries. But they occasionally appear further afield, and this has become more and more common as time goes on.
The Blight
Also important though less immediate: A Blight is basically an invasion by gross zombie monsters called darkspawn. Led by an archdemon in the form of a giant, corrupted dragon, darkspawn pour out of the ground and seek to kill and destroy everything in their path. They carry the taint, an infection passed through Darkspawn weapons or blood that turns those who come into contact into Darkspawn themselves. The most recent Blight, the Fifth, took place ten years ago. It was defeated before it expanded past Ferelden.
RACES
Thedas is also home to the familiar fantasy races of dwarves and elves, as well as the qunari. There are dragons, but you can't play them. Sorry. Instead, you have the option to choose between:

Humans
Humans are by far the most numerous of the races in Thedas, outnumbering non-humans by perhaps 100:1. They currently control all nations except for the islands held by the Qunari. In most countries, the average human citizen considers elves disposable servants, Qunari barbarous invaders, and dwarves… well, dwarves they just assume are merchants or smiths. Plenty of average humans are well-meaning about other races, but they're still prone to ignorance or foot-in-mouth moments. Human interaction with Qunari is violent in the North and extremely rare in the South, while contact with Dalish elves is uncommon near populated areas and unheard of anywhere near the Tevinter border.
Dwarves
Dwarves are an isolated people who generally remain in their underground city of Orzammar beneath northwestern Ferelden. Orzammar has a monarchy and strict caste system. There is a dwarven population on the surface, though they've officially been disowned for leaving and are not permitted to reenter the city. The dwarves of Orzammar look down on most surfacers, including their own kind, and rarely allow outsiders underground. Surface dwarves are pretty chill. Dwarves cannot be mages, as they possess a partial immunity to magic.
Elves
Elves have a long and largely tragic history in Thedas involving the destruction of two Elven nations in centuries past--they (supposedly) lost Arthlathan to Tevinter, then Halamshiral and the Dales to Orlais--and the loss of much of their history and culture. Today, elves typically live either in city ghettos called "alienages" or are members of nomadic Dalish clans. Elves are often hostile and mistrustful toward humans, who they disdainfully call "shems" or "shemlen." City elves may be wary and resentful, while Dalish behavior varies. Some clans carefully trade with humans, others live as far from them as possible and will kill any who stumble upon them. Elves and dwarves don't have a LOTR-style rivalry but tend not to know much about one another. Elves are more likely than humans or dwarves to join the Qun to escape oppression
Qunari
Qunari are a race of large and often horned humanoids that arrived by sea from an unknown northern homeland and began conquering parts of Thedas several hundred years ago. They follow and spread a strict religious lifestyle called the Qun which persons of any race may join. Qunari tend to look down on anyone who doesn't follow the Qun. They believe other peoples lead lives of debauchery and suffering and that it is their duty to liberate them by bringing them into the fold. "Qunari" is the word for both the horned race and the religion, and people of other races who join the Qun are also called Qunari, but may be distinguished as Viddathari ("converts"). Qunari-race people who do not follow the Qun are called Vashoth or Tal-Vashoth. Qunari are feared throughout Thedas, and even those who have left the Qun are typically shunned and assumed to be bandits or killers.
RELIGIONS
The Chant of Light (Andrastianism)
Think Christianity if Jesus had been Joan of Arc instead. Andraste, the religion's founder and "Bride of the Maker" messianistic figure, led a revolt against the magocratic Tevinter Imperium and was ultimately killed. The religion is dominant among the human population, city elves, and surfacer dwarves. Andrastians believe that the Maker has withdrawn from the world for the time being--so essentially deism--but that the faithful pass through the Fade to his side after death. The religion's main tenants concern controlling magic, which makes sense given it was founded in response to magical tyranny, and endorsing virtuous behavior. The Divine (similar to a Pope) and ranked religious leaders are always female, but men can serve as clerics and monk-like Chantry Brothers.
The Stone
Dwarves have venerated The Stone for thousands of years. They don't worship the Stone as a god, but believe her (the Stone is always a she) to be the progenitor of the dwarves as well as a living entity that shelters and supports them and to whom they return when they die. They've never really succeeded in explaining what exactly The Stone is to anyone who wasn't born a dwarf of Orzammar. Dwarves also venerate Paragons, dwarves who in some way embody the best of dwarven culture or perform extraordinary feats and serve as role models for all.
The Qun
Qunari literally means "followers of the Qun," and the Qun is a collection of writings that sets out and regulates a complete way of life. It emphasizes discipline, honor, and duty, and requires complete submission to the Qun. Personal names, family relationships, and ambitions are all forbidden. The Qunari view it as their duty to spread the teachings of the Qun, by conquest if necessary. People of other races who join the Qun are also called Qunari, but may be distinguished as Viddathari ("converts"). Those who leave the Qun are known as Tal-Vashoth and are often forcibly reeducated if caught.
The Elven Pantheon
Unlike elves raised in alienages, the Dalish still worship the Elven Pantheon, five gods and four goddesses collectively called The Creators or the Evanuris. As in most pantheons, each deity has its own area of expertise. Some city elves retain basic knowledge of the pantheon and will reference the elven gods alongside Andraste.
The Imperial Chantry
Tevinter's answer to the Chant of Light was to decide that Andraste had been a mage and form their own version of the faith, with a male Divine (called the Black Divine outside of Tevinter) and a different spin on the Chant's command that magic should "serve man and never rule over him." Serving the people by leading them is totally still serving them.
Atheism
Atheism happens! However, Andraste, the Golden-turned-Black City, and the beings referred to as "Old Gods" who now inhabit dragons and command darkspawn during Blights are all matters of proven historical fact, so an atheist's belief system needs to account for them--you can choose not to believe in any of it if you want to, but you'll look stupid, because it's all definitely real. Not believing in the Maker or believing He is never coming back, however, are both reasonably common subjects of tavern debate.
MAGIC
Mages are people born with the ability to tap into the Fade and draw power from it to change reality. Their increased interaction with the Fade draws the attention of spirits, and demons attempting to enter the physical world often attempt to bargain with or forcefully possess them. Possessed mages, called abominations, have been known to wipe out villages and blow up Chantries.
Most mages manifest uncontrolled magical ability during their youth and are sent to live in Circles, communities of mages designed for education and monitoring. In the Circles they learn magic but are also watched carefully by templars, one of the military arms of the Chantry, who have the ability to dispel and block magic. Upon reaching adulthood, Circle mages are required to undergo Harrowings: they are sent into the Fade to confront and successfully resist demons, while templars stand ready to execute them should they fail. If it is feared that a young mage may be too weak-willed to succeed, he will be offered the alternative of Tranquility--a kind of magical lobotomy that severs his connection to the Fade and erases his personality.
Blood magic draws power from blood rather than the Fade, allowing mages to circumvent limitations on their energy, but it's super mega illegal and often ends in mages sacrificing other people instead of sticking to their own veins.
While some Circles are peaceful, pleasant places, in others mages are mistreated by templars happy to abuse their power. Battles between mages and templars are occurring all over Thedas as mages rise up to try to throw off templar control.

COUNTRIES
Ferelden
Ferelden is often viewed as backwards and unsophisticated by the rest of Thedas, who call them "dog lords." It is a much simpler and less conspicuously wealthy kingdom than Orlais, with whom it has a long standing rivalry. There is more social mobility than in many places, and less of a wealth gap between the aristocracy and the mercantile middle class. Everything is covered in mud and everyone is very fond of dogs, especially Mabari. Its closest real world analog is fantasy medieval England. Demonym: Fereldan.
Orlais
Orlais is renowned for its cultural supremacy and extravagance. The nobility is extensive, incredibly wealthy, and generally very pretentious. The court is full of elaborate and vicious competitions for prestige facilitated by the fact that anyone who wants to be anyone wears a mask all the time. Orlais is also home to the Divine and a history of active persecution of the elves, who while technically free are really scraping the bottom of the servitude barrel. Their accent is super French. Demonym: Orlesian.
Nevarra
Nevarra is a wealthy nation home to a strong aristocracy, a significant merchant class, and led by a sprawling dynasty of former dragon hunters. It's also one of the few places where mages wield political power, due to Nevarrans' unique beliefs regarding death and spirits. Nevarran mages are likely the best-trained outside of Tevinter, and the secretive magical order called the Mortalitasi have been accused of being the true power behind the throne during recent years. Demonym: Nevarran.
The Free Marches
The Free Marches aren't a country but a region, made up of almost a dozen city states of which Kirkwall, Starkhaven, and Tantervale are the largest and most powerful. Each has its own culture and government, but they share Tevinter roots, a fiercely independent spirit, significant diversity, and a famously massive annual tourney. Demonym: Free Marcher.
Antiva
Though technically a two thousand year old monarchy, Antiva is actually ruled by roughly a dozen merchant "princes" each with their own trading company and private army. Trade, especially by sea, dominates Antiva, and most of its citizens work for one of the companies in some way. It's also home to the House of Crows, the most notoriously effective assassin's guild in the world. Think Venice with Spanish accents. Demonym: Antivan.
Rivain
Rivain is unique in Thedas, for its peaceful relationship with the elves and the Qunari, who have a settlement on the northern coast. Rivain also has a long tradition of magical freedom including hedge mages, seers, and wise women. Rivaini society is traditionally matriarchal, and its native people are dark-skinned (see: Isabela, Vivienne, Duncan). The city of Llomerryn is also famous as a favorite base of criminals and home port of the Felicisima Armada, an association of Antivan pirates. Demonym: Rivaini.
The Tevinter Imperium
Tevinter is an ancient and powerful empire ruled by mages and known for stark social stratification, widespread enslavement (particularly of elves), and blood magic. Tevinters consider themselves vastly superior to citizens of the rest of Thedas, who revile them in turn. Because their relationship is so poor, intermingling between citizens of Tevinter and other nations is rare. Its closest and most positive relationship is with the dwarfs, who have several embassies and a significant population in Tevinter cities. Demonym: Tevinter, Vint.
The Anderfels
Oh yeah, the Anderfels. The people are renowned for their devotion both to the Wardens and to the Chantry. They are on average the poorest citizens of Thedas, and most come from small remote villages. They are also the most concerned with and knowledgeable about darkspawn, which plague their country more than any other. Demonym: Anders.
Par Vollen
Par Vollen is a group of islands north of Rivain that was conquered by the Qunari about 300 years ago. They built the city of Qunandar and now dominate the region. There is a native race, but they are primitive and mysterious and little is known about them. Outsiders rarely if ever travel to Par Vollen.
Seheron
Seheron is another island, this one due north of Tevinter. Originally controlled by the Imperium, it was invaded by the Qunari three hundred years ago and has been a warzone ever since. While the port settlement of Seheron, under the control of the Qunari for the last ~80 years, is relatively peaceful, the rest of the island is still considered a dangerous. Qunari and Tevinter forces battle for supremacy and native freedom fighters work to throw them both out. Some native groups also find the Qun appealing as an escape from Tevinter's domination and work with the Qunari to try to oust their overlords.
Circles of Magi
Mages from nations that follow the Andrastian Chantry may be sent to any Circle of Magi under the Chantry's control, not only the one nearest their home. Nationality tends to be less important to mages than the Circle they were raised in.
Dalish Clans
Dalish elves are nomadic, and don't tend to stay very long in any one place. While some groups may have familiar haunts that they return to periodically, a Dalish elf's "nationality" is the clan they belong to, rather than the country they happened to be born in.
Language
Pretty much everyone in Thedas speaks a language variably known as the common tongue, the King's Tongue, or Trade Tongue. The language was invented by dwarves to facilitate trade and spread across Thedas. Other languages exist, but the majority of Thedosians are bilingual or speak the common tongue as their primary language. Elvhen and the pre-common dwarven languages have nearly died out, with only words and phrases surviving to be mixed in with the common tongue.
Regarding tone: some people in Thedas say "well met" or "'tis," while others say "I like big boats, I cannot lie" or "I'm totally in the wrong Order." So you're free to leave Ye Olde Fantasie Englishe at the door.
FACTIONS
There are many groups in Thedas that of varying size and impact, from religious orders to mercenary companies, societies of mages, criminal enterprises, reclusive tribes, orders of assassins, etc. A few of the best-known and most significant are:
The Inquisition
The original Inquisition was a group that formed to defend against the dangers of magic in the wake of the First Blight. Eight hundred years ago it allied with the Chantry and split into the Seekers and the Templars. The new Inquisition was formed only months ago after the opening of the Breach and the death of the Divine, to try to bring peace and stability back to Thedas.
The Templar Order
The Templar Order is a military arm of the Chantry. Their main job is to watch over mages in the Circles of Magi and to defend the Chantry and the people from magical attacks, and to defend mages from the world as well. Many are given to the Chantry as small children rather than choosing to join the Order. Templars go through a rigorous training process from youth to develop unique abilities that allow them to counter, resist, and dispel magic. Although the Templars' relationship with mages--particularly the rebel factions--is contentious, most average citizens consider them protectors and holy warriors.
The Circle of Magi
The Circle of Magi is--or was--the organization through which mages in Thedas were trained and supervised. The Circle was governed by the Chantry and supervised by the Templar Order, but it had its own internal governance in form of the College of Enchanters. A few years ago the College, led by Grand Enchanter Fiona, voted to formally separate from the Chantry, thus beginning the Mage/Templar War. The group of rebel mages recruited by the Inquisition contains both sincere freedom fighters and more reluctant members who would prefer the Circle be reinstated but are reliant on the rebellion for protection in the meantime.
The Seekers
The Seekers of Truth are also a secretive order of elite warriors, but these serve the Divine directly. Seekers are tasked primarily with ferreting out threats against the Chantry both internal and external. They are also in charge of overseeing the Templars, who dislike them because they usually show up to tell the Templars they're doing things wrong. They are immune to possession, lyrium, and mind control.
The Grey Wardens
The Grey Wardens are an order of elite warriors who guard Thedas against the Blight. They recruit and conscript from all races and classes and are one of the only means for mages to legally live outside of a Circle. Some consider them heroes, particularly after the Fifth Blight, but many others fear them or resent their secrecy, their apparent lawlessness, their history of participating in coups or meddling in countries' political affairs, and the fact that their appearance in your village usually means something very bad is about to happen.
The Crows
Antivan Crows are famed and extremely expensive assassins, spies, and thieves. They take contracts and are renowned for honoring them no matter what. Failure to eliminate a mark means death for the Crow, so as you can imagine they're pretty good at what they do.
The Friends of Red Jenny
The Friends of Red Jenny is yet another secretive organization. This one isn't made up of elite warriors but instead an anonymous and amorphous collection of the lowborn who participate in a widespread effort to get some back for the little guy in ways ranging from petty pranks to assassinations.
The Carta
One of the most powerful criminal organizations in Thedas, the Carta is an ancient syndicate of casteless dwarves that has expanded its operation into human cities and even onto the surface. They are known for extortion and smuggling, and specialize in trafficking lyrium, weapons, and slaves.
WORLDBUILDING
Did you invent a village, write a folktale, create a noble family, or add words to a Thedosian language? If you've come up with an addition to DA lore that could be shared by others in the game, comment under the correct category below.
↠ Places
↠ People
↠ Language
↠ Culture
↠ Miscellaneous
Please use the subject line to describe your addition and where it's geographically relevant, so it will be easy for people to browse if we wind up with so many comments that they collapse. E.g.:
If your addition contradicts canon lore or overreaches in a way that could limit or negatively affect other players/characters, we may contact you to ask you to modify it. Otherwise, have fun!
Food & Drink ( Antiva )
Orzata - In Antiva, it usually refers to a beverage made from tigernuts, water, and sugar. It is served ice-cold as a natural refreshment in the summer, often served with fartons. While in some cities the drink is usually tan and "milky", some recipes call for milk, and others do not. Other ingredients often include sugar, cinnamon, and vanilla.
Fartons - are confectionery sweets typical of the fishwives of Antiva City and the lower classes. Elongated and glazed with sugar, they are made of flour, milk, sugar, oil, eggs and a leavening agent. This delicate and spongy sweet was made to be dipped in orzata, a drink made of tigernuts that is served cold, but fartons can also be eaten with hot beverages such as hot chocolate or caffè.
Alfajor - In Antiva, there are a variety of different recipes for preparing alfajores, but the most traditional contain flour, honey, almonds and several spices, such as cinnamon. Alfajores are most commonly sold around Satinalia, but in Rialto and Treviso, they are available year-round. The traditional Antivan alfajor has been produced in Rialto (where it is called an alajú after the family that created them) since ancient times, the recipe handed down from father to son. The best, traditional alfajores are still made by craftsmen in of the Alajú family, using natural ingredients that include honey, almonds, hazelnuts, sugar, flour, and breadcrumbs, and mixed with several secret spices.