Three Fools Does Not Make A Wise Man I Fear

Three Fools Does Not Make A Wise Man I Fear
Three Fools Does Not Make A Wise Man I Fear
Three Fools Does Not Make A Wise Man I Fear
Three Fools Does Not Make A Wise Man I Fear
Three Fools Does Not Make A Wise Man I Fear

three fools does not make a wise man i fear

More Posts from Worlds-of-thedas and Others

6 months ago

On solidarity, and it's lack, and my raw horror and delight at seeing these missives pop up in my file across the game. This SUPER got away from me, so this is now part 1.

I disbanded the Inquisition in this run, and did not save Minrathous, and have not yet seen if that makes a difference to the content of these letters!

I am aware these letters are a controversial part of Veilguard for a lot of people, and it's fine for everyone to feel how they feel about it! I'm not telling anyone that they are wrong, I'm just offering my perspective on why I really love what they did here, and think it's an excellent way to unite disparate threads while also punctuating the theming of this game, respect the struggles of our previous protagonists, and also realistically represent what we could expect of the disparate nations of the South in the conditions we see in Veilguard.

Some personal context that I don't actually need to share, and you don't need to read, but does inform my perspective on this:

I keep a keen eye on international politics in the real world, have a lot of experience in doing so, and I was one of many disabled advocates who saw the danger of covid coming long before it was declared an official pandemic and started doing what I could with a platform I had at the time to keep as many people around me both tangibly and in an online network sense as safe as possible. I know for a fact that my efforts saved lives. But there were limits to what I could do as an individual, and especially one confined to my bed.

When it came to mobilizing individuals, to getting information into the hands of trusted people in influential positions - eg. librarians - and providing them with the resources to then educate and mobilize their workplaces and social circles, I did great. But the issues I and others faced were systemic, and our effectiveness was limited by this.

With that context said and either read or skipped past, let's talk about the state of Southern Thedas across Veilguard.

On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File
On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File
On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File

So, this first letter from the Inquisitor contains a lot of information, densely packed.

Discussion of Morrigan here alone could be another post, but suffice it to say that this tells us that in the last ten years she has succeeded Flemeth as a guardian advisor of the South, inheriting in spirit (heh) if not in name (yet) the mantle of Ashar'bellanar.

The key part here is that she was very firm with the Inquisitor, more so than Scout Harding is being and Varric had been, that Rook is someone to watch and rely on at this time in history. With her personal context of being a hero of the Fifth Blight, that makes Rook contextually a peer to the hero of Ferelden in her eyes. Which might seem unlikely - but we need to remember that Morrigan was there from the very beginning, when the HoF had no idea what they were doing, and in most worldstates she witnessed them unite the disparate groups of Thedas, including those among the margins, into a powerful (if mostly transitory) alliance to combat and ultimately defeat the Blight.

Her endorsement is invoking all of that history.

Next up: it is established that when Solas began his ritual, the consequences were felt everywhere. We can operate on the assumption that at least some fade tears were ripped open, and that demons escaped and wreaked a wave of initial havoc.

This is backed up by a detail in a later letter, about demons having occupied Skyhold, and by the consequences we see in Minrathous, despite the ritual taking place in Arlathan.

On their escape, the gods immediately began to make their moves, and one of the first is Elgar'nan's overtures to the Venatori, which become consolidated into firm control very quickly due to his appeal as a mythic figurehead for them in their own goals, and the power he promises.

That they quickly become extensions of his will, their original cause nothing more than deluded lip-service, is part of the design, as I have gone into elsewhere previously but will likely do so again in more detail after a few more playthroughs.

When we hear that a splinter group of nobles have made common cause with the Venatori, we can intuit that they will be openly Imperialistic, likely a blend of old guard who still carry resentment around Ferelden's independence and up and coming warhawks. They will be those who resent the declining influence of Orlais on the international stage; who resent the gains that have been made over the years in improving the rights of the elves; and that they will be incredibly stubborn individuals who will insist that Orlais needs no allies and can stand on its own.

They will be those who cry for a return to the glorious past, and who are easily swayed by the promises of personal power to do so, because these are all the traits Elgar'nan selects for when gathering pawns - and they are traits that we have seen on display in many Orlesian's across both the games and the extended media. That's not a unique to Orlais situation, it's a cultural marker of a sunsetting Empire.

No matter who is the sitting Emperor of Orlais from the options we have been able to influence in the past titles, these people would still exist. They would be those who are laughed at and dismissed as toothless relics and hotblooded upstarts in Celene's court, and the hawks that consider Gaspard to be weak and lacking in ambition, while likely forming a core part of his supporter group.

They receive backing from the Venatori - and we know that the Venatori are embedded deeply in the upper strata of Tevinter society, that they have long ceased being a fringe group as they were initially presented in Inquisition - and the writing was on the wall even then that they had already made great strides in entrenching themselves in the halls of power.

So, to have Venatori backing is to have Tevinter backing, at a time when they are for the first time across the games free from needing to devote their military resources to combating the Qunari - and, however deeply reluctantly, are actively working with the Antaam, so we can operate with the belief they are providing logistical support that canonically the Antaam have lacked since they performed their military coup and launched their invasions. This read is backed up across this and the rest of the letters, with discussion of the dreadnaughts and the role they are playing.

We can subsequently operate with the assumption that the Orlesian splinter faction is being provided money, logistical support, political influence (key, given the Game) and potentially tangible military backing.

They waste no time, and specifically target the Royal Guard and the border keeps of Ferelden.

What does this tell us?

It backs up who these people are, and what they want, and we can subsequently intuit the kind of populist right wing messaging they will be using. They launch attacks against the core forces of the current Emperor or Empress, signalling a rejection of the current status quo in doing so. The move against the border keeps is a promise to return to the golden era of expansionism, and one that also serves to harry and divide Ferelden's forces.

In the next sentence, we learn that an initial force of Antaam corsairs are harassing shipping out of Ostwick, and that location is very significant.

On Solidarity, And It's Lack, And My Raw Horror And Delight At Seeing These Missives Pop Up In My File

It, in conjunction with the coordinated attacks in Orlais, is the first move in cutting off core allied supply lines from the North to the South. We know from prior titles that the ocean proper is not navigable without disaster, and control of the Waking Sea is going to be very important in subsequent letters and how the tide (heh) shifts back and forth.

Immediately, the goal has been to attempt to cut off and isolate Ferelden from international support, replicating the conditions of the Fifth Blight. This, more than anything else at this point in the game, made me very scared of Elgar'nan. We know from the memories that he was a brilliant strategic mind, and that the Evanuris started out as generals.

Man wakes up, glances across the board, probably gets a tl;dr primer from his new associates and as someone familiar with the lines of hard and soft power quickly moves to shut down the biggest threat in the South: those fucking weirdos from Ferelden who keep kicking over the board. It's an excellent call.

Ghilan'nain is not idle either, with her control of both the Blight and the work she is doing with the Antaam. Massing the Darkspawn at Ostagar again is both an excellent strategic move - for the same reasons it was in Origins - and a highly effective terror tactic.

We can intuit that it's a terrible time to exist in Ferelden right now. You've just been reminded of the events of Inquisition and the last time the sky was split open, a wound which everyone has gotten used to seeing above them but healed, and now Orlais is harrying the border and the darkspawn are massing once again at the site of the major historical event that led to mass death and upheaval in the LAST Blight.

Every lever possible to invoke and then beat on generational trauma and create mass panic has been pulled at once. It will divide their forces, it will divide their political system - it's what Loghain was scared of in Origins, but this time it's actually happening for real.

But hey at least we have the Free Marches and Orzammar and the Grey Wardens! [I'm being handed a note, which I will open later.]

The rest of this letter is reassurance from the Inquisitor: all of this fucking sucks, but it's terrible things that the South has experienced before, and as it has in the past, so will it survive it again.

This single letter told me so much, immediately.

All of these situations that they put forth are ones that cannot be fixed by swapping people in and out of chairs in the high halls of power.

The vulnerabilities that Elgar'nan preys on are systemic, cultural issues, reflecting ancient wounds and vulnerabilities. The victories that we can potentially make across the games can breathe within this narrative space, but do not in themselves have enough power to override these core weak points.

Orlais is an Empire. Ferelden is geographically isolated and culturally scarred by the horrors of a brutal occupation by said Empire, by the events of the Fifth Blight, and the blows it received during the events of Inquisition. We know that getting the bannorn to agree on a course of action at the best of times is like pulling teeth, and they may as well have dropped a thousand live bee grenades into an active debate.

It's a brilliant opening move, and it isn't one that invalidates what has come before, but one that preys on the active weak points that we have seen remain active across all of the games. We cannot expect solidarity from Orlais in Ferelden. Orlais cannot expect solidarity from Orlais, because their political culture is one of backbiting, plotting, and endless sabotage: this is a feature, not a bug, to them. It is one that ordinary Orlesians have paid for time and again, and one that will continue to have incredibly predictable and dire consequences.

I was thrilled by this letter, because it lit my brain on fire. I began to consider next moves, what I would expect from each faction involved based on historical context and precedent. As I will get into in later parts, this speculation was rewarded for me, and it's one of my favourite things about Veilguard.

You don't have to like it personally, but I am excited to talk about why I do, and how I feel it reflects the best of Dragon Age's political writing.

2 years ago

Dragon Age Character Questions

by myself and @vitosscaletta

ESSENTIALS

What is their name, and how old are they? Does their name or birthday hold any significance?

What class do they belong to? How did they initially train and learn their skills?

What race do they belong to? What are their opinions on the other races of Thedas?

What is their moral alignment?

What do they specialize in within their class?

Do they have a preferred weapon they always use?

How do they dress in their downtime, while fighting, in formal settings, etc.?

Do they have any notable scars, markings, tattoos, etc.?

LIFE

What region in Thedas were they born in? What was their hometown (and their home itself) like?

What social class were they born into? How did it affect their upbringing?

How many languages do they speak? Do they have any sort of accent?

Describe their family. Who were they close to? Were there any particular childhood friends?

What religion were they born into? Do they still follow it?

Which aspects of the culture they were born into holds the most significance for them?

Did they ever work a normal, everyday job?

What sort of education did they receive?

What do they do with their free time? Do they have any vices?

Have they ever been seriously injured? What was the outcome?

Do they prefer being stealthy or charging head-on?

How efficient are they with things like crafting potions or repairing their own armor?

PARTY

Who does their preferred party consist of?

Which companions (or advisors) are they closest friends with? Who do they respect?

Which companions (or advisors) do they like to spend time with when they’re not travelling?

Are there any companions (or advisors) they don’t get along with? Have any of them ever left the party?

Did they do companion quests? What were the outcomes of those?

Do they have a love interest? How did their relationship start?

How did their relationship progress? If they’re a canon romance option, is their story different from the way the game presents it?

CODEX

How do they feel about Mages and magic, including things like abominations?

How do they feel about Templars and the Circle?

How do they feel about the Grey Wardens?

How do they feel about the Fade, spirits, and demons?

How do they feel about darkspawn?

How do they feel about dragons?

How do they feel about religions that are not their own, like the Chantry or the Qun?

How do they feel about the Deep Roads?

What places in Thedas have they been to? What do they think about places other than their homeland?

Are there any animals they have a particular love or hatred for?

Do they have any interest in folk tales or folk songs?

PROTAGONIST-SPECIFIC QUESTIONS UNDER THE CUT

Keep reading


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7 months ago

yall. in a few days we're getting new dragon age. new companions who will stick with us for years. new narratives to pull at our heartstrings and occupy our thoughts and drive us a little crazy. new banter to delight at, new jokes. new dialogue to pick apart for hidden meanings. new dialogue options that don't match the voiced lines. new locations to explore, new architecture to admire, new flora and fauna to study. new codices to collect. new spells to toy with, new builds to create. new npcs to meet. new outfits to gush over or criticize, to see in fanart over and over again until it's like meeting an old friend. old mysteries to finally solve, new mysteries to uncover and chew on for however many years. NEW LOREEEEEE

6 months ago

David Gaider: "It occurs to me, after reading posts getting it spectacularly wrong, that there are a lot of misconceptions over how game studios organize and, in particular, who makes the actual decisions about what ends up in your game. Much of it is by folks who don't *try* to get it... but not all, surely. I'll explain it a bit, but a big caveat: I'm going to talk in generalities and roles. Actual titles vary (a lot) from studio and studio, and the bigger a studio is the more segmented their departments (and thus management) is going to be. Even so, most studios, big and small, kind of work the same. To start, you're going to break your devs up into at least three groups: design (what is the game? how does it work?), art (what will it look like?), and engineering (making it go). There can be a lot of cross-over and some departments that don't fit into a project structure (QA, Marketing, etc.)"

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

Rest of post under cut due to length.

"There's going to be someone in charge of these groups - these are usually called "leads" or "senior leads". The actual title varies. The Design Lead could be a Lead Designer, for instance, or it could be a Creative Director and a Lead Designer is what they call someone further down the chain."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"These leads all report to a Project Director, someone who's job it is to manage the project as a whole. Now, this part gets a little dicey. Depending on the studio, this role can be anything from more production-oriented (they control the schedule) to an outright auteur who micro-manages everything."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"More importantly, it's the PD who hands down the project goals to the Leads: the strategic goals, the needed features, the shape of it all, etc. The Leads then figure out how their department is going to tackle those, and work with each other. If the Leads conflict, it's the PD's role to solve it. How much autonomy or ownership those Leads have is, like I said, really up to the individual PD and that studio's culture. Even in the case of a PD who has a lot of authority over the project, however, they still report to the studio leadership (unless it's the same person, like in a small studio)."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"The studio leadership is going to be giving the PD their marching orders, often in the form of those strategic goals. If there's a publisher involved, that's where the studio leadership is likely getting those goals. The PD, then, ends up being the person who has to negotiate with everyone above."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"What does this mean? If the studio or publisher has concerns about the project, they're calling in the PD to explain. If the project needs more time or resources, it's on the PD to explain to them why and how and when. If there are a lot of layers above the PD... yes, it's a looot of meetings. So while the PD is managing up, the Leads are managing down. With big projects, that means managing the "sub-leads"... those in charge of the individual sections of their department. It'd be unmanageable otherwise, and the bigger the project the more of these there are going to be."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"What does this mean? Well, let's look at the way BioWare broke up Design (as of 8 years ago, anyhow). Design consisted of Narrative Design, Level Design, Systems Design, Gameplay Design, and Cinematic Design (who worked in tandem with Cinematic Animation, which actually fell under the Art Lead)."

David Gaider: "It Occurs To Me, After Reading Posts Getting It Spectacularly Wrong, That There Are A

"The sub-leads are handed their goals by the lead, and work out how they're going to produce their particular corner of the game and also, more importantly, how they're going to work with each other. Conflicts between sub-leads are handled by the lead, as are ANY conflicts with other departments. What conflicts could there be, you ask? Dependencies, for one. "I can't do X until Y is done, but Y is someone else's job". Or scope. "We need 20 doodads but the sub-lead said they only have time to make 10, what now?". Even outright differences in vision. Big projects means room for a LOT of egos. If you think this is easier with a smaller (or indie) project, the answer is "yes, but not really". The roles are still necessary but often get combined into one person. Or outsourced, and someone still needs to manage the outsourcing. Things fall off over-full plates. It's a different kind of hard. Anyhow, the point of all this is: the further you go down the chain, the smaller the box you can play in is. The less you have actual say over, and even then that say is subject to being overridden by ANYONE above... and must still play nicely with the needs and goals of the other departments. You also need to keep in mind that projects are constantly in flux. Problems that were thought solved need re-solving. The team falls behind schedule and scope needs to change. You are constantly in a dance, within your tiny box, trying to figure out sub-optimal solutions that cause the least pain. And there will be pain. Shit rolls downhill, as they say, and when the project encounters big issues that means those high up have the sad job of figuring out how to spread it out and who can afford to take the hardest hit. If you're that one, you take it on the chin and you deal. This is the job. Lastly, I'll re-iterate: not every studio works this way, exactly. The roles exist, sure, but are not divided up so neatly or as easily identifiable. Even so, this should give you an idea what "lead" and "sub-lead" mean... and perhaps help you imagine what it's like existing further down the chain."

[source thread]

2 years ago

Thedas Elf Maker

Thedas Elf Maker
Thedas Elf Maker
Thedas Elf Maker
Thedas Elf Maker

Create an elf from the world of Thedas using this image maker!

I'm still willing to add features like more hairstyles and outfits per suggestion, but for now I'm considering this complete enough to release! I hope you have fun with it. 😊


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2 years ago
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1
Fereldan Commoners Pt 1

Fereldan Commoners Pt 1

Pt 2 Here     DAO/DA2 Outfits 1, 2


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1 year ago

A list of potential cures for the Calling, that we know about, that BioWare has apparently forgotten

Andraste's grace: it's not specified whether the flower the kennelmaster has you pick in the Korcari Wilds is Andraste's grace or if the game just needed a one-off asset and decided to reuse one they already had. However, in the dark future in DAI, Leliana is found to have unusual tolerance for the taint, and in DAO she talks about her mother pressing her laundry with dried Andraste's grace flowers, so it makes you wonder. Anyway, the flower stops Barkspawn becoming a ghoul and seems to make them immune to the taint from that point on.

Maric's longsword: he finds it in the Deep Roads and is suprised it isn't covered in the same Blight-rot as everything else - until, that is, he touches the sword to a patch of it and sees it wither away. Whether it's the dragonbone the sword is made of or the runes on the blade is difficult to say, though if it was just the dragonbone then it would make sense for that to be a more well-known property of the material (and would have been an interesting reason for why dragons were hunted to extinction). If Alistair carries it with him, doesit slow the progession of the taint through his body? Does he know its effects, and give it to the HoF to help keep them safer on their journey to find a permanent cure?

That obsidian dagger Duncan finds in The Calling: the dagger belonged to First Enchanter Remille - who also gave the expedition members brooches that accelerated the spread of the taint. iirc the both the dagger and the brooches are made by the Architect with Blight magic, which means the darkspawn magisters have more knowledge of how the Blight works than the Chantry attributes to them.

Whatever the fuck is going on with Avernus: he hasn't managed to cure himself yet, but he's managed to make it to 200 and the Warden can let him continue his experiments if they don't kill him - and he'd be a really useful resource if the Warden later wanted to send him other potential cures for testing.

Dragons: they have an ability to isolate the Blight in their bodies by forming crystaline cysts around the initial infection to stop it spreading. Useful if it can be more widely applied. Also, it's implied that Maric's reaver blood, which Calenhad gained by mixing his blood with a dragon's, is what somehow cured Fiona of the taint, kinda like a reverse STI, BUT in the Deep Roads they went through an area where the walls were coated in a pale, chalky substance suspiciously devoid of Blight-rot and she touched it, so I'm a bit suspicious of that.

Blood magic: makes sense since the taint is a problem that starts with infected blood. There are two major instances in DA canon where blood magic has been used to purge the taint from an object or being (both by elves btw). The first is Isseya using it to draw the taint out of a clutch of unhatched griffon eggs, which she says is only possible because the taint hasn't yet taken over the hatchlings' bodies to the same extent that it had with the adult griffons. The second instance is Merrill purging the Blighted eluvian in DA2. It's insane that Anders - who is a reluctant Warden and who possibly knows the HoF seeks a cure - isn't more excited about this. She literally removed the Blight from a fully tainted object. Since Isseya proved the same can be done with living tissue, it's probably the closest we've come to an actual cure, but since it also took years there's no telling if it could be a practicaly solution for all Wardens

2 years ago
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS
DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS

DRAGON AGE INQUISITION COSPLAY & CRAFTING FABRICS

Hello there, fellow gigantic nerd! Do you have the need to make game-accurate Sera pants? Maybe a cute dress from Dales Loden Wool? WELL BOY HOWDY, YOU’RE IN LUCK.

Inspired by way too many hours of crafting in Dragon Age Inquisition, I figured we could all stand to do a little real-life crafting. Great for cosplay, also awesome for more day-to-day projects, Spoonflower provides a ton of different fabric types you can get these prints on.

I’ve done my best to get the sizes and colors as game-accurate as possible, and have provided a few screenshots to job your memory. (Some have wonky lighting - forgive, me, as DAI doesn’t want to zoom) HOWEVER, if your project calls for something a little different, don’t hesitate to contact me! I’m happy to tweak patterns, and I love love love seeing photos of your awesome work!

Even if you’ve ordered from Spoonflower before, I HIGHLY ENCOURAGE you to order a sample swatch of you desired pattern/fabric combo first. Colors vary across fabric types and I can’t test every single combination, so get a test swatch. GET A TEST SWATCH. If it comes out weird, let me know, and we’ll get it right!

Dragon Age Inquisition Fabric Collection

Plaideweave

Plush Fustian Velvet

Samite

Darkened Samite

Infused Vyrantium Samite

Silk Brocade

Dales Loden Wool

Ring Velvet

Imperial Vestment Cotton

Royale Sea Silk


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1 year ago
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition
Daemon Age: Inquisition

Daemon Age: Inquisition

Blackwall & Leojeanne AKA Thom Rainier & Marta

Wire-haired Dachshund (C. l. familiaris)

When Thom Rainier settled, his father did not say anything of note, and his sister could not, for she was dead. The first comments on Marta’s form were made by the dog-hangers, and they said, “Fitting that your daemon would be a little bitch, Rainier!” Thom and Marta both wanted to beat the living daylights out of them. They chose not to. They chose to do nothing.

Blackwall, the real Blackwall, had a black bird. Small, and unnoticed most of the time. The imposter Blackwall could lie and say, “No, no, I have a black dog, not a black bird.” No one did anything. How could someone have the audacity to imitate another man and his daemon?

Blackwall is often covered in bites of unknown origin. Well, he knows. They come from Marta, who delivers the punishments she believes are deserved. She bites and growls and hisses insults at him. Nobody loves you. They all hate you. Thom believes her.

1 year ago

Life in Rivain - What We Know Going Into Dragon Age: The Veilguard

For the first time in the game franchise, it has been confirmed that players will get the opportunity to explore Rivain. As such, we will finally be learning a lot more about Rivain upon its release. This piece is about the information we have thus far.

Life In Rivain - What We Know Going Into Dragon Age: The Veilguard

Location & Population

The Kingdom of Rivain, founded in -44 Ancient, is located on the northeastern peninsula of Thedas. Surrounded nearly entirely by water, its only land connection is Antiva.

Those native to Rivain are called Rivaini. Just like any nation in Thedas, there are different racial/ethnic backgrounds who live there – however, the majority of Rivain’s population is Black.

There is also a notable qunari population in Rivain, dating back to when they arrived in Thedas in 6:32 Steel. Kont-aar still exists as a large Qunari settlement in the northern part of the nation – it is regarded as peaceful.

The capital of Rivain is Dairsmuid, which sits on the Rialto Bay. Dairsmuid is the only place in Rivain that has any real Chantry control.

Relations

Because Rivain has a lot of flavour profiles found only in the northern part of Thedas, other nations highly value their food exports. As Rivain is friendly with the Qunari, they are willing to trade in Seheron, too.

Rivain has a “less-than-cordial” relationship with Tevinter. It also has an unserious rivalry with Antiva.

Culture

The Rivaini are traditionally a matriarchal society, believing that women are best suited to rule. Major decisions within a community rest on the head of elder women, who is often a Seer (see: Magic).

Rivain has a currency-based economy. However, there is, generally speaking, a greater value placed in making sure everyone has what they need over monetary gain. For example, if one community has a bad year the neighbouring communities will send supplies and labour to ensure its people do not suffer.

“The Rivaini people trace their roots to pantheist ancestors, and many in Rivain still believe that their god and the universe are one in the same.” —Dragon Age: The World of Thedas vol. 1

Rivain is has the most diverse range of spiritual beliefs in Thedas, because the Chantry failed to become the monopoly like they did everywhere else. The three most common spiritualties are Andrastianism, the Qun, and unnamed traditional Pantheism beliefs.

Daily life for an average citizen of Rivain differs greatly across the nation, because it is such a patchwork of cultures that co-exist in relative peace. Life in Kont-aar for example, is structured by the Qun, where life in a remote village in the southern tip would likely be highly influenced by the Raiders who call Llomerryn home.

Magic

Traditional Rivaini beliefs hold their Seers in high regard. Seers are female mages who specialize in peacefully communicating with spirits and even intentionally invite them into their bodies. They act as wise women and leaders of their communities, for whom people go to for guidance.

Twice a year, the Seers of Rivain gather in Dairsmuid to meet in council, forge trade agreements, and publicly pledge loyalty to Rivain's queen. This is called the Allsmet, and it is a fully celebrated festival with lavish feasts, gift exchanges, ceremonial gatherings, and music.

There was a single Rivaini Circle of Magi, located in Dairsmuid, but it existed largely as a façade to appease the Chantry. Unfortunately, when the Chantry sent Seekers to inspect the Circle in 9:40, they discovered the mages breaking Chantry law. The mages were allowed to freely be with their families, and were training female mages as Seers. The Seekers they invoked the Right of Annulment; they murdered all the mages of the Circle, and destroyed their library of books and artifacts.

Lords of Fortune

The Lords of Fortune are a guild of treasure hunters and dungeoneers, based out of Rivain. They can be identified by the decorations they were all over their body; trinkets they’ve collected over their years of treasure hunting. Sometimes they are hired by others to help out on a job, while other times they seek their own adventure. Anyone of any race can become a Lord of Fortune.

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References

Codex entry: Seers and the Allsmet (Dragon Age: Inquisition)

Codex entry: The Annulment at Dairsmuid (Dragon age: Inquisition)

Dragon Age: The World of Thedas vol. 1

Dragon Age: The World of Thedas vol. 2

Dragon Age: Tevinter Nights

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worlds-of-thedas - A Dragon's Hoarde of Lore
A Dragon's Hoarde of Lore

A collection of canonical and non-canonical lore of Thedas, and archive of the amazing meta this fandom has produced. All work will be properly sourced and any use of other's work should conform to their requests. (icon made by @dalishious)

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