Evie Halk

**Evie Halk** is the Champion of Kirkwall, younger sister of Jarred Halk, and the older sister of Trevor and Teresa Hawke. She is an apostate mage, a noble of House Amunil, and the former lover of the infamous Anders.

## Biography

Marian was born around 9:06-9:07 Dragon in a small village near Amaranthine. Her father, Malcolm, was an apostate mage who died three years before the beginning of the game, while her mother Leandra Amell is a noble from Kirkwall. She has two younger twin siblings—the mage Bethany and the warrior Carver, as well as her twin brother, Garrett.
The family was forced to move to Lothering when Bethany's magic manifested when she was nine. They'd been living in Lothering for ten years when the Fifth Blight started in Ferelden. She stayed in Lothering to safeguard Leandra and Bethany. After the defeat at Ostagar, the family escaped the darkspawn attack by fleeing north to the Free Marches, during which Garrett was killed by an ogre.

## Involvement

After arriving in Kirkwall, she and her two remaining siblings worked as smugglers for Athenril, working for a year to pay for their bribe into the city, living with their maternal uncle Gamlen in Lowtown.

## Physical Description

Buxom and curvy, moderately tall, with dark makeup, bright aqua-turquoise eyes, smooth pale skin, and a boyish short haircut. She sways when she walks, and has a regal voice, bright and clear. She has a warm smile and eyes, is approachable, and radiates kindness, with smooth, flowing movements.

## Personality

Peaceful, sympathetic, diplomatic, caring, wise, selfless, and kind. She is witty, flirty, charming, a tad sarcastic at the wrong times, protective, and a leader. Far from close-minded, she is receptive, despite her strong opinions. Having three siblings, she knows the importance of allowing others to express themselves fully, even when she doesn't agree, like with Carver, she recognizes his right to voice his truth. She is reliable, as she hates letting people down, or a cause she believes in. She can always be counted on to see her promises and responsibilities through, no matter how difficult. Though she is a do-gooder, she is far from boring and is passionate, as she has many interests and is always down to play cards at the Hanged Man, and rarely finds herself at a loss for something interesting to do. She harbors a deep desire to be a force for positive change, not just in the lives of mages like her, genuinely believing that if she brings mages and templars together, they can do a world of good, she is altruistic. She is a charismatic leader, determined and inspiring, and never lost sight of her main goal, to be of service to others. She can unrealistically put pressure on herself to right every wrong that she encounters, and sometimes spreads herself too thin, and gets burnt out. She sometimes comes across as condescending or patronizing, especially to those she cannot relate to that think she acts better than them or that she knows better, like Merrill, Carver, and Fenris, something she has in common with Sebastian. Her empathy can go a bit too far, like with Anders, whom she enables, taking on his problems as her own, and feeling guilt and accountability when things go wrong, viewing it as a personal failure. She fears losing her family, being alone and unloved, thus she is cut deeply whenever Carver pulls away, or when she is blamed by her mother, coping by being the main provider. She expresses love, hoping to be loved and appreciated back. She is an excellent team player, being caring and gentle, nurturing and patient, and a vocal activist. Marian is quiet, studious, and reserved. She strives to serve others and struggles with criticism, she loves giving people counsel, and caring for sick or injured stray animals.

Overly Idealistic – Protagonists tend to have clear ideas about what’s right and what’s wrong. They often think that everyone shares these fundamental principles – or, at least, that everyone should share these principles. So it can come as a genuine shock to Protagonists when people violate their core values, such as truth or justice.
Intense – When it comes to self-improvement, Protagonists are rarely short on energy or determination. But they may not recognize that not everyone shares these qualities. At times, Protagonists may push others to make changes that they aren’t ready for – or simply aren’t interested in making in the first place.
Twos are defined by their desire to belong and to be loved by others. They are helpful, nurturing and caring towards others. They are eager to involve themselves in others' lives. Twos rarely say no when others ask them for help, and want to prove value to others by always being there for them.
Givers are highly empathetic and caring individuals who put others’ needs above their own. They have intuitive abilities to anticipate the emotional gaps of others and support them.
They find great joy in being available and are seen as a source of encouragement or a shoulder to cry on. Through thick and thin, they’re the ride-or-die companion and friend.
Twos are strategic in how they form relationships. Usually open and popular, Givers find themselves in a variety of groups and are liked by many. Their encouraging and supportive nature draws in people from all stages of their lives.
Givers are motivated by their desire to gain approval from other people, often through indirect methods. Twos have an unconscious ulterior motive in their acts of kindness, and often assume others are the same.
An unhealthy Two may look like a person who is selfless in a superficial way. Or someone who supports and gives to others at the expense of harming themselves or another person, such as by enabling an addict.
Enneagram Twos are part of the “heart-based” triad of the Enneagram, along with Type 3s and Type 4s. This triad focuses on the emotion of sadness as a result of feeling like the individual is not loved for who they really are.
As children, Twos often grow up in environments where they feel like their basic emotional needs are not met. So they learn how to adapt to others’ expectations early on and repress their own desires in an effort to support other people.
Healthy Type Twos are able to serve others while also meeting their own needs. They also know how to love and accept themselves as they are, and rely less on approval from other people.
A strong sense of meaning, acknowledgment from loved ones, and emotional intimacy with others are Givers’ grounding principles.
Altruism holds a strong place in their hearts and they readily go out of their way to volunteer their time and energy to bring others up.
Kindness and reciprocity are the guiding values for their decisions. To improve someone else’s life or mood is immeasurably better than helping themselves.
The shared experience of spending quality time with a loved one is among the best feelings in the world to Type Twos.
In public, Givers are the people that strangers are naturally drawn to for directions or advice. They possess a strong aura of approachability. They’re highly attuned to the needs of others and can be seen as the ‘mother’ or ‘father’ figure of a group of friends.
At home or alone, they continually make an effort to keep in touch with loved ones. Whether that’s through homemade dishes, tender words, or surprise gifts, they’re attuned to others’ love languages and enjoy putting a smile on their faces.
When they are healthy, Twos are selfless caregivers who are fulfilled by freely giving unconditional love. They’re comfortable with sharing their own needs to others and secure a healthy give-and-take balance. They acknowledge when others require distance and develop secure attachment styles. They’re able to practice mindfulness and understand the meaning of altruism. They recognize their own self-worth and can gently guide others towards theirs as well. Givers understand the meaning of empathy, and are able to have genuine, heart-to-heart connections with others.
When they are average, Twos assume the martyr role in relationships and constantly seek ways to feel important by attending to others’ needs. They feel fulfilled when others remind them how grateful they are to have them in their lives, and work hard to maintain this image of the constantly accessible friend. By continuously attending to others’ needs, Givers may burn out and overcompensate for their energy levels. They may use flattery or compliments in order to gain acceptance and appreciation within a community or relationship. They’re hypersensitive to the approval and appraisal of others, especially those they truly care about.
When they are unhealthy, Twos fall into a pit of self-despair and criticism — constantly looking for others’ faults and wrongdoings. They try to gain control over relationships and may become either overly clingy or overbearing. There’s now an excuse for their every action and they play the victim card in order to gain sympathy and reassurance. Finally, they unleash their manipulative side, and mindlessly blame other people for their suffering and misery. Givers base their self-worth on the opinions of those they’ve helped — and if received with criticism, they’ll wallow in despair and develop various forms of physical illness: aches, fevers and nausea.
Growth Tips for Enneatype 2s
Practice mindfulness for personal growth. When Twos learn how to step outside of themselves and see their personality more objectively, they can observe patterns in their thoughts, feelings, and behaviors. By observing yourself from an outside perspective, you can better understand where you need to set boundaries and practice self-care.
Take note of your own feelings about things. Twos often deny their own emotions and needs, while prioritizing those of other people. Growth for a Type Two lies in acknowledging and accepting your own emotions. Activities like journaling can help Twos get more in touch with their emotions.
Practice self-love. Enneagram Twos often feel trapped in their need to please other people. If approval is not easy to gain, the Giver may feel unworthy because they are not appreciated. It’s essential for Twos to learn to love who they truly are.
Learn how to set healthy boundaries. Type Twos are known for giving more energy to others than they may actually have to give. This leaves them feeling depleted and detached from their own identity. Twos flourish when they learn how to set healthy boundaries focused on their needs.
Share your authentic self with other people. Twos tend to alter their personalities to please the people around them. Make a conscious effort to be transparent and honest about how you think and feel. You will learn that people truly value the authentic side of you!
Famous Enneagram Type 2s
Mother Teresa
Maya Angelou
“Peeta Mellark” (Hunger Games)
“Samwise Gamgee” (Lord of the Rings)
Enneagram Type Twos truly elevate and focus on romantic relationships - they love to give their huge hearts to someone special. Because of this, finding a partner is so important to them, as is gaining approval. Twos are intuitive and can actively “read” the people around them, aligning with their perceived moods and preferences in order to maximize the possibility of connection. However, sometimes they go to great lengths to give to others through helpfulness in order to get their own needs met.
Twos bring positive and often bubbly energy to important situations, such as when a partner is grieving a personal loss with work or extended family, and will work hard to please their partner. However, sometimes the partner doesn’t want or require the help of the Two, so they find themselves unappreciated, unnoticed, or unwanted.
Emotionally, Twos have trouble moving from this posture, even when their spouse or others have tried to set a loving boundary. This is often because they fear rejection and may have faced abandonment issues growing up.
In addition, Twos frequently repress their own anger, sadness, anxiety or hurt feelings to please others. However, when their feelings are hidden, they come out in ways that can feel manipulative, prideful and controlling to those around them, even if on the surface the Two maintains a happy façade. This overcompensating behavior can mask depression and create marriage struggles. This happens when, instead of balance and self care, a Two turns toward hedonism or self-inflation to get their needs met or puts on a false generosity.
If you love a Two, remind them to use their thought life to guide them into a time of quiet each morning, so they can prioritize their day with what is truly needed versus what seems to be needed. Remind them not to let their feelings be their only guide as they invite these thoughts in - and encourage them to take care of themselves (including mental and physical self-care). Remind them to revisit the past for cues and look to the future for their plans, make active plans and learn from the past and let go more - instead of manipulating.
Remember that Twos feel that in order to receive love, they must be giving. It isn’t out of cruelty but a desire to genuinely find love. Encourage your Two in their chosen love language (not just yours) and try to help them to feel safe by regularly assuring them that they are the most special person in your heart, especially if you happen to be someone who does not show it outwardly all the time.

## Relationships

### Companions

* Fenris
* Merrill
* Anders
* Aveline
* Sebastian
* Isabela
* Varric

They get along when it comes to slavers and elves. He dislikes that she coddles him too much when he shares his struggles and past. She finds him charming and attractive and enjoys flirting with him but thinks he would not go for a mage like her. They disagree over mages but he nevertheless sides with her.

They disagree on blood magic and demons, and she is very worried for Merrill and thinks she is being foolish, often warning and berating her. They agree on mages and elves. Marian is sweet to her and treats her like a little sister. She tries to get her to notice Carver in an attempt to set them up, feeling somewhat confident after Aveline and Donnic.

They had a whirlwind romance. They are very similar and feed into each other's views. She felt hugely betrayed by him, thinking he goes too far while she sees nuance. They come to a harsh and bitter end when he asks her to kill him and she does. She would not help him when he was being shady. They are both considerate and mindful of others, and are caring and romantic.
This can be a very warm, even passionate, couple when both parties continue to share their feelings openly together. Both are seeking warmth and connection, and both are willing to provide it when they are healthy. Hence, once they have gotten over the initial hurdles of intimacy, Enneagram Twos and Fours can be a safe place for each to share their hopes, fears, and insecurities. They can be good medicine for each other: Twos contribute sociability and energy, giving Fours the confidence to interact more easily with others. Twos are warm, outgoing, thoughtful and considerate, generous, and encouraging. Twos are also practical and action-oriented, willing to pitch in where needed and to do the things that need to be done, no matter how unpleasant or unglamorous.
To this mix, Fours bring creativity, a sense of humor, a willingness to laugh at human foibles, and emotional honesty. They see their own craziness and their own falseness and they do not try to varnish the truth of their quirks from themselves or from the Two. Fours also bring a sense of beauty and of subtlety into the relationship: they care about how things impact on themselves and others, and so they go out of their way to arrange their world to be more aesthetically pleasing, allowing the Two to feel more relaxed and nurtured. Fours also bring emotional depth and sensitivity to their relationships, a sense of mystery and unpredictability, sensuality and sexual freedom. In short, Fours invite Twos to take a closer look at their deeper needs, the truth of who they are and what they actually feel. Twos appreciate the subtleties and nuances that Fours bring, and Fours thrive in this atmosphere of appreciation. They can lighten up each other with unexpected humor and appreciation of each others' quirks. Each invites the other to mature emotionally, usually without saying so. Both help the other to stop being so concerned about what others think of them and to become more inner-directed.
Potential Trouble Spots or Issues
Usually Twos and Fours make better friends and colleagues than intimates. Surprisingly, this pairing is rare in intimate relationships. One would think that they would be a natural fit with each other: the rescuer (Two) and the rescued (Four), the lost child and the parental figure. The problem is that there can be too much emotionality and unspoken demands in this pairing for their own good. Twos and Fours tend to have many emotional issues in common-which allows them to understand each other readily while also laying the groundwork for potential problems and conflicts. They both need closeness and intimacy and tend to cling to anyone who responds to them sufficiently. Over the long term, there is the tendency to become competitive for attention or for one person to feel better liked and more appreciated than the other.
Moreover, Twos tend to find Fours too moody and temperamental, led too much by their feelings and unconscious impulses. They also see Fours as hypersensitive and self-absorbed—and not interested enough in others or their welfare. Fours tend to find Twos to be too saccharine and artificially upbeat, flattering and insincere to get close to people and to feel needed. Fours see Twos as secretly emotionally needy, desperate for others to like them and seek them out. They can see the Two's helpfulness as little more than an attempt to bribe people for love, which Fours disdain. Fours might begin to be secretly envious of the Twos social abilities and the kinds of positive reactions Twos generally get from people. Fours can begin to feel socially inept and overshadowed by the charm and popularity of Twos. Secret shame and the feeling of worthlessness on the part of both can begin to undermine the relationship. It can founder on Fours' feelings of abandonment if the Two becomes involved with others. It can also founder on Twos increasingly feeling unappreciated by the Four. Both begin to see the other as too emotionally needy—and ultimately as more demanding than each wishes to put effort into.
Introduction to ENFJ and ESFP compatibility
There are differences between people of the ENFJ and ESFP personality types which can be a great source of personal growth.
But these differences require a mutual understanding of one another in order for an ENFJ and ESFP relationship to work.
These personality types are drawn to each other for different reasons. ENFJs admire the kindness, practicality, and fun-loving nature of ESFPs while ESFPs are attracted to the creativity, ambition, and charisma of ENFJs.
For a variety of reasons that we’ll touch on in this guide, ENFJs and ESFPs have a unique connection.
ENFJ and ESFP relationships
ENFJs and ESFPs have some similarities and some differences in the way they approach relationships.
Both types are deeply interested in people and human psychology. As a result, they prioritize relationships.
ENFJs and ESFPs are in touch with their emotions and they tend to be thoughtful, kind, and appreciative of their partners.
Deep connections and the ability to build emotional intimacy are important for ENFJs and ESFPs when developing a bond. However, it can take time for people of both personality types to open up and share the more private side of themselves with their partners.
ESFPs approach relationships from a more practical angle than ENFJs. The details about how the relationship will progress in the future are a consideration for ESFPs whereas ENFJs focus on the big picture.
Feeling understood by their partner is essential for both ENFJs and ESFPs. Both types will put the time in to get to know each other on a deeper level and when they like someone, they naturally ask questions to discover the depths of their partner’s personality.
ENFJs can benefit from the ESFP’s more pragmatic attitude, particularly when it comes to everyday life and big decisions. ESFPs are often attracted to the ENFJ’s creativity and ability to think outside the box.
ENFJs and ESFPs are two of the most caring personality types. They tend to be highly aware of each other’s needs in a relationship and in tune with each other’s feelings. Both of these types typically have a high emotional intelligence which can be hugely beneficial in relationships.
Both types value harmony but this can sometimes result in issues being swept under the carpet. People in this personality type pairing should make a conscious effort to resolve issues as quickly as possible before they escalate.
ESFJs and ENFJs both have a dynamic, go-getting energy. As extroverts, they understand each other’s need for social interaction and when these personality types are in a relationship, they often enjoy doing activities and going to events together.
Key positives
ENFJs and ESFPs can have a lot of great experiences as a pair. They enjoy doing activities together and going to events.
ENFJs inspire ESFPs to dream big while ESFPs help ENFJs with everyday practicalities.
ENFJs and ESFPs are both caring, thoughtful people who prioritize relationships.
ESFPs inspire ENFJs to be more relaxed on a day-to-day basis while ENFJs motivate ESFPs to come up with concrete plans.
Potential challenges
ENFJs and ESFPs can be too focused on the external world and they can end up not taking time to self-reflect.
ENFJs and ESFPs aren’t always on the same wavelength and this can make it challenging to communicate in certain situations.
ENFJs and ESFPs can end up focusing too much on the people aspect of a situation instead of looking at it objectively.
ESFPs aren’t natural planners while ENFJs like to organize things in advance which can be challenging.
ENFJ and ESFP compatibility style
ENFJs and ESFPs have a growth compatibility style which is an interesting kind of connection. They have a huge amount to learn from one another and their strengths and weaknesses are complementary in a lot of ways.
ENFJs and ESFPs won’t always be on the same wavelength and this can bring challenges on a day-to-day basis. To make this relationship work, they will need to make a conscious effort to understand the way each other think.
The personality differences are not only a source of friction though. They can create attraction and it’s likely that they will deeply admire certain aspects of each other’s personalities.
This kind of connection requires both parties to be self-aware in order to have a fulfilling relationship. Honest communication is important in bonds of this kind and it can be an incredible source of personal growth.
If either one isn’t prepared to make an effort to overcome the hurdles, this relationship could be challenging.
Ultimately, your fate is in your hands. When you find this type of connection, it has the potential to be amazing if you approach it in the right way.
ENFJ and ESFP communication
Communication is important in any relationship because it allows people to share their emotions, opinions and expectations.
At the end of the day, effective communication can help both people feel valued, respected and heard. It also reduces the risk of misunderstandings which are often the cause of arguments in relationships.
ENFJs and ESFPs have an understanding and supportive communication style. During conversations, they will tend to focus on people’s emotions and offer reassurance. ENFJs and ESFPs can sometimes end up avoiding certain issues if they think they might create conflict.
ENFJs and ESFPs are often good at respecting and accepting each other’s feelings. Plus, they are good listeners. With their cooperative manners and their need for emotional intimacy, ENFJs and ESFPs will embrace sharing their feelings when the time is right.
ENFJs and ESFPs are usually comfortable sharing their thoughts with each other. They are quick at thinking on the spot and will often respond in the moment. Both types have a tendency to think out loud and sometimes say things without having fully formed an opinion.
ENFJs and ESFPs are talkative individuals who bounce off each other. However, it’s important for both people to remember to listen to each other as well as talk because there is a risk that they can end up talking over each other.
ENFJ and ESFP connection
A shared connection is essential for any healthy relationship and one of the best ways to build a bond is to talk about interests and passions.
Seeing someone talk about something they are passionate about is deeply attractive.
ENFJs are more abstract in the way that they approach life while ESFPs are more pragmatic. This can cause challenges in the way they connect.
ENFJs tend to prefer to connect over conversations about theories and ideas. ESFPs build connections by talking about more practical matters. This disconnect can make It harder for this personality pairing to instantly build a deep connection. It’s definitely possible but it can take a little longer.
Part of building a strong connection involves respecting each other’s personalities and choices. Even if these types don’t see eye-to-eye on everything, if they work together and communicate, they will be able to see where each other is coming from.
Connection is one of the most important pieces of the compatibility jigsaw puzzle and it takes a little more effort for ENFJ and ESFP couples because they aren’t always on the same wavelength.
ENFJ and ESFP conflict resolution
Conflict resolution can make or break a relationship and it takes a conscious effort to get it right.
In the heat of an argument, it can be easy to forget your partner’s needs and preferences but this is the time when it’s most important to put yourself in their shoes.
When it comes to conflict, ENFJs and ESFPs often prefer to resolve the situation there and then by talking things through. This can be beneficial for resolving issues as both types prefer to move at the same pace.
ENFJs and ESFPs value harmony in relationships. As empathetic people, both types will do their best to ensure that difficult conversations are broached tactfully. However, it can take them longer to bring up issues than some other personality type pairings because of their desire for peace.
ENFJs and ESFPs should be mindful to actually work through the conflict rather than just talk about their feelings, even if that means agreeing to disagree. It’s not necessary to be aligned with your partner on everything.
Both types naturally put themselves in other people’s shoes and this can help resolve matters as long as neither the ENFJ or ESFP is too emotional. This can happen because both types feel things deeply and if it does, you should take time out and wait for things to settle.
Being able to forgive your partner if they inadvertently hurt your feelings is key. That isn’t to say that you should be a pushover though. If your partner does upset you, you should let them know so you can work it out for the future.
ENFJ and ESFP daily life
Bigger topics like communication, connection, and resolving conflict are all important for a healthy relationship. But everyday life is equally important.
Little things add up to become big things and it’s important to appreciate how your partner approaches life on a daily basis.
ESFPs prefer flexibility in their everyday life while ENFJs are drawn to structure and routine. This can offer a good balance for both personality types but it needs to be approached in the right way.
ESFPs should do their best to keep their environment tidy and clean, particularly shared spaces, because this helps ENFJs maintain clarity of thought. In addition, ESFPs in relationships with ENFJs should try to be open to planning dates further in advance than they would usually choose to.
It’s essential for ENFJs to realize that ESFPs need freedom. ESFPs can feel trapped if they have everything planned out. ENFJs should leave space for spontaneity and change when spending time with an ESFP, particularly when planning a holiday together.
When it comes to everyday behaviors, both people need to be self-aware and make sure that they find that balance of staying true to themselves and appreciating their partner’s needs.
Summary of ENFJ and ESFP compatibility
In short, an ENFJ and ESFP relationship has incredible potential. When couples of this type are in a relationship, they will go above and beyond to understand and accept each other completely.
It’s worth noting that these personality types have more in common than you’d expect at first glance.
No relationship is smooth all of the time but if you communicate clearly, trust each other and show mutual respect, you’ll have the perfect recipe for building a beautiful connection.
Growth compatibility offers the opportunity to learn a lot from each other’s strengths and weaknesses.
Looking to learn more about personality type compatibility? You can read our individual guides about ENFJ compatibility and ESFP compatibility.
Enneagram Twos and Nines are similar in a wide variety of areas and reactions; both types are interested in nurturing others and in helping people to be better, more comfortable with themselves, and more at peace. Both types also tend to be optimistic and to reframe disappointments in the most positive way possible. This pairing has an outstanding warm, kindly, and good-natured quality about it that each side reinforces. Twos and Nines are easy-going, hospitable, and undemanding, happy to make friends happy and to welcome them into their home. Twos bring to the pair a more outward and interpersonally engaging energy: they would most likely be the first to introduce themselves at a party or to go to someone's aid and comfort if they perceived that the other person had some kind of problem. Twos are proud of their relationship, their home, their family and their friends—and they want to share them with others. Twos constantly add energy and new people to the relationship mix. They are more talkative than Nines and more openly curious about other people, how they live and what they are like, and more eager to get involved in others' lives.
On the other hand, Nines bring a quiet steadiness and uncomplicated directness that allows people to flourish and things to get done with a minimum of stress and conflict. Even if Twos become upset about their relationships, or are feeling moments of self-doubt about how loved they are, Nines have a way of calming them down and of providing a great deal of unquestioned acceptance. Both types are drawn to each other to provide soothing and support; their home and hearth, pets and love of nature are extremely important to them. Both go out of their way to be considerate of each other, as well as of other people. Much of their best communication is non-verbal, physical, arising from their simple, direct presence to each other. They can develop almost a psychic link with each other. This is a very mellow couple, whose emphasis on hospitality reminds people of how healing it is to be around loving, generous people.
Potential Trouble Spots or Issues
Both Twos and Nines tend to give away their power and to go along with the agendas of others. Yet, one of the parties will have to wear the pants in the family, taking charge and making decisions. Doing so goes against the grain of both types, although either will take charge if necessary. However, negotiating power and decision making in a Two/Nine couple puts both parties under increasing stress and both tend to feel that they are being forced into the bad guy role in the family—and that they will be resented and unloved while their partner gets off the hook.
Further, neither finds it easy to talk about their feelings or their growing discontent with the power balance in the relationship, or with any other sources of resentment and potential conflicts that they may have. Twos tend to actually take over too much, becoming domineering and controlling, not hesitating to boss the Nine around and to speak with surprising harshness to him or her. But because Twos can rationalize their motives and see themselves only as all loving, they can continue without feeling guilty or embarrassed.
Nines find it difficult to find their own voice and to speak up for themselves. But when the Nine actually does speak up, the Two often takes this as a lack of gratitude and tries to turn the Nine's comments around on them. Twos are not good at taking criticism, and when Nines find the courage to speak up, they may go overboard with a load of old resentments that have pilled up. The result is that Nines withdraw into silence and become passive-aggressive as a way of dealing with their anger, while Twos feel unappreciated, misunderstood, and rejected. Both try to keep everything quiet and normal on the surface, although they begin to deteriorate into longer silences with each other-and more distance, including less physical contact. An air of tension takes over, punctuated by angry outbursts and recriminations. The couple that seems so unassuming and supportive tends to end through attrition and drifting apart. Nobody wants to talk about what has really happened, no body wants to take responsibility for the deterioration of the relationship, and things eventually simply fall apart.
For further understanding about this type combination, read more about the Stress Arrow and how types Two and Nine behave when they are moving along it.

She helped her marry Donnic. They get along really well because they are both moral, selfless, lawful, and kind. They are best friends and have each other's backs and share secrets.

They are rivals, as she is anti-chantry due to Ander's influence and pro-mage. He dislikes that she is romancing Anders, but they stay friends when she kills him. They agree over helping people, and on demons and slavery. She pushes him to retake Starkhaven, that he owes his people that stability and that it would be cowardly and selfish to run and take the easier path of the Chantry.

They joke and flirt. Isabela gets annoyed by her getting involved in people's business. They both like freedom, and Isabela appreciates her cleverness. They are dissimilar, and Isabela finds her too selfless.

They get along because she is kind to dwarves and looks out for her family. They joke and flirt a lot. She cares about her place in Kirkwall and they are best friends. She is diplomatic and mildly sarcastic but not greedy.

### Family

* Garrett
* Carver
* Bethany
* Leandra
* Gamlen
* Malcolm

They were basically the same person, they had the same sense of humour and subsequent bad timing, but he was more aggressive while she is diplomatic. They were perfect battle partners, and they missed each other greatly when he joined the army. He died protecting her and she felt so much guilt over the fact that she was the one to survive. He was older by two years.

She tries to talk him up and is sympathetic to his inferiority complex but don't take shit for it. She hates that he became a templar but was eager to see him grow as a person. She appreciates him wanting her to be safe but struggles to not challenge the system.

They are very close and have similar views. They are supportive of each other and talk about girly things. Marian wants Bethany to embrace her being a mage so she can be happy with her life.

## Songs

* Burning Pile, Mother Mother
* I'm Not Calling You A Liar, Florence + The Machine
* Ship in a Bottle, fin
* Warriors, Imagine Dragons
* Glory And Gore, Lorde
* Immortals, Fall Out Boy
* Ain't No Rest for the Wicked, Cage The Elephant
* Say Amen (Saturday Night), Panic! At The Disco
* Glitter & Gold, Barns Courtney
* Nightmare, Halsey
* I'll Be Good, Jaymes Young
* R.I.P. 2 My Youth, The Neighbourhood
* I Want It All, Arctic Monkeys
* I Found, Amber Run
* Arsonist's Lullabye, Hozier
* World's Smallest Violin, AJR
* Natural, Imagine Dragons
* Some Nights, fun.
* The Last Of The Real Ones, Fall Out Boy
* Troublemaker, Olly Murs, Flo Rida
* Champion, Fall Out Boy
* Young, Vacations
* Falling, Florence + The Machine
* Therefore I Am, Billie Eilish
* Gasoline, Halsey
* River, Bishop Briggs
* Confident, Demi Lovato
* Wicked Ones, Dorothy
* Madness, Ruelle
* Problem, Natalia Kills
* Missed Connections, DOKYEOM
* Believe, The Bravery
* Everybody Loves Me, OneRepublic
* Human, Rag'n'Bone Man
* Play with Fire, Sam Tinnesz, Yacht Money
* Run Boy Run, Woodkid
* Line Without a Hook, Ricky Montgomery
* Achilles Come Down, Gang of Youths
* Dragon Age 2 Main Theme, Inon Zur
* Look What You Made Me Do, Taylor Swift
* Hayloft II, Mother Mother
* Immigrant Song, Led Zeppelin
* The Chain, Fleetwood Mac
* Bohemian Rhapsody, Queen

## Trivia

* Action Survivor: Warrior or Rogue Hawke survived *Ostagar* and managed to outrun the darkspawn horde to Lothering. A Hawke of any class obviously survives the Blight, getting to Kirkwall, and thence the entire game.
* Adaptational Badass: Played with. Hawke is already a certified badass, but Varric is often found telling stories in the Hanged Man that exaggerate it to truly ridiculous levels. By Act 3, there are people claiming that Hawke uses the Arishok's skull as a gravy boat and sleeps on a bed of dragon bones.
* All-Loving Hero: Paragon Hawke is unfailingly kind and compassionate to those around them. However, one of the most tragic parts of the game is that, no matter how loving and heroic Hawke is, they cannot save their family or prevent Thedas from collapsing into war.
* Almighty Janitor: According to Snarky Hawke, this is part of what being Champion entails.
	+ Before becoming Champion, Hawke is just a citizen/noble of Kirkwall. They have no special titles or ranks. In fact, Aveline gives them a bit of a hard time for *not* petitioning for a title.
* Aloof Big Brother: When using the "Aggressive" dialogue with either sibling, though this seems to be the default relationship with Carver.
	+ Snarky Hawke often acts aloof and sarcastic when speaking to Carver. However, there is a subtle implication that the only reason Hawke does this is because they're trying to make Carver take himself less seriously and push him to prove them wrong.
* Ambadassador: The Arishok is willing to speak to Hawke and only Hawke in Act II, mostly because the Arishok views Hawke as the only one in the entire city of Kirkwall worth respecting.
* Ambition Is Evil: Though Hawke never gets darker than anti-hero, it's possible to play this trope relatively straight, avert it, or subvert it, depending on Hawke's personality. Snarky Hawke seems to have no ambitions beyond keeping their family safe and being free to go to the Hanged Man after a long day, and they are one of the most unambiguously good characters in the game. However, both Aggressive Hawke *and* Diplomatic Hawke can express an interest in gaining more power for themselves and changing how things in the city are done for the betterment of themselves (in the case of the former) or everyone (in the case of the latter).
* Animal Motifs: Hawks, of course.
	+ All versions of the Mantle of the Champion have spurs and talons. Additionally, the rogue's armor has a beak-like hood and belt buckles shaped like hawk beaks/skulls, the warrior's helmet is shaped like a bird's beak and the mage's tailcoat is, well, like the tail of a bird.
	+ Carried over in *Inquisition*, where Hawke's tarot card is a hawk with the city of Kirkwall on its wings, weighing it down. note
* Anti-Hero: Like the Warden, Hawke can be played as one, and even at their most heroic, Hawke never expresses any real concern with engaging in criminal dealings short of murder, or with the fact that every companion (aside from Aveline and Sebastian) tends to be involved with various illegal ventures. Justified in part by the fact that Hawke is either an apostate themselves, or has spent their whole lives harboring Bethany, so they're no stranger to bending the law which has so seldom been on their side. A year as refugees spent working with mercenaries or smugglers and living under Gamlen's roof and then partnering with Varric can only have sealed their reputation.
* Appropriated Appellation: Snarky Hawke actually likes Varric's suggestion that their nickname should be "*Chuckles*".
* The Archmage: A Mage Hawke can be said to have reached this status in the *Legacy* DLC, where they manage to best Corypheus, an ancient Tevinter Magister and one of the original Darkspawn, in a brief Wizard Duel.
	+ Directly invoked by Varric, in a line recorded but sadly cut from the final game. Varric: The Champion of Kirkwall was an archmage without peer, a god among mortal men.
* Asskicking Equals Authority: Hawke defeats the Arishok and is rewarded with the title of Champion...
	+ Authority Equals Asskicking: ... And becomes even *more* badass as a result.
* Audience Surrogate: Oddly enough, Hawke fits this in *Inquisition* more than they did in their own game.
* Badass Baritone: Nicholas Boulton's deep voice suits male Hawke quite well.
* Badass Creed: When Tallis tells Hawke that the Qun could give them a purpose. Hawke: I *have* a purpose. I protect Kirkwall.
* Badass Family: Both the Amells and the Hawkes are ridiculously badass.
* Badass Long Coat: The Mage version of the Mantle of the Champion is a variant, sporting a Badass Tailcoat.
* Badass Normal: If a Warrior or Rogue, Hawke actually survived the fighting at *Ostagar*.
	+ All three classes count, compared to the other two protagonists. Hawke is not a Grey Warden and has no magical mark, but is simply a normal fighter or apostate.
* Badass on Paper: Downplayed. Hawke became the Champion of Kirkwall due to stopping an attempted coup, but Varric embellished Hawke's accomplishments to the point that, in Act 3 of *DAII*, people think the Champion sleeps on a bed made out of dragon bones and uses the Arishok's skull as a gravy boat. According to Hawke themself in *Inquisition*, Varric's accounts are mostly true, but Varric will eagerly make something else up if he thinks it makes a better story.
* Badass Unintentional: In the beginning of the game, Hawke is just trying to protect their family. When they get to Kirkwall... it doesn't go well.
* Bad Powers, Good People: You can take the Blood Mage or Reaver specializations and still be as heroic as Kirkwall will allow.
* Batman Gambit: Rivalries can essentially become these, as Hawke baits the given party member into revelations. Highlights include Aveline beating them for being called a coward and getting Merrill to smash the Eluvian.
* Beauty, Brains, and Brawn: In a trio with Bethany and Aveline, female Hawke is The Brains; regardless of her personality or class, she becomes the de facto leader of both the Hawke family and their Ragtag Bunch of Misfits in Kirkwall, making the major decisions and guiding the others.
* Because Destiny Says So: Hawke becoming Champion of Kirkwall. Invoked by Flemeth during the *Destiny* trailer: Flemeth: There are men who *struggle* against destiny, and yet only achieve an early grave. There are men who *flee* destiny, only to have it swallow them whole. And then, there are men who *embrace* destiny... and do not show their fear. These are the ones that will change the world *forever.*
* Belated Happy Ending: If Hawke doesn't make the Heroic Sacrifice against the Nightmare Demon in *Inquisition*, they travel to Weisshaupt (having unrevealed issues at the time) to explain things. The *Trespasser* DLC reveals in the epilogue that Hawke does indeed come back from Weisshaupt and returns home to Kirkwall, helping out the newly appointed Viscount Varric and getting to enjoy their Champion of Kirkwall title without the political turmoil of the *Dragon Age II* years.
* Benevolent Boss: Hawke can be played this way. They can double the wages of the Fereldan workers in the Bone Pit, as well as protecting the workers from dangerous creatures that threaten the mine. It's also mentioned that Hawke donates most of their earnings from the mine to help the Fereldan refugees and those orphaned by the Blight. Hawke lets Bodahn and Sandal stay at the Estate, despite insisting that Bodahn *doesn't* owe them for saving Sandal's life in the Deep Roads. They can also free Orana from slavery and offer her paid work as their maid, with it mentioned in Act 3 that they've encouraged her musical talents and paid for her music lessons out of their own pocket.
* Better as Friends: When Hawke enters any of the potential romancesnote , a discussion with Varric may lead to Hawke stating this, deciding that it would be better if they and their romantic interest just remained friends.
* Beware the Nice Ones: Diplomatic and Snarky Hawke might attempt to be reasonable or make inappropriate jokes, but they're the Champion of Kirkwall for a reason.
* Beware the Silly Ones: Snarky Hawke is both just as dangerous as the other two personalities, *and* shown to be a surprisingly intelligent and devious charmer, capable of talking their opponents into believing just about anything.
* Big Brother Instinct: Optional with either sibling, but it's easier with Bethany.
	+ The first thing Hawke does when Ser Wesley identifies Bethany as an apostate is get right in his face with fire in their eyes, and this is *before* the player even gets the chance to choose what they want to say to him. This happens even if Hawke is *also* an apostate.
	+ A Rogue or Warrior Hawke gains the trust of Vincento by openly admitting that they've spent their *entire* life protecting their sister from the Templars.
	+ It's heavily implied that a Rogue or Warrior Hawke joined the army at Ostagar simply because they wanted to keep an eye on Carver.
* Bigger Is Better in Bed: If romancing Fenris as a male, snarky Hawke can joke, "It *can* be a lot to take in."
* Big Good: Hawke is this to the people of Kirkwall, if pursuing the diplomatic path. Snarky Hawke acts as one as well, though they're perfectly willing to piss everyone off in the process.
* Blood Knight: If you choose the bottom dialogue choices. Cold, detached, cruel, and *always* uses extreme violence at every opportunity.
* Blood Lust: If you mostly pick aggressive dialogue options, Hawke will make remarks like this in combat: Hawke: *There's nothing like the smell of fresh blood!*
	+ One of the passive abilities on the Assassin skill tree for Rogue Hawke is called Bloodlust.
* Bolivian Army Ending: Potentially in *Dragon Age: Inquisition*. If the Inquisitor requests it, Hawke will stay behind in the Fade to Hold the Line.
* Boomerang Bigot: If mage Hawke continuously sides with the Templars, it can be this. "Mages are dangerous and belong in the Circle" - except mage Hawke, it seems.
* Boyish Short Hair: The default female Hawke look, as appropriate for a *very* formidable Action Girl.
* Boxed Crook: In Act 3, Meredith implies the clemency she grants to Mage Hawke was conditional upon their continuing to provide services for Kirkwall, or the Templars, on an as-needed basis. The only reason she hasn't tagged and bagged Mage Hawke for the Circle is that they have the adulation of all of Kirkwall and it'd put a huge crimp in her own attempts at public relations.
* Break His Heart to Save Him: Did this to their love interest in between *II* and *Inquisition*, knowing that they would give their life to protect them (noting Fenris in particular), something they weren't going to let them do. Anders is given a different reason: Hawke is not happy about leaving him alone, but is not willing to take the risk that Corypheus will affect Anders' mind again. If Hawke survives, the separation turns out to be temporary. Somewhat averted with Isabela - dialogue seems to indicate that in their case, it's more of a case of Hawke being away on a business conference.
* Broken Ace: Despite being powerful and well-respected, Hawke can't help but feel they are a Cosmic Plaything.
	+ Taken even further in *Inquisition*, where Hawke admits they no longer use the "Champion of Kirkwall" title, given their failure to stop any of the madness.
* Broken Pedestal: Somewhat towards Anders. If playing as Mage, Anders will become exasperated that Hawke refuses to take any part in his Underground Mage Revolution. This is even more pronounced if a Mage Hawke becomes a Hunter of Their Own Kind.
* Brooding Boy, Gentle Girl:
	+ A Diplomatic Hawke with Fenris. Increasingly with Anders too, as time goes on.
	+ Merrill, of all people, is a Brooding Girl if you romance her, especially in Act 3.
* Brutal Honesty: Some of the aggressive dialogue options, and even some of the snarky ones, particularly in a Rivalry with some of the companions.
* Buffy Speak: Hawke, and especially Snarky Hawke, can lapse into this at times. Special mention goes to framing Serah Conrad, when you can tell an addled and drunk Templar you saw Conrad sacrificing goats to the Great Demon, and doing many other... demon-y things. Hell, snarky Hawke even goes so far as to *weaponize* it.
* Bullying a Dragon:
	+ Helpful Hawke and Snarky Hawke in a nutshell, particularly if playing as a Mage. Place this kindhearted, affable person in front of enemies, and let them see that they're entirely capable of throwing a fireball at them or ripping them to shreds with magic if they wanted to. Even if the adversaries know Hawke is a mage, next to no one seems able to get the hint that they should tread carefully to avoid pissing Hawke off.
	+ It's very telling that *Meredith* and *the Arishok* are the only people to treat Mage Hawke as though they are the biggest threat in the room.
* Bunny-Ears Lawyer: Snarky Hawke seems to revel in being this.
* But for Me, It Was Tuesday:
	+ Silly Hawke pulls one with Ser Jalen in the Viscount's Keep after completing the "Raiders on the Cliffs" quest.
	+ Aggressive Hawke literally invokes this trope in *Mark of the Assassin.* Tallis: What do you call it when you kill someone and take his property? Hawke: Tuesday.
* Calling the Old Man Out: Downplayed, as Hawke never really *yells* or talks angrily at Leandra, but a sarcastic Hawke can subtly call her out on blaming them for Carver/Bethany's death by bitterly muttering "At least you're past the 'It's all your fault!' thing..." to which she apologizes for having said that. Before this, if the diplomatic choices are made, they can also point out to Leandra that the Hawkes are only in Kirkwall because they fled the Blight, and therefore they're not entitled to have her family's wealth.
* Canon Name: Their name defaults to Garrett for the male, Marian for the female.
* The Caretaker: As head of the household since Malcolm's death, Hawke's primary motivation has been and continues to be looking after Leandra, Bethany and Carver. Unfortunately, as the story goes on, they *fail* to protect them through no fault of their own. If you extend this to Hawke's companions, their need to take on other people's problems is borderline unhealthy. Hawke: Your problems are my problems. Fenris: Unlucky you.
* Casual Danger Dialogue: Snarky Hawke seems to specialise in being upbeat during tense situations. Hawke: Perhaps we'll be lucky and they'll run out of Darkspawn? Hawke: Not to interrupt, but the Blight isn't going to wait while we stand around and point fingers.
* Celibate Hero: You can play the entire game with ever gaining a love interest or using the whore house.
* The Champion: Can demonstrate this towards Bethany. For the entirety of Act 3, this is Hawke's official title - Champion of Kirkwall - and they command a high level of respect from almost everyone because of their devotion to protecting the populace.
* Character Development: For a given of "development". Hawke's character is ultimately shaped by whether players choose the different emotional options, but they can also change his behavior in following Acts. For example, a Hawke escaping the Blight can be played as snarky or diplomatic, only to grow more aggressive once they arrive and deal with the going-ons in Kirkwall for a year after joining the smugglers or mercenaries. Alternatively, an Aggressive Hawke can be seen as being tempered by their experiences, becoming more diplomatic to situations they would have otherwise used force in or becoming a Stepford Smiler. It certainly isn't hard to imagine the latter case, given how they can potentially lose all their family.
* Characterization Marches On: Hawke in *Inquisition* is *very* anti-blood magic. This is despite the fact that you can make Hawke a blood mage in *II* if you so choose, and otherwise you can choose how much they dislike the practice. One could assume that the Mage/Templar war was the catalyst to make them despise blood magic between the games.
* The Charmer: Snarky Hawke always seems reluctant to give up a joke, sometimes even bordering on Cloudcuckoolander, but when the situation calls for it, they can spin a line to tell the listener what they want to hear with technique second only to Varric.
	+ In *Inquisition*, if Hawke is killed in the Fade, Varric will recount a story about how the Carta once sent a group of assassins after Hawke in their own estate. When they arrived, they found Hawke waiting for them with a deck of cards. They were so charming that they kept them busy playing until the city guard showed up. Afterwards, a number of them became regulars in card games with them and Varric.
* Chick Magnet: Male Hawke, much to Carver's displeasure, has girls constantly falling for him. The incomplete list includes Peaches, Merrill, Isabela, Aveline (to a degree), and Tallis. Even Cassandra is implied to have something of a crush on him after listening to Varric's story.
* Child of Forbidden Love: Hawke's maternal grandparents disowned their daughter for getting pregnant with the child of a mage, making Hawke one of these.
* The Chosen One: Hawke's actions ultimately change the face of Thedas *forever*. Word of God has even stated that because of this, Hawke is one of the most important people in Thedas's entire history.
	+ Anders comments that Mage Hawke is the sort of person they have been awaiting to lead the Mage underground for *centuries*.
	+ This trope is averted in-universe, however; as there is no Big Bad orchestrating everything behind the scenes, there's also no good counterpart to Save the World from the villain. Hawke is just a Rags to Riches refugee who's sufficiently badass to gain a measure of political and financial clout - and even that can't stop the tide of unrest that consumes Kirkwall. Varric speculates to Cassandra on the complexities of whether Hawke's presence was for better or for worse, and even then, Varric admits that the whole Kirkwall's mess was going to happen soon or latter even without Hawke.
* The Comically Serious: During *Mark of the Assassin*, upon seeing a picturesque lake surrounded by trees and mountains, Diplomatic and Humorous Hawkes will comment on how beautiful it is. But Aggressive Hawke will say, completely seriously, "Oh, something to drown in."
* Cool Uncle: Snarky Hawke serves in this role between Varric's Team Mom and Aveline's Team Dad.
* Cosmic Plaything: Sorry, Hawke, but being The Chosen One doesn't preclude you from being Destiny's bitch.
* Contrasting Sequel Main Character: Aside from one having a Multiple-Choice Past of the player's choosing and the other being more defined and shaped by how they handle situations via diplomacy or aggression, the protagonist of *Origins* is a (potentially an elf or dwarf) Grey Warden tasked with stopping the Fifth Blight while also dealing with the threat of a civil war. Hawke is the human child of a powerful apostate mage and eldest of three children who fled Fereldan when the Fifth Blight began. The Warden traveled all across Fereldan to gather support for the Blight and to depose Loghain, while Hawke finds themselves getting caught up in Kirkwall's politics and events when they would very much rather just support their family.
* Country Cousin: Rural Ferelden-born Hawke is one to the noble Amell family.
* Court Mage: While Hawke *refuses* to get an actual job, it's obvious that Mage Hawke unofficially serves in this role for the people of Kirkwall. Meredith visibly hates that she is forced to let them roam free because they are the people's Champion.
* Cruel Mercy: In *Mark of the Assassin*.
	+ Duke Prosper learns this the hard way. Snarky Hawke freely gives him the opportunity to pull himself up, all while they cheerfully thank him for the belt they possibly won for killing the wyvern and congratulating him for having put on one *hell* of a party. Duke Prosper foolishly decides instead to *continue* to partake in his Evil Gloating, resulting in him losing his grip and falling to his death. Varric: That's what you get for spending your last minute *monologuing*.
	+ Played straight if Baron Arlange is spared by Hawke, who mopped the floor with him after he attempted to murder Hawke for having the audacity to kill the alpha wyvern *first* during the hunt. Despite Tallis pointing out that Hawke is the "Champion of Kirkwall" and eats people like him for breakfast, Arlange *still* doesn't learn his lesson. The next time, Hawke isn't so merciful.

   D to L

* Dark Is Not Evil: According to BioWare, the default Hawke featured in the *Destiny* trailer is a blood mage.
* Deadpan Snarker: The second dialogue wheel option is the "sarcastic" option most of the time: Hawke: She fills her time making poisons... and cake. Tell me you didn't try the cake.
	+ *Flemeth,* of all people, seems to enjoy verbal sparring with Snarky Hawke. Flemeth: Kirkwall? My, so far simply to flee the darkspawn? / Your King will not miss you, hmmm? Hawke: Do you have any better suggestions? I hear the Deep Roads are now vacant. / I'm sure he'll miss his life more. Flemeth: *[laughs]* Oh, *you* I like!
* Deal with the Devil: Hawke is forced to make one of these with Flemeth - help her with her Thanatos Gambit in exchange for getting the Hawke family and Aveline to safety. By the end of the game, there seem to be no negative consequences, at least for Hawke. Considering their Cosmic Plaything status, this could actually count as a minor Plot Twist.
* Devious Daggers: Rogues can practically dance with their daggers. In cutscenes, even non-Rogue Hawkes will see the return of the Murder Knife.
* Did You Just Punch Out Cthulhu?:
	+ The reaction of pure shock on Meredith's face when she enters the room to find that Hawke has defeated the Arishok. Cassandra even has this reaction of utter disbelief that Hawke did so in *single combat*.
	+ Aggressive Hawke actually punches a Rock Wraith in the Deep Roads *in the face*.
	+ Cassandra reacts with similar disbelief in *Legacy* when Varric tells her the tale of Hawke defeating one of the first darkspawn in existence - one of the Magisters *who brought the Blight to Thedas in the first place.* Admittedly, it's hard to blame her.
	+ Flemeth invokes this during the Prologue, claiming Hawke successfully piqued her interest by killing the Ogre.
* Downer Ending: One would expect that, after a life of being Thedas's Cosmic Plaything, Hawke would finally catch a break in *Inquisition*, right? Nope; if you so choose, they can end up dying in a Heroic Sacrifice without ever getting to say goodbye to their sibling and/or love interest (if they're alive).
* Dude, Not Funny!: In-universe, a few of the snarky comments elicit this response, particularly from Aveline.
	+ If Hawke opts to snark while the Viscount is cradling his son's body, he tells them outright that he doesn't find *any* humor in the situation. If Aveline is in the party, she even calls Hawke an "ass" for that comment.
	+ Even Snarky Hawke demonstrates this when reacting to Carver insinuating that they were to blame for Bethany's death: Carver: Sure, make light. We all know what happens when someone leaves big brother/sister's protection. Hawke: *(coldly)* Fair is fair, but you are taking this little pissing match *too far.*
* The Dutiful Son: Hawke's entire motivation in Act 1 is to simply provide for their mother and gain enough money to win back her childhood home.
* Dying Moment of Awesome: Potentially has one in *Dragon Age: Inquisition*.
* Earn Your Happy Ending: If Hawke survives *Inquisition,* it's revealed in the *Trespasser* DLC ending that Hawke eventually returns to Kirkwall as its Champion, and helps rebuild it with Varric as the new Viscount.
* Empowered Badass Normal: A Warrior Hawke that has the Templar and/or Reaver specialisations under their belt.
* Even Bad Men Love Their Mamas: No matter how badass or despicable your Hawke can get, there's nothing stopping you from being nice to dear ol' Ma.
	+ Momma's Boy (or Girl): A badass one.
* Even the Guys Want Him/Even the Girls Want Her: Every romance option in the game is bisexual, except for Sebastian. Other characters may also come on to Hawke regardless of gender, depending on dialogue choices, such as the First Enchanter.
* Eye Take: Hawke's reaction to Aveline needing three goats and a sheaf of wheat.
* Facial Markings: The default appearance for Hawke gives them a red blood smear on the bridge of their nose.
* Failure Hero: Just about the only goal that Hawke unequivocally succeeds at in the main plot is becoming filthy rich in the Deep Roads. And then that one comes back to bite them in the end anyway. In *Inquisition,* the Nightmare demon taunts them with this fact.
* Fetish:
	+ In-Universe at the very least. A sarcastic response to a quest towards the end of the game is met by statements along the lines of "I'd pay to see that" in a very intrigued tone of voice by almost any ally you may have brought along, or the quest giver himself. Hawke: So I shouldn't slit my wrists and dance naked under the moonlight just to fit in?
	+ If you don't bring any romanceable companions along (or if you accept the quest while alone), even Reasonable Authority Figure *Orsino* seems intrigued. Orsino: Well, if *that's* what you intend... perhaps I'll join you after all.
* Field Promotion: How they can end up in charge during the Qunari invasion - when it becomes clear that Meredith's going to keep bickering with Orsino over who's leading the assault, Diplomatic Hawke gets a dialogue option to step in. Orsino then suggests following Hawke as a compromise. Alternatively, you can be the tiebreaker or just tell them you're in charge.
* Fighter, Mage, Thief: Pick one.
* Fight Magnet:
	+ Hawke can't even drop off a piece of mail without fighting more faceless, rooftop-hopping enemies with pointy weapons than most 80's action movie heroes did in their entire careers. To quote a rather plaintive snarky Hawke: Hawke: Someday, I'd like to go one week without meeting an insane mage. Just one week.
	+ When Varric and Sebastian talk about Starkhaven, Sebastian says that it is a lot like Kirkwall, but "with fewer dead people." Varric is quick to point that Starkhaven doesn't have Hawke there.
	+ After completing "Lost And Found" in Act 3, Snarky Hawke's response to Aveline's mutterings about the past coming back to haunt one is that they can't go twenty minutes without getting jumped by someone who they've pissed off at some point.
	+ Varric lampshades this in *Legacy*: Varric: The day you go to the beach is the day an armada of angry demon pirates show up.
	+ If importing a save with the Human Mage Warden, in *Mark of the Assassin*, Tallis comments that she's *not* surprised that Hawke is a relative.
* Folk Hero: Varric's exaggerations are the retelling of the Champion's story through the public's eyes.
* Fluffy Tamer: Inverted. Mabari choose their owners and the Dog chose Hawke.
* Friend to All Children: No matter which dominant personality you give to Hawke, they don't react well when it comes to children being hurt. Discovering that a deranged serial killer has been targeting the elven children of Kirkwall, simply because they are "too beautiful," is enough to make even a Diplomatic Hawke so utterly furious they vow to slit the man's throat.
* From Nobody to Nightmare: From at least some people's perspectives post-game.
* Full-Contact Magic: Mage Hawke.
* The Gadfly: Snarky Hawke seems to find it very entertaining to screw with people For the Lulz.
* Generation Xerox: Greatly resembles, and takes after, their father, Malcolm Hawke.
* Genki Girl: Snarky Hawke. For their companions, it doesn't matter that Hawke might genuinely be a grinning lunatic; they do their best to help and perform awesome deeds along the way without ever losing their smile, and that's what counts. A few of them, particularly Aveline, note that it's used to cover up the Sad Clown underneath.
* God Is Evil: If you weren't sure that Snarky Hawke is a Sad Clown, their last exchange with Bethany reveals a very cynical view of the Maker, especially if she's in the Circle. Bethany: ...the Maker is wiser than we can be in a lifetime. Who am I to question His plan? Hawke: He just enjoys watching us rip each other apart.
* Good Counterpart: To Uncle Gamlen. Both are heads of the household and sole breadwinners, responsible for looking after their siblings and parents, as well as belonging to a family that has fallen on hard times. However, Gamlen blames others for his misfortune while attempting to bribe, cheat and swindle his way back into riches. By comparison, Hawke immediately demonstrates they are willing to roll up their sleeves, get their hands dirty and actually *do some work* in order to change their situation.
	+ It should be noted that the latter is partially because Hawke didn't really have much of a choice. Hawke was perfectly willing to rely on Leandra's noble roots to house them in Kirkwall, but was forced to roll up their sleeves and work when it became clear that Gamlen's bungling and fraud had cost the Hawke family the option they *thought* they had. Still, we never hear them complain.
* Good Is Not Soft: Possibly, if playing as an anti-hero.
	+ It's also very possible to play Hawke as a Sociopathic Hero if you go down a more Aggressive route.
	+ Notable in *Mark of the Assassin*. Snarky Hawke, who is nominally characterised as being the hero, will nonetheless let Duke Prosper stew while hanging from a ledge, quipping that they enjoyed the Duke's party and liked the belt they won. Instead of trying to get up or asking for help, the Duke just monologues until he loses his grip and falls to his death. Hawke: I would have tried begging for mercy, but maybe that's just me. [...] Looks like the Duke...has fallen from grace.
* Hair-Trigger Temper: Aggressive Hawke, naturally, will threaten anyone and everyone at the slightest provocation, and it's not idle words either.
* Happily Married: If playing as a female Hawke who romances Sebastian, they can eventually tie the knot. If it's a friendship romance and he stays with the Chantry, they actually get married *during* the game - the only love interest with whom this is possible. It's a chaste marriage, but it still counts.
* Heartbroken Badass: If they romance and then kill Anders. When asked about him in *Inquisition,* they just quietly say, "I had to do it. He was mad. Nothing could dissuade him... not even me." They then ask you to change the subject.
* The Hero
* Heroic BSoD: After the quest "All That Remains," Hawke spends the next few cutscenes in a depression. They seem fine by the time gameplay resumes, but Hawke can confide in their friends that this is not the case.
* Heroic Sacrifice: Depending on the player's choice, Hawke can end up sacrificing themselves to allow the Inquisitor to escape.
* Heroic Self-Deprecation: When they show up in *Dragon Age: Inquisition*, it's clear that Hawke - even Snarky Hawke - has been hit hard by their frequent failures. Snarky Hawke: I could barely get my friends to stop fighting. Still, if you *think* I can help... Aggressive Hawke: You want *my* advice? Did you hear what happened to Kirkwall? My "advice" nearly tore that city apart.
* Hero of Another Story: Despite being the protagonist, Hawke oddly enough qualifies for this, due to the Framing Device being set in the present day and depicting Cassandra's attempt to glean the truth about Hawke's tale from Varric's recollections.
* Highly-Visible Ninja: The Rogue's Mantle of the Champion is a very practical armor, secured with a series of straps to Hawke's body without hampering their mobility. It's also significantly more *red* than the other two versions. And that's not the only bright-colored armor Rogue Hawke has.
* Hunter of His Own Kind:
	+ Quite possible to do if you play a Mage and tell other Mages to join the Circle and align yourself with the Templars by the end. Extra points if you're playing as a Blood Mage.
	+ Even possible when aligned *with* the Mages. Several quests have Hawke purposefully have to track down rogue mages whose Well-Intentioned Extremist nature will ultimately cause more problems, often calling them out on this.
* Hurting Hero: Just look at some of the entries on this page. Also depends on dialogue, but there are certain points in the game where Hawke will be in a depression no matter what. This is upped considerably in *Inquisition*, where the events of *II* have done irreparable damage to Hawke's self-esteem and left Hawke lonelier than ever. Even Snarky Hawke is noticeably much more bitter.
* Hypercompetent Sidekick:
	+ To Viscount Dumar in Act 2, routinely stepping in to deal with the Qunari on his behalf.
	+ Likewise fulfills this role opposite Tallis in *Mark of the Assassin*, being mentioned as one of the reasons she chose to seek Hawke out.
	+ To either the Red Iron mercenaries or Athenril's smugglers, whichever group employed Hawke during their first year in Kirkwall. In the former, Meeran laments how useless the people hired after Hawke were; in the latter, Athenril's group of smugglers went from a minor thieves' guild to rivaling both the Carta and the Coterie during the year they had Hawke among them.
* Hypocrite:
	+ If a Mage and played as a Hunter of Their Own Kind, Hawke turns other apostates in to the Circle to keep mages under control... yet do not go there themselves.
	+ In *Inquisition*, Hawke decries blood mages and the use of blood magic any time they encounter it (regardless of class or specialization), even if they were a blood mage in *DAII*. This happens since *Inquisition* doesn't acknowledge if Hawke was a blood mage or not.
* Hypocritical Humor: The entire last half of Hawke's inner monologue at the end of "Following the Qun," if they did the last part of the quest without party members, is a thing of hilarity: Snarky Hawke: Is that guy looking at me? Lot of illness in this city. What's he looking at? *Loony.* Yeah, that's it, keep walking. Can't trust anyone. Could be lyrium addled, fade-crazed... Still, got to have some control. What kind of damage sends these daft freaks out in the streets? Talking to them... selves. Ahem.
* I Am Your Opponent:
	+ Invokes this towards the Arishok, indicating that if he wants to take Kirkwall, he has to go through them first.
	+ For his part, the Arishok consistently treats Hawke as a Worthy Opponent and the greatest threat that exists in Kirkwall. During his attempted *coup d'etat* at the end of Act 2, he tries to eliminate Hawke before anyone else. When that doesn't work, he challenges Hawke outright, complimenting them with the title of *basalit-an* - an outsider worthy of respect.
* I Was Never Here:
	+ Hawke's apparent work ethic, typically taking jobs that involve acting beneath anyone's notice. Throughout the game, Aveline, the Viscount, the Templars, and even the Arishok all use Hawke as a neutral third party agent so that if they get caught, they can claim plausible deniability in that Hawke isn't doing anything *officially* sanctioned.
	+ In *Mark of the Assassin,* Tallis implies that one of the reasons she sought out Hawke was because they operate under the radar.
* Iconic Outfit: The Mantle of the Champion is an in-universe example.
* Icon of Rebellion: In the endgame, siding with the mages makes Hawke's name for a rallying cry for the rebels.
* Idiot Hero: Averted. Snarky Hawke simply wants people to *think* that they are one, often showing themselves to be much more devious than their demeanour suggests.
* Immune to Mind Control: A blood mage attempts to mind-control Hawke, who can overcome it by belonging to the mage class themselves, by being a warrior with the Templar Prestige Class, or by being a rogue with sufficient willpower. Hawke: I... will *not*... *be toyed with!*
* In the Hood: Several hooded outfits are available for rogues, and mage headgear almost exclusively takes the shape of hoods.
* Informed Attractiveness: As with *Origins*, the player can make their Hawke look worse than the darkspawn taint and other characters will still consider them beautiful and attractive (although it's mostly the love interests who comment). Even Varric, who's already spoken for, will comment on Hawke's beauty, particularly a female Hawke.
	+ Indifferent Beauty: Despite this, Hawke doesn't seem to take any particular pride or interest in their own appearance.
* Interspecies Romance: If they romance Fenris or Merrill, since Hawke is human.
* It's All My Fault: May take this attitude after their mother's murder. Also takes it in *Inquisition* when Corypheus returns. This is one of the reasons why they're willing to perform a Heroic Sacrifice.
* Jerk with a Heart of Gold:
	+ Snarky Hawke. While they're perfectly content to tweak people's noses, it's clear they're the closest thing to a Big Good that exists in Kirkwall and they honestly *do* want to help people. Generally, the formula with Snarky Hawke is to screw around with people asking for help for their amusement, and then selflessly throw themselves into harm's way for that very person.
	+ It's possible to play Aggressive Hawke as this. Nothing's stopping you from punching people in the face, then turning around to give your party members a sympathetic ear.
	+ No matter how you play them, Hawke is *very* protective of their family.
* Knight in Sour Armour: After their mother's death, Aveline calls Snarky Hawke out and says that she doesn't buy their irreverent act for a minute. This becomes more apparent than ever in *Inquisition*.
* Knight Templar: Surprisingly, *not* while siding with the Templars in the final battle, where they still usually come off as one of the last remaining voices of reason. However, it is possible to join Patrice in her fanatical push to wipe out the Qunari from Kirkwall.
* Lady of Black Magic: A female Hawke who is also a mage (especially if she has the Force Mage specialization), topped off with a choice of peaceful or otherwise respectful dialogue, is a cross between this and a Lady of War.
* Lady of War: Whether warrior or rogue, you can play female Hawke as a soft-spoken, graceful, complete and utter badass. One could even extend this across the board to include a female mage Hawke too, since magic staves now double as functional melee weapons.
* Lampshade Hanging: A Hawke that takes the neutral Deadpan Snarker option often will do this a lot.
* Large Ham: The male Hawke's voice actor sounds like he's channeling BRIAN BLESSED when he's shouting in combat. This is rather amusing, because he's generally a lot more reserved in conversation... could just be a case of Not so Above It All. Hawke: NEED! TO REST! HAVE AT YOU! I CAN'T KEEP THIS UP! FOLLOW MY LEEEEAD!
	+ A sarcastic Hawke takes great delight in chewing the scenery during the *Mark of the Assassin* DLC; Snarky Hawke: I've been stung by a bee! I think it's swelling! MAKER, AM I DYING? Tallis: The swelling is almost as big as your head! *(To guard)* Don't just stand there, man! Do something! Snarky Hawke: If I die... *[falls to knees]* make sure the world knows... *[cue dramatic music]* I DIED AT CHATEAU HAINE!
* Last-Name Basis: Much like Shepard before them, practically everyone refers to Hawke by their last name. More than once, Hawke will introduce themselves as such; apparently, they prefer being on a Last-Name Basis. (In terms of practicality, it's a gameplay technique designed to get around the fact that you can give Hawke any first name you want - much like having everyone address the hero of the first game as "Warden".)
	+ This is actually a little amusing when you hear the party members refer to Carver or Bethany by their first name and then immediately after, in the same sentence, refer to Hawke by their last name.
	+ Even Hawke's chosen *love interest* will always call them Hawke. The only ones who don't are the members of their own family, who instead use nicknames like "sis" to get around the first name thing.
* Last of His Kind: If the surviving twin dies in the Deep Roads, Hawke becomes the last surviving member of the Hawke family after Leandra's death.
* Leaning on the Fourth Wall: Deadpan Snarker Hawke does this *a lot*. Take a look at this gem from Carver's personal quest in Act 1: Snarky Hawke: I'm sure someone though far too long about my name.
* Legacy Character:
	+ In *Legacy*, the Carta frequently refer to both Hawke and their late father Malcolm as being "the Hawke".
	+ It becomes *more* confusing should you bring Bethany/Carver along, as they too are referred to by this title.
* Let's Get Dangerous!: Particularly noticeable with Snarky Hawke, who will cheerfully snark at adversaries, before being forced to beat them seven ways from Sunday.
* Like a Son to Me: Hawke can invoke this towards Sandal. Bodahn worries in Act 3 that he's starting to get on in years and he doesn't know what will happen to Sandal after he is gone. Hawke assures him that Sandal will *always* be welcome in their home.
* Living Emotional Crutch: Serves as an emotional anchor for a significant number of companions, either at certain points or throughout the entire game. This is especially pronounced with Anders, Merrill, and Fenris, though less so if Hawke is in a Rivalry with them.
	+ If Merrill is romanced, her banter with Aveline implies such: Merrill: I love Hawke. Aveline: You said that. Merrill: I say it a lot. It makes things clearer, takes away doubt when everything is crazy and people are dying.
* Lonely at the Top: Played with. The party mostly sticks around, but Hawke's family doesn't. As Hawke gets closer to glory, Leandra is kidnapped and murdered by a blood mage serial killer. Bethany either dies in Lothering, gets sent to the Circle, dies in the Deep Roads, or becomes a Grey Warden. The same fates await Carver, except he joins the Templars instead of the Circle. Every step up the ladder Hawke takes, they become steadily more alone. By Act 3, only Gamlen, Charade, Bodahn, and Sandal (and Orana if she was added to the household) are left. It makes Hawke's offer for a romanced Anders or Merrill to move in with them much more poignant.
* Love Martyr: A Hawke who romances Anders and commits to him before the final battle, even though this means being hunted as a fugitive along with the most wanted man in Thedas, comes across as this. Especially considering Anders flat-out lied to Hawke and co. and tricked them into helping start the final battle in the first place...

   M to Z

* Magic Knight: Mage Hawke is this by default. Hawke's father, Malcolm, taught Hawke swordplay regardless of class. Many of Hawke's staves have blades on the end.
* Magnetic Hero: Arguably moreso than the Warden. While in the first game, the party are all tied together by a common cause, this is not the case here. Although some companions develop friendships, it's their bond with Hawke that keeps them working together as a group. *Legacy* reveals that Hawke inherited this trait from their father.
* Manly Facial Hair: The default male Hawke sports some pretty impressive beardage, and character creation allows the player to further expand it.
* Meaningful Name: Both the Hawke and Amell family names derive from birds of prey.
	+ Amell literally means "Power of an Eagle", which becomes very apropos considering their (former) high status in Kirkwall. Likewise, it also is very apt given the family's return to prominence through their scion, Hawke.
* Memetic Badass: Hawke is an in-universe example, at least through Varric's storytelling.
* Mistreatment-Induced Betrayal: In *Legacy*, it's possible to initially side with Larius only to switch over to Janeka upon learning of what Larius threatened to do to an unborn Hawke and their mother.
* Modest Royalty:
	+ It's revealed in *Mark of the Assassin* that despite being acknowledged by the Viscount as the legitimate heir to the Amells, Hawke turned down the title of "Lord/Lady Amell" because they wished to make the *Hawke* family name as respected and *earn* the title of "Lord/Lady Hawke".
	+ Unlike their mother, who was born into wealth, Hawke hates socialising with the aristocracy. After becoming Champion of Kirkwall, it's mentioned that they only attend formal banquets held in their honour because they *have* to. Truthfully, they'd rather be down at the Hanged Man.
* Must Make Amends: For releasing Corypheus and failing to kill him. They join the Inquisition because of it and it's one reason why they are willing to sacrifice themselves later in the story.
* My Greatest Failure: Hawke's inability to save their sibling from an Ogre, as well as prevent their mother's murder. If the surviving sibling dies in the Deep Roads, this is in there too.
* Nay-Theist: A variation. While Hawke appears to believe in the Maker and Andraste, they often appear to be highly skeptical of the Chantry and affiliated organisations like the Templars. Snarky Hawke in particular definitely indicates this mindset.
* Neutral Good: Invoked by Aveline, who expresses her annoyance that Hawke has never sought any kind of position in Kirkwall society in all the years they've been in the city. Hawke can similarly invoke this, repeatedly stating that their only concern is the welfare of their friends and family and that they'd rather stay out of Kirkwall politics, only becoming involved when they absolutely *must*.
	+ Anders is similarly annoyed at Mage Hawke's refusal to get involved with the Mage Underground, believing they'd be the perfect leader.
* Never Found the Body: The Inquisitor is unable to recover Hawke's body should they Hold the Line.
* Nice Job Breaking It, Hero:
	+ Several horrible events in the story are indirectly Hawke's fault. In fact, Hawke seems to know that they do this. Hawke: Summoned a demon. Of course. Why *wouldn't* I do that?
	+ In *Legacy*, Hawke causes Corypheus to inhabit a nearby Grey Warden after defeating him, who then goes on to become the main villain of *Inquisition*. That particular screw-up hit them hard.
	+ Hawke's look when they realize they helped gather the ingredients needed for Anders to construct a *bomb*.
* Nice Mean And In Between: The three dialogue choices allow Hawke's personality to fall into one of these categories - Nice for the blue, Mean for the red, In Between for the purple. The twins' designations in the trio are determined by this as well.
* Noble Fugitive: Played straight in Act 1; due to Gamlen recklessly squandering the Amell family fortune, Mage Hawke is dirt-poor and just as likely to be hunted as any other apostate. Subverted as of Act 2, as Hawke has become rich enough that the Templars can't touch them due to their status, while by Act 3, Hawke's new status as the Champion has caused Meredith to begrudgingly grant them clemency.
	+ Played straight at the end of the game, where Hawke is forced to leave Kirkwall after the outbreak of the Mage-Templar War.
* No Canon for the Wicked: If Hawke uses blood magic, it's not one of the options in the Keep, so it's never mentioned in the third game and they are vocally against it during the Warden arc of the story. Oddly enough, the Keep *does* include indisputably abhorrent decisions like selling out Feynriel and Fenris, but these are *also* ignored and Hawke is always presented as a heroic, self-sacrificing figure.
* Non-Idle Rich: Despite being independently wealthy by the end of Act 1, Hawke seems content to make up for their lack of *actual* job by doing pretty much every available odd job in the city.
* No-Sell: Hawke can pull this on the "Apostitute" Idunna. Hawke: I... will... not... be toyed with!
* "Not So Different" Remark:
	+ The Saarebas "Ketojan" in Act 1 says that if Hawke submitted to the Qun, their role wouldn't change; later, the Arishok claims that Hawke is what the Qunari would be without the Qun.
	+ Tallis later hints at this; if Hawke becomes a "Basalit'an" to the Arishok, all Qunari now know and respect Hawke as an equal. She claims that the Qun could give Hawke a role and purpose. Hawke's response? Hawke: I *have* a purpose. I protect Kirkwall.
* Number Two: In a way; starting in Act 2, the Viscount relies on Hawke more and more to keep the peace between Kirkwall and the Qunari. By Act 3, Hawke is Kirkwall's Champion and the single most influential noble in the city.
* Obfuscating Stupidity: Snarky Hawke seems to employ this and Buffy Speak as a tactic to lure enemies into a false sense of security, because clearly this flighty, giggling oddball who can't go ten seconds without cracking a stupid joke couldn't possibly be as dangerous as they were told, right?
* Occult Detective: Only in Kirkwall could seemingly innocuous jobs frequently end with Hawke battling Blood Mages, Demons, Walking Corpses, and all manner of *"weird shit"*.
* One Degree of Separation: Hawke and the Warden have several connections to each other.
	+ Hawke is related to the Human Mage Warden; Merrill was the childhood friend of the Dalish Warden; Anders may have been recruited by the Warden in *Awakening;* and Isabela may have taught them to duel and/or slept with them in the Pearl. Bodahn and Sandal go from assisting the Warden's wandering party to serving in Hawke's noble household. Hawke has several chance encounters with many of the Warden's former associates, such as Leliana, Zevran, Alistair, and Nathaniel. Rogue/Warrior Hawke was even at Ostagar at the same time as the Warden, and both were survivors of the ill-fated battle. Coincidentally (...we think), both were also rescued from darkspawn by Flemeth.
* One-Man Army: When Kirkwall has a problem, they send Hawke.
	+ Being reduced to an NPC in *Inquisition* has done nothing to reduce Hawke's status as one of these.
* Only Sane Employee: Comes with the job of being Champion, according to Snarky Hawke.
* Only Sane Man: As with the last game, a possibility. Given that the Dysfunction Junction is out in full force here, though, it's actually quite likely; even *Silly Hawke* manages to come off as this at times.
* The Paragon: The dialogue choices at the top of the wheel turn Hawke into a selfless, caring person who always puts the needs of others first.
* Pet the Dog: Provided you have the requisite DLC, Hawke can interact with their Mabari at numerous points in the game, despite it having no bearing on the plot.
* Phrase Catcher: Buying over 30 drinks in the *Hanged Man* leads to the patrons cheering "HAWKE!" every time they subsequently enter the bar.
* Platonic Life-Partners: With Aveline and Varric. Hawke's friendship with Varric in particular is arguably the closest one in the entire franchise.
* Power Tattoo: In the *Destiny* Trailer, Hawke carves a sigil into their arm in order to perform Blood Magic. The same sigil can also be seen on Mage Hawke's arm when wearing the Armour of the Champion.
	+ It's possible to play as a Paragon while *also* being a Blood Mage.
* Previous Player-Character Cameo: They appear in *Inquisition* after the destruction of Haven and play a major role in the Grey Warden arc of the game.
* Protectorate: Hawke can invoke this in *Mark of the Assassin*. Hawke: I *protect* Kirkwall.
* Prodigal Hero: Played with in that Hawke wasn't the one who left Kirkwall years ago; their mother Leandra was. Yet, after Leandra and her kids return to her origin city, it's Hawke who winds up becoming its Champion.
* Properly Paranoid: Between *II* and *Inquisition*, Hawke suspects Corypheus's involvement in the strange behavior of the Wardens despite believing him to be dead. If romantically involved with Anders and/or the surviving twin joined the Wardens, Hawke takes this as a cue to get them as far away as possible.
* Punctuated! For! Emphasis!: "I... will... not... be toyed with!"
* Rage-Breaking Point: Generally you're given a few ways Hawke can respond to a situation, but their ever-diminishing family always remains a sore point. In fact, despite Snarky Hawke being irreverent and unflappable at practically all times, when Leandra is kidnapped in Act 2 and Hawke's sibling in Act 3, Hawke's whole demeanor changes and the amount of anger in their voice that still seeps through their Tranquil Fury indicates how fast you should be running away right now.
	+ It's the sheer speed from which Snarky Hawke goes from sarcasm to outright fury that makes it more startling; Snarky Hawke: I'm sorry to interrupt this *lovely* student-teacher reunion but WHERE IS MY MOTHER?!
	+ Even Diplomatic Hawke's standard lines about not wanting to hurt anyone in those situations are uttered in a way that indicates that may not be their first instinct, particularly in one instance where Meredith drags Hawke's mother, who was brutally murdered by a blood mage, into her incessant anti-mage crusade: "Leave my mother *out of this*." Knight-Commander or no, if there was one moment in the game when Meredith's stoic demeanor was a mere facade, that was it.
* Rags to Riches: Over the course of the game, Hawke goes from penniless refugee to noble to the Champion of Kirkwall.
	+ Rags to Royalty: And if you support the Templars in the end, Hawke becomes Viscount/Viscountess. Unfortunately, their reign doesn't last long; the paranoia of the Templars leads them to step down, and fear of an Exalted March causes them to flee Kirkwall entirely.
* Really Gets Around: It's possible for Hawke to have sex with Fenris, Merrill, Isabela, *and* Anders in the same playthrough. If Zevran is encountered in Act 3, it's possible to sleep with him as well. Hawke can also use the services offered at the Blooming Rose in the Red Lantern District as much as they want, as long as they can pay.
* Reasonable Authority Figure: Snarky Hawke jokes that this is what being the Champion entails. Tallis: So, "*Champion of Kirkwall*". Fancy title. Hawke: The "*Only One in Kirkwall Not Completely Insane*" was considered...
* "The Reason You Suck" Speech: Mage Hawke repeatedly gives them out to other Mages, noting that resorting to blood magic is exactly *why* they are so feared and hunted by the Templars. Hawke can even admit that while they understand their plight, this doesn't excuse the fact they are selfishly abusing magic to murder, rob and manipulate people.
* Red Eyes, Take Warning: In the *Destiny* trailer. Like the *Sacred Ashes* trailer before it, it's limited to the trailer only.
* The Red Mage: In the same vein as Bethany.
* Refusal of the Second Call: Qualifies as one In-Universe, because no matter how *Dragon Age II* ends, things are still pretty awful in Kirkwall, and eventually they disappear because they've had enough. The reason that Varric pretends not to know where Hawke is during the second and third games is because he feels that his friend has been through enough. He only resorts to calling Hawke in when it's absolutely unavoidable.
* Reluctant Warrior: Snarky Hawke lampshades this in their rousing speech, clearly wondering why it's so wrong to simply want to go to the pub with their friends at the end of the day.
	+ Lampshaded by Flemeth when they first meet; Flemeth: Hurtled into chaos, you *fight*... and the world will shake before you.
* Rich Idiot With No Day Job: According to Aveline in Act 2, Hawke refuses to actually get a position of authority.
	+ They can end up as Viscount at the end of the game if supporting the Templars; however, Varric states the only reason Hawke accepted was because the Templars practically *begged* them to restore order to Kirkwall.
* Right Man in the Wrong Place: Hawke became one of the most notable figures in Thedas history almost completely unintentionally.
* Romantic Runner-Up: If the player attempts to romance Aveline, she only starts to catch on at the end of "The Long Road."
* Royals Who Actually Do Something: After reclaiming their family estate and becoming a noble at the beginning of Act 2, it turns out that in the three-year interlude, Hawke was helping improve life in the lower towns and coming to the aid of those in need, regardless of social standing. The Viscount even comments that that kind of attitude hasn't been seen in Kirkwall in a long time.
* Sad Clown/Stepford Snarker: Hawke can potentially be snarky about anything, up to and including mourning their mother's death. Aveline will call out Hawke as doing this as a defense mechanism.
	+ In-universe, both Aveline and Varric seem to think this is the case.
* Sarcasm Failure: You know things just got serious when even Snarky Hawke decides to drop the jokes. Happens a few times, most notably during "All That Remains."
* Seen It All: Can run the entire gambit, although Snarky Hawke is a firm Type 3. Varric reckons that either being a mage or having grown up in a house of them is the reason why Hawke is unfazed by all the "weird shit" they witness on a regular basis.
* Shrouded in Myth: The entire frame of the story is clearing up what happened and what didn't.
* Shipper on Deck: Snarky Hawke jokingly ships Meredith/Orsino, calling them out. Hawke: The way you two carry on... people will *talk.*
* Shrine to the Fallen: After Leandra's murder, Hawke refuses to disturb anything in their mother's room.
* Sibling Rivalry: Potentially with Bethany or Carver thanks to the friendship/rivalry system. Carver is inclined towards this by default.
* Signature Move: In cutscenes, Mage Hawke repeatedly twirls their staff after defeating opponents.
	+ Mage Hawke also finishes opponents in cutscenes by summoning a torrent of fire to roast their opponents.
* The Snark Knight: Hawkes who respond to dialogue primarily with the snarky choices will generally develop this kind of personality.
* Spiders Are Scary: When the party in *Inquisition* finds themselves in the Fade, Hawke is the only person other than the Inquisitor to see the demons as spiders.
* Spider-Sense: A mage Hawke demonstrates this on several occasions, having the innate mage ability to sense shifts in the Veil and locations where it is particularly weak, such as Sundermount.
* Stupidity Is the Only Option: A surprising number of quests *require* Hawke to hold the Idiot Ball in order for things to play out the way the writers want.
	+ When Hawke learns that a serial killer is targeting Hightown women, Hawke can't even *try* to warn Leandra... who then goes out for her weekly get-together with her brother and is promptly kidnapped by the killer, becoming his final victim.
	+ During "On the Loose," Huon's wife asks Hawke for protection because she fears for her life. Hawke notably says they'll come back for her after dark, and the player *has* to leave the alienage and come back in order for the quest to trigger. Lo and behold, leaving her alone for so long gives Huon ample opportunity to return and kill his wife, which Hawke witnesses just as they walk through the alienage gates.
	+ When Anders asks for Hawke's help finding ingredients to a magic potion that he claims will split him and Justice, and the ingredients sound oddly similar to real-world bomb ingredients, Hawke has no choice but to take Anders at his word and help him. While in some Guide Dang It! cases Hawke can realize Anders' deception after the fact and call him out on it, Anders will note that it's too late and the Chantry blows up no matter what.
	+ In the *Legacy* DLC, even if Hawke kills Corypheus, one of the Grey Wardens who brought you will act obviously possessed, strongly implying that Corypheus body-hopped after you slew him, but Hawke and co. have no choice but to stand there and watch him go on his merry way. It makes Hawke and Varric's insistence in *Inquisition* that they were *sure* Corypheus died sound more like they're trying to convince themselves.
* Supporting Protagonist: In an interesting twist, although Varric is narrating Hawke's story, over the course of the game, it becomes apparent that Hawke really *wasn't* the central figure or instigator of events, but just the Right Person in the Wrong Place. This is especially telling in the third act, when it's really about Anders causing the Mage/Templar war.
* Teeth-Clenched Teamwork: While Hawke gets along fine with their Grey Warden friend at first in *Inquisition*, the revelations of what the Grey Wardens have done and are doing infuriates Hawke, leading to a back and forth What the Hell, Hero? between the two of them. Alistair in particular takes their anger at the Wardens quite personally.
* Thousand-Yard Stare: Hawke sports one after their mother's death.
* Troll: Snarky Hawke will snark and mock anyone and EVERYONE constantly just to get a reaction, particularly his/her enemies.
* Tsundere: Aggressive Hawke will usually end up a Type A to their Love Interest, since the flirt lines have the same dialogue regardless of personality. This means they can be short and snappish with them one minute, and doting and sweet the next.
* Trickster Mentor: Snarky Hawke is implied to do this to Carver, trying to stop him being so uptight and push him to prove them wrong.
* Übermensch: Can be played heroically or anti-heroically, but their actions change Thedas forever.
	+ On the other hand, it's very clear that, in the end, Hawke had very little *actual* effect on major events. No matter what they try to do, everything pretty much ends up exactly the same by the end, except with one flawed group or the other having a little more influence.
* Uncertain Doom: In *Dragon Age: Inquisition*. If the Inquisitor requests it, Hawke will stay behind in the Fade to Hold the Line; their last words ask the Inquisitor to tell Varric goodbyenote . If the Warden companion stays behind instead, s/he heads to Weisshaupt to inform the First Warden; the Epilogue mentions that the fortress has fallen silent.
	+ Happily, as of the *Trespasser* DLC, the second part has been removed, as it is stated that Hawke has returned to Kirkwall alive and well to help Varric run the place.
* Uncle Pennybags: After Hawke regains the family fortune, they use it to help the poor and downtrodden in Kirkwall. See Benevolent Boss.
* Unflinching Walk: Implied in *Dragon Age Inquisition*. If Hawke survives the events of *DA:I*, they'll head for the Grey Wardens' main fortress of Weisshaupt in the Anderfels to help sort some things out. Asking Varric about the whole affair during the *Trespasser* DLC reveals that he doesn't really know what's going on at Weisshaupt, but considering who they're talking about, he fully expects the place to blow up in a spectacular fashion rather sooner than later while Hawke strolls out of the inferno without looking back.
* Uptown Girl: Hawke starts out as a refugee with nothing but the clothes and weapons on their back, but by Act 2 they've become this for any romance besides Sebastian. Hawke's Hightown neighbors are particularly scandalized if Merrill moves into the estate.
* Villain Killer: Hawke kills dozens of rogue mages and criminals, defeats the Qunari Arishok in single combat, and then defeats a red lyrium-empowered Knight-Commander Meredith of the Templars. Unlike the Warden or, later, the Inquisitor, they have no special circumstances that make them The Only One that can defeat the foes in question. Hawke is simply one of the strongest fighters of their time and the entire world knows it, thanks to Varric embellishing some of their feats in his *Tale of the Champion* book.
* Villain Protagonist: Averted, in contrast to the first game. You can be an Anti-Hero in the vein of Renegade Shepard, but the outright thuggery possible in *Origins* is mostly absent here.
* Warrior Princess: A female Hawke becomes part of the nobility of Kirkwall, and is thus rightfully entitled to be called Lady Hawke (in addition to Champion). In addition, there are some further royal upgrades available depending on player choices. If female Hawke sides with the Templars, she will end the game as Viscountess of Kirkwall. And if she romances Sebastian, the game can end with a declaration of their intent to get married, which makes her Princess of Starkhaven. (If *Legacy* is done after the main game, and Sebastian and Carver are brought as companions, party banter reveals that they *are* married.)
* Warrior vs. Sorcerer: Inverted if Hawke is a mage, who struggles to contain and maintain stability in the city of Kirkwall as tensions continue to rise between the resident Templars led by Knight-Commander Meredith and the Kirkwall Circle Mages.
* Warrior Therapist: If played on the friendship route, Hawke becomes this frequently. Particularly prominent with Fenris, where most of their interaction has Hawke politely listening while Fenris talks about his life and why he has such utter hatred of magic. It practically *is* a therapy session.
* What the Hell, Hero?: In *Inquisition*, Hawke is enraged by the Wardens' actions, their use of blood magic, demon summoning, and the part they played in the death of Divine Justinia and lets Stroud/Alistair/Loghain know this very clearly.
* World's Best Warrior: Thanks to Varric's novel *The Tale of the Champion*, Hawke has the reputation of being perhaps the greatest fighter of their time, and became the *second* choice to lead the Inquisition. During the events of the second game, Hawke's companions will often remark that s/he is the strongest fighter amongst them with either reverence or fear depending on the player's actions. It should be noted, though, that said game is narrated by Varric and that, given his reputation, some of these tales (but not all) are believed to be embellishments even by other characters within the *DA* universe. Hawke admits as much when s/he is actually met in the flesh in *Inquisition*, but they also admit that most of these accomplishments *are* true but merely not as grandiose as people think. Unlike other heroes of their day (such as the Warden or the Inquisitor), Hawke was not some special person expected to solve a crisis—they accomplished their deeds strictly by skill, talent, and blind luck.
* Worthy Opponent: Can become one to the Arishok, who deems Hawke "Basalit'an" - an outsider worthy of respect.
	+ If *Mark of the Assassin* is done in Act 3, Tallis tells Hawke that this is how Hawke is considered by *all* Qunari; she clarifies that they do not think of Hawke as an enemy, but as an honourable outsider who is worthy of being approached for parley or to ask for assistance.
* You Are Better Than You Think You Are: Paragon and Snarky Hawke frequently invoke this.
* You Are Not Alone: Mage Hawke's simple reply to Feynriel in Act 1. Feynriel: Why do you care? *You don't even know me.* *[Hawke creates a blinding ball of light in their hand]* Hawke: I *am* you.
* You Can't Go Home Again: Hawke lived in Lothering with their family before the Blight came. They could go back with the Blight over, but there's nothing left for them there. Aveline and Hawke can discuss the trope in Act 3.
* Your Approval Fills Me with Shame: Whenever Hawke is complimented by a Qunari and is told that they're the same, Hawke doesn't respond well.