Leo Antier

### Food

Hard Candy, Taffy, Raspberry Jam, Warm White Bread, Smelly Cheeses, Fresh Peaches

## Association

### Title

Warden
Senior Enchanter

### Occupation

Circle Mage
Grey Warden

### Mount

Small Black Thin-Boned Refined Horse (Arabian)

## General

### DA Specialization

Rift Mage
Blood Mage

### DA Skill

Explosives
Poisons

### Affiliation

Isolationists
Grey Wardens
Circle of Magi

### Surname

Antier

**Leonidas "Leo" Antier** is an elven mage, a well-published researcher on magical theory, who is frighteningly capable when backed into a corner, and has many creative ways of dispatching enemies. He is a the youngest mage of such a high rank, as most only achieve that at an advanced age. He met an alluring barbarian human mage, and became her husband in all but name, adopting her strange child as his own. The two retired to an ancient ruined fort in an unexplored land to live in peace, until they resurfaced a decade later.

## Biography

### Early Life

Leo is from a small, depressing, racist, and raggedy village that is just barely on the map. He barely remembers his life before he entered the mage's school/orphanage as a boarder, joining at five years old, and not even remembering his family.

## Involvement

Young and talented, he is widely considered to be reclusive and brilliant, and an ardent member of a group that seeks to separate those with magic from the rest of society. He is notable for refusing to take on an apprentice.

He eventually created and taught a class on magical theory for non-mages at the famed University of Ithryn, while his wife became the magical advisor to the Empress. The two tutored their son and raised him well.

## Personality

He prides himself on his unique perspective and vigorous intellect, unafraid to stand out from the crowd.

They can’t help but puzzle over the mysteries of the universe – which may explain why some of the most influential philosophers and scientists of all time have been Logicians. This personality type is fairly rare, but with their creativity and inventiveness,

He is often lost in thought, and hardly ever stops thinking. From the moment he wakes up, his mind is buzzing with ideas, questions, and insights, sometimes even conducting full-fledged debates in his head. He is imaginative and curious, and never bored when in his own head. He is pensive, detached, and a bit reserved, with a reputation for being both abrasive and brilliant.

From the outside, Logicians may seem to live in a never-ending daydream. That is, until they try to train all of their mental energy on the moment or the person at hand, which can be a bit uncomfortable for everyone. But regardless of which mode they’re in, Logicians are Introverts and tend to get tired out by extensive socializing. After a long day, they crave time alone to consult their own thoughts.

But it would be a mistake to think that Logicians are unfriendly or uptight. When they connect with someone who can match their mental energy, these personalities absolutely light up, leaping from one thought to another. Few things energize them like the opportunity to swap ideas or enjoy a lively debate with another curious, inquiring soul.

## Elementary, My Dear Logician

Logicians love to analyze patterns. Without necessarily knowing how they do it, people with this personality type often have a Sherlock Holmes–like knack for spotting discrepancies and irregularities. In other words, it’s a bad idea to lie to them.

Ironically, Logicians shouldn’t always be held at their word. They rarely mean to be dishonest, but with their active minds, they sometimes overflow with ideas and theories that they haven’t thought through all the way. They may change their mind on anything from their weekend plans to a fundamental moral principle, without ever realizing that they’d appeared to have made up their mind in the first place. In addition, they are often happy to play devil’s advocate in order to keep an interesting discussion humming along.

The only interactions he actually enjoys, are when he gets to lecture on some obscure idea, or brainstorm with an equally brilliant mind, with a penchant for focusing on unconventional thoughts and off-the-wall what-ifs. He spends most of his days pondering over abstract theories, and conducting dangerous experiments. His creative genius and potential is usually put towards dissecting a tricky, multilayered problem and coming up with a creative solution.

Logicians could spend all day musing about ideas and possibilities – and they often do. That said, the practical, everyday work of turning those ideas into reality doesn’t always hold their interest.

## Mysteries of the Universe

People with this personality type want to understand everything in the universe, but one area in particular tends to mystify them: human nature. As their name suggests, Logicians feel most at home in the realm of logic and rationality. As a result, they can find themselves baffled by the illogical, irrational ways that feelings and emotions influence people’s behavior – including their own.

This doesn’t mean that Logicians are unfeeling. These personalities generally *want* to offer emotional support to their friends and loved ones, but they don’t necessarily know how. And because they can’t decide on the best, most efficient way to offer support, they may hold off on doing or saying anything at all.

This “analysis paralysis” can affect multiple areas of Logicians’ lives. People with this personality type can overthink even the smallest of decisions. This makes them feel ineffective and stuck, so exhausted by the endless parade of thoughts in their mind that they struggle to get things done.

The good news is that Logicians don’t have to stay stuck for long. Their unique strengths include everything they need to pull themselves out of the ruts that they occasionally fall into. By leveraging their creativity and their open-mindedness, Logicians can reach their full potential – both as thinkers and as happy, well-rounded people.

* Analytical – Logicians analyze everything that they come across, from research data to the behavior of the people around them. This gives them a knack for spotting unexpected patterns and connections that other personality types might overlook.
* Original – Thanks to their unrelenting imagination, Logicians can come up with creative, counterintuitive ideas that wouldn’t occur to most people. Not all of these ideas are feasible, of course, but Logicians’ willingness to think outside the box can produce remarkable innovations.
* Open-Minded – Logicians are driven by curiosity and an intense desire to learn everything that they can. People with this personality type tend to be receptive to new ideas and ways of doing things – as long as those ideas are supported by sound reasoning.
* Curious – These personalities are always casting about for new pursuits, hobbies, and areas of research. One week, they might be obsessed with geophysics, and the next, they might lose themselves in videos about guitar building. When inspiration strikes, Logicians go all in on their newfound interest, learning everything that they can.
* Objective – Logicians care about the truth. Rather than taking comfort in ideology or received ideas, they want to understand what’s really going on beneath the surface of things. As a result, they can be relied upon to combat bias and misinformation, even when it isn’t easy to do so – and they expect other people to be honest with them in return.

## Logician (INTP) Weaknesses

* Disconnected – Logicians can get lost in their own train of thought, even when they’re with other people. When these personalities finally resurface with something to say, they may find that the conversation has moved on without them. This can cause them to feel disconnected from other people, especially in large social gatherings.
* Insensitive – People with this personality type see rationality as the key to a better, happier world. At times, they may underestimate the importance of such irrational values as emotion, compassion, etiquette, and tradition. As a result, they may inadvertently come across as insensitive or unkind, even though their intentions are generally good.
* Dissatisfied – Logicians can’t help but imagine how things could be better than they already are. These personalities are constantly on the lookout for problems to solve, topics to learn, and new ways to approach things. Taken too far, this mindset can become overwhelming, with Logicians constantly trying to reinvent the wheel rather than reliably addressing their needs and responsibilities.
* Impatient – Logicians take pride in their knowledge and in sharing their ideas. When it comes to explaining their rationale, however, they aren’t always patient. If their conversation partner doesn’t follow along or seem sufficiently interested, Logicians may give up with a dismissive “never mind.”
* Perfectionistic – Logicians *want* to get things done, but their quest for perfection can get in the way. At times, these personalities may get so lost in analyzing various options that they never reach a decision. They may also give up on projects that don’t match the ideal vision in their mind

He looks for intellectual depth in his friendships, and when he finds it there is an instant spark, which is unexpected given his distant persona. He is very independent, not wanting power over others, and not taking orders well, either. It is hard to become close friends with him, and he has little patience for small talk. Those who can interest him find him to be lively and imaginative, always with something unexpected to say.

Logicians’ best friends tend to share their passion for new ideas, riddles, and solutions. But that doesn’t mean that people with this personality type only seek out friends who agree with them. Logicians don’t mind having their ideas challenged – in fact, they have a great deal of respect for people who make them rethink their assumptions and keep them on their toes.
Logician friendships are knowledge-based, buoyed by the exchange of ideas, theories, and concepts. People who aren’t able to keep up or who have sharply differing tastes (don’t talk to Logicians about celebrities) may find themselves feeling ignored or brushed off. Logicians reserve conversation for topics that they find meaningful or for people they already like enough to stick it out.
Logicians’ intellectual style isn’t for everyone, but that’s okay. Most people with this personality type prefer to have a small circle of good friends.
The Meaning of Friendship
When friends come to them with problems and dilemmas, Logicians are generally excited to help. They can be counted on to offer logical advice and rational solutions, turning even the messiest of situations into a pros-and-cons list.
But when it comes to emotional support or matters of the heart, people with this personality type may feel a bit out of their depth. For Logicians, one of the greatest (and most difficult) lessons of friendship is that sometimes people don’t need advice on how to solve their problems – they just need someone they can count on to be by their side.
Logicians tend to believe that their greatest strength lies in their mind. But the experience of friendship can help them realize that they have more to offer the world than their ideas, no matter how original or groundbreaking those ideas may be.
Over time, many Logicians learn that lively conversations and all-night brainstorming sessions may be fun, but they’re not all that friendship is about. These personalities have an uncanny ability to see past superficial trappings, such as social status or how someone dresses, and appreciate the full potential of the person inside. In a world obsessed with fitting in, Logicians can inspire their friends to buck convention, ignore trends, and find their unique voices.

He is tolerant and open-minded, filled with curiosity and a love of learning.

### Kieran

He finds parenthood extremely meaningful, and, not caring about social expectations, does not obsess over parenting advice or other people's ideas of how his child should behave. He finds great joy in teaching Kieran about the world, and encourages him to think independently, seek out new knowledge, and voice and defend his own opinions.

In pare

nting, as with many social roles, Logicians face a robust but healthy challenge. At times, they may be baffled by their children’s messy, irrational, and ever-changing – but completely natural – emotions. After all, children have yet to develop the sort of agency and logic that Logicians take for granted.

TThey’re also unlikely to push their children toward a traditional life of school > career > marriage > house > kids > retirement (and in that order, thank you very much).
Logicians have little interest in exerting control over others. They allow their children to form their own principles and opinions – though they may also share their own perspectives and ideas, just in case.
This isn’t to say that Logicians don’t have expectations of their children – they do. They expect their children to be self-motivated and independent. They hope that, when their children are old enough, they’ll have the critical-thinking abilities necessary to decide on their own life path and figure out how to go after it.
The Gift of Freedom
Logicians encourage their children’s curiosity, giving them the freedom to acquire knowledge and expand their horizons. These parents generally take a relaxed, intellectual approach toward their children. Rather than imposing needless rules or strict schedules, they aim to create a home environment that encourages exploration and independence.
For Logician personalities, honoring their children’s independence is a sign of respect. But for many children (and even young adults), this level of personal freedom can be daunting. If their home life doesn’t include reasonable boundaries and parental guidance, these children may find themselves unfocused or adrift, convinced that they need to figure out the world on their own – a tall order indeed.
Paradoxically, a stable home base of caring rules and parental validation can be exactly what Logicians’ children need in order to blossom into their unique, independent selves.
Fortunately, Logicians have the mental flexibility to understand that they can encourage their children’s independence without being too hands-off. Parents with this personality type can reestablish balance by making sure that they’re available to offer advice and support whenever their children need it. They can also set clear, common-sense boundaries and establish reasonable consequences for misbehavior, so that their children can navigate daily life without relying entirely on their own burgeoning self-control.
A Worthy Challenge
Offering emotional support may not be easy for Logician parents – in fact, along with establishing rules and boundaries, it may be among their greatest challenges. The good news is that these personalities are more than capable of meeting this challenge, although it can take some effort.
Logicians want to empower their children to solve their own problems and meet their own needs. This is a worthy goal, but children need a steady foundation of validation and support – along with the aforementioned rules and boundaries – before they can tackle the world on their own. To help create this foundation, Logician parents need to express the love, affection, and admiration that they feel for their children.
Outpourings of affection may seem awkward or over-the-top to rational-minded Logicians, but these words and actions go a long way toward helping children feel loved, accepted, and secure.
Logicians want nothing more than for their children to grow up smart and independent. As long as parents with this personality type teach empathy alongside rationality, their children can grow into confident adults who know how to ask questions, use their minds, and take care of themselves no matter what comes their way.
Freethinking and eccentric, Logicians may struggle to find jobs and career paths that really suit them. Logicians are unusual personalities with unique perspectives on the world, and few work environments are designed with them in mind.

But with a little ingenuity, Logicians can find work that takes full advantage of their strengths – including creativity, a passion for ideas, and an innovative spirit. These qualities, like so many things about this personality type, are rare. As a result, Logicians can – with a little effort – find ways to stand out in a wide range of fields.

## Called to Explore

Logicians long for exploration, but not in any conventional way. They find themselves drawn to the realms of theories and ideas, eager to delve beneath the surface of everyday life and investigate the mysteries of the universe.

For Logician personalities, an ideal workday involves tackling difficult, seemingly unsolvable problems – whether that takes the form of managing a pet store or theorizing about parallel universes.

With their curious spirits, Logicians can find the beauty in concepts that might make other personality types’ eyes glaze over. Logicians are well represented among mathematicians, analysts, researchers, and scientists, particularly in more abstract fields such as physics. Jobs in engineering and technology can also be a match, especially if they allow room for creativity – Logicians would much rather pioneer new approaches than spend their days implementing someone else’s work.

That said, Logicians needn’t limit themselves to technical fields. Their talent for analysis and research can be invaluable in pretty much any line of work – and Logicians have the flexibility to shine even in careers that might not seem like an obvious match. Any job that allows these personalities to invent or experiment with new processes – from teaching to management to merchandising – can give them endless gratification.

## Deeper Motivations

At times, Logicians may be difficult for their colleagues to understand. Unlike many personality types, Logicians aren’t motivated by a desire to impress their boss, be accepted by their coworkers, or get a fancy new job title. In fact, they’re often turned off by things that motivate other workers, such as team-building exercises, watercooler chitchat, check-in meetings, or motivational speeches from managers.

Instead, people with this personality type are driven by their own curiosity and their own high standards for themselves. For Logicians, “good enough” is rarely good enough, and they’d hate to be called average or (even worse) mediocre. But they aren’t hardworking just for the sake of it, and not every task captures their attention equally. At times, they might ignore routine or administrative work in favor of pursuits that they consider more engaging or important.

All Logicians really want is to immerse themselves in an interesting project, and they tend to get annoyed by anything that interrupts this focus.

Few things frustrate Logicians more than dealing with overbearing bosses or waiting around for other people’s input. As a result, they are often drawn to self-directed workplaces with relatively flat hierarchies. Laboratories can be an excellent match, as can pretty much any environment that allows them to carry out tasks and explore ideas without too many people looking over their shoulder. Alternatively, many Logicians maintain a sense of flexibility and independence by going the self-employed route, offering their services as consultants and freelancers.

## Social Cues

Nearly every job posting these days requests candidates with *strong people skills*. Logicians might argue that people skills are overrated – and given how many fields are being revolutionized by data and technology, they may have a point. Increasingly, employers need people like Logicians who can understand complex systems and think critically.

Where Logicians rarely thrive is in workplaces that require them to provide a high degree of emotional satisfaction – working as a cruise-ship massage therapist is probably not their happy place. That said, people with this personality type are nothing if not adaptable, and they can absolutely succeed in service- or people-oriented positions. In these roles, Logicians may need to keep their minds engaged by experimenting with new, more effective ways of serving their customers.

Logicians may be tempted to steer clear of careers that involve social interaction, but they often find that success in any field requires at least some amount of collaborating with other people.

If people with this personality type tell themselves that they can’t handle jobs with a social element, then they’re selling themselves short – and needlessly curtailing their options. As long as they manage to smile and shake hands just long enough to prove their skills, Logicians often find that their incisiveness and creativity are in high demand.
For Logicians, the ingredients for workplace satisfaction are fairly simple. People with this personality type crave intellectual stimulation, freedom to pursue their ideas, and opportunities to solve challenging puzzles. And if they can fulfill these needs with minimal social obligations and humdrum administrative tasks, so much the better.

Though some Logicians may scoff at the notion, they often do their best work in collaboration with other people. These personalities tend to live in their heads, coming up with thoughts and insights faster than they know what to do with them. Logicians may sometimes feel irritated when managers or coworkers force them to slow down and figure out how to implement their ideas – but in the long term, such colleagues can be the secret to Logicians’ success.

## Logician Subordinates

Under the right conditions, Logician employees are innovative and resourceful, easily wrapping their minds around whatever complex problems are placed in front of them. But in work environments that limit their independence or force them to do “grunt work,” these personalities may lose motivation quickly.

This can create an unfortunate catch-22. Logicians are often tempted to put off tasks that seem boring or beneath them, but until they “pay their dues” by doing these tasks, their bosses probably won’t grant them the freedom and latitude that they crave. Although Logicians might wish that they could just skip ahead to the interesting stuff, they need to prove themselves to their managers first.

There’s good news, though: Logicians’ time at the bottom of the job ladder can actually help them build new skills and habits that will help them succeed later on. People with this personality type have many strengths, but completing projects doesn’t tend to be one of them. Logicians can chafe at the oversight and limitations that they encounter early in their careers – *or* they can use the additional accountability and structure to their advantage, learning to become more effective at turning their ideas into reality.

## Logician Colleagues

At times, Logicians may see their colleagues not as a group of people to socialize and work with but rather as a series of potential distractions who sometimes provide useful knowledge. This isn’t to say that people with this personality type never enjoy their coworkers’ company, but the prospect of watercooler chitchat isn’t going to get Logicians out of bed in the morning.

That said, most Logicians can benefit from their colleagues more than they might realize. By surrounding themselves with people who challenge them, these personalities can make sure that they’re actually doing their best work. And although Logicians aren’t exactly social butterflies, they often find that the workday goes by a little faster when they have a chance to bounce their ideas off of coworkers they respect.

Although people with this personality type might say they love to focus, they secretly crave variety too. Logicians who build positive relationships are more likely to get asked to contribute their ideas and expertise to new projects. If they want to stay on the cutting edge of the most interesting new things happening at their workplace, Logicians would do well to establish themselves as helpful collaborators, not lone wolves.

## Logician Managers

Logicians generally don’t care about having power over others, but they often enjoy management positions. When they’re in charge, people with this personality type can delegate the administrative tasks that make their eyes glaze over and focus on the good stuff: coming up with new ideas.

As managers, Logicians tend to be tolerant and flexible. They’re open to suggestions (as long as those suggestions are logical, of course), and they allow their employees a fair amount of freedom. But this freedom comes at a cost – Logician managers have high standards, and they expect others to grasp their insights instantly and provide their own in equal measure.

Bosses with this personality type can have a reputation for being exacting. They quickly pick up on discrepancies in their employees’ work, and they may not hold back when it comes to doling out negative feedback. As they gain experience, Logician managers often discover that balancing criticism with praise and encouragement allows their team to enjoy higher morale – and, just as importantly, better results.
9s are pleasant, peaceful, natural and modest beings and without any claims, which can almost make them appear to have no ego. They are open-minded, serene and patient. They are motivated by the need to preserve their peaceful mindness and hate conflict. They desire union, harmony, unconditional love and get along with most people that they meet. In relationships, they tend to have an attitude to leave things as they are because they are very tolerant and accept others as they are. They don’t like promoting themselves, and would rather be discovered than showcase themselves. They are empathetic, very good at seeing things from another point of view and pay more attention to similarities rather than differences. They often have the ability to be very good mediators.
Avoidance compulsion
9s search at all costs and often subconsciously, to avoid conflict. They do everything they can to avoid confrontation, make too many requests and avoid losing their calm mindfulness. They avoid all forms of discrimination, can have difficulty establishing priorites and avoid judging others.
Center of attention and motivation
9s’ attention is often focused on maintaining their calm mindfulness, and on preserving it while adapting to others. To avoid conflicts and tension, they often lose themselves in unimportant tasks.
They need simplicity, harmony, peace and to be appreciated. Everything that can contribute towards this can motivate them. 9s are often very empathetic and need to know that people around them are relaxed in order to be able to relax themselves.
Vice and defense mechanism
When they are in the grips of their compulsion (avoiding conflict), their ego makes them lazy and idle. This can lead to them forgetting about themselves, neglecting their needs and those of others. Their energy fades, their focus is blurred, they get into a comfortable routine, procrastinate and can adopt a passive-aggressive attitude.
Their defence mechanism is dissociation: they dissociate themselves from pain and discomfort by muting their conscience and getting lost in replacement things (TV, distractions, food, etc) to escape reality. They distract themselves so as to forget about feelings, needs and wants.
In harmony
When they are at peace with themselves and manage their compulsion, 9s are warm, patient, receptive, open-minded, humble, thoughtful, kind, inspire peace, easily see different points of view, know how to prioritise and can be very good mediators.
They are at ease when their physical comforts are met (food, sleep, sex, etc) and when people around them are at peace. Then, they lean towards their integration type (type 3) and the latter’s positive traits are incorporated into their behaviour. Thus, they become more active, energetic, productive and efficient.
In imbalance
In the grips of their compulsion, 9s can become passive, inefficient, resigned, stubborn (especially if pressure is put on them), too conciliatory, indecisive and have low self esteem.
If the situation doesn’t improve, they will lean towards their disintegration type (type 6) and adopt the latter’s negative traits into their behaviours. They can thus become more suspicious, doubtful, wary, anxious, tense and reactive. They become more passive-aggressive and obstinate.
Wings
Type 9’s neighbouring types are 8 and 1. The “wing” is the neighbouring type that appears to have the most influence on the base type.
9w8s are more adventurous, confident and sociable but can also be more stubborn and cold.
9w1s are more idealistic, reserved and conciliatory but can also be critical towards themselves and shyer.

## Relationships

### Companions

* Morrigan
* Alistair
* Oghren
* Zevran
* Leliana
* Shale
* Sten
* Wynne

Logicians’ unusual combination of traits often comes as a pleasant surprise to their romantic partners. People with this personality type may seem cerebral and reserved, but once they let their guard down, they have a playful, creative side as well.

In their relationships, Logicians can use their ingenuity to keep things fresh and come up with clever, unexpected ways to make their partners feel special.

As Introverts, Logicians appreciate alone time, but that doesn’t mean that they don’t crave companionship. For people with this personality type, the ideal romantic partner isn’t just someone to pass the time with but an equal who can challenge their ideas. Logicians want to spend their life in pursuit of learning and growth. They hope that the person they love will not just share this mission but also actively encourage it.

Finding a relationship that meets these standards isn’t always easy for these personalities. Logicians may drag their feet when it comes to going out into the world and meeting new people. And even when they do have an interest in someone, it can take them a while to work up the will to risk rejection and ask that person out. Being the center of attention in an emotionally delicate situation isn’t easy for anyone, but especially not for Logicians.

## A Genuine Connection

From the start, Logicians take their relationships seriously. When they finally meet a partner they connect with on a real level – someone whose mind they respect and whose company they enjoy – these personalities know better than to take it for granted.

Even early in the dating phase, Logicians are unusually direct and honest. They don’t see the point of playing games, and while they can be quiet, they aren’t coy. People with this personality type rarely filter their opinions, and they encourage their partners to be frank with them as well. For many Logicians, being up front isn’t a sign of rudeness or bad manners – instead, it’s a point of pride, not to mention a way to avoid misunderstandings.

As their relationships progress, Logicians’ daily needs prove simple. Gifts, surprises, complex social plans, and elaborate date nights are all fairly unimportant to them. Unfortunately, even if their partner *does* want these things, it may not even occur to Logicians to plan them out.

These personalities may need to put special effort and attention into learning how to express their affection in a way that resonates with their significant other. Otherwise, their partner may feel ignored, underappreciated, or even unloved. On the plus side, Logicians can turn this situation into an opportunity to put their trademark ingenuity to good use.

## Navigating Conflict

Few people love conflict, but Logicians are especially prone to shutting down when emotional disagreements arise. Rather than slowing down and really listening, they may use their powers of logic to try to prove their partner wrong. Alternatively, they might offer easy, logical solutions, not wanting to delve into the messiness of deeper issues and feelings.

When it comes to conflict, Logicians can be guilty of a certain willful ignorance. They may be tempted to set aside their partner’s feelings, and their own, for far too long.

As they mature, Logicians often learn that people’s emotional needs (including their own) are real and valid. For a personality type that loves rationality, this isn’t always the easiest of lessons. But this awareness can help Logicians rise to the challenges that all long-term relationships encounter. Talking about feelings may not come naturally to them, but Logicians can learn to find emotional common ground with their partner, even in moments of disagreement.

## The Irrationality of Joy

Logicians tend to live in the world of thought. Romantic relationships can help break them out of their own mind, allowing them to experience the fullness of joy and pleasure in the present moment.

This experience can be transformational, revealing strengths, traits, and desires that Logicians hadn’t known lay within them. With their creative, vivid imagination, Logicians can make for surprisingly enthusiastic and passionate partners, capable of expanding their horizons in ways that serve their relationship, without ever losing their sense of self.
### Origin

* Jowan
* Irving
* Greagoir

### Potentials

* Duran
* Natia
* Elissa
* Solona
* Lyna
* Kallian
* Daylen

## Songs

* I Need Somebody, DAY6
* Undisclosed Desires, Muse
* Beautiful Girl, WOOSUNG, PENIEL
* Blue Flame, ASTRO
* Nice To Meet Ya, Niall Horan
* Daft Pretty Boys, Bad Suns

## Trivia

* He unconsciously plays with the ring Morrigan gave him, though they are not married.
* He paces a lot when he thinks, which is often.
* He gets caught up in his research and experiments and forgets the time, often working until the early mornings, and waking in the early afternoon.
* He curses when he is awoken from his sleep, and curses in his head and merely glowers and snaps when interrupted while working.
* He is a harsh teacher, impatient with mistakes or questions with obvious answers.
* Though he does not look it, he is a bit chubby due to his inactivity, but not excessively so, as he often forgets to finish his meals.
* He loathes public speaking, though he is average at it.
* He is always looking for bookmarks, as he thinks it is horrendous to doggy-ear a page.
* He often takes more books than he will get around to reading, that the mage in charge must sneakily steal away those he has not touched to be returned.
* His nails are slightly longer than is usual for a man, which he prefers for separating pages with ease, and he keeps them immaculately clean as he is self-conscious of this fact.
* He detests strong smells, unless they are from his own smelly foods of his peculiar taste, and he enjoys torturing himself with the spiciest foods he can procure, as a source of masochistic pride and morbid curiosity.

1. **What say you, hmm? Scavenger or intruder?**
* I am neither. The Grey Wardens once owned this tower.  (+1)
* Intruder? And just how are these your Wilds?  (-3)
* I would first know who you are and where you come from.
* Where did you come from? Stay back!  (-5)

A. **Tell me your name and I shall tell you mine.**
* You can call me <FirstName>.
* Promise you won't harm us.  (-3)
* I am <FirstName>. A pleasure to meet you.  (+2)
* Forget it! You first.  (-5)

I. **I will not, for 'twas not I who removed them. Invoke a name that means nothing here any longer if you wish; I am not threatened.**
* Then who removed them?
* Tell us at once, or face the consequences.  (-10)
* She's toying with us. Let's go.  (-5)

a. '**Twas my mother, in fact.**
* Can you take us to her? **(Ends conversation)**
* Your mother?
* Is this a joke?

## Deep in the Wilds

### Inside the hut

1. **Ah, your eyes finally open. Mother shall be pleased.**
* (Any option)

A. **As you like. Mother is outside with your friend... She wished to see you when you awoke.**
* Thank you for helping me, Morrigan.  (+4)

### Outside the hut

1. Flemeth: **You heard me, girl. The last time I looked, you had ears! *Laughs***
* I think that's an excellent idea.  (+4)
* What makes you think we want her?  (-5)
* Thank you, but if Morrigan doesn't wish to join us...

A. Flemeth: **You have been itching to get out of the Wilds for years. Here is your chance. As for you, Wardens, consider this repayment for your lives.**
* Very well, we'll take her with us.
* Was this your idea all along?
* She had better be as useful as you say...  (-1)

I. Flemeth: **And you, Wardens? Do you understand? I give you that which I value above all in this world. I do this because you *must* succeed.**
* I understand. **(to 2)**
* We don't need her help.  (-5) **(to 2)**
* She won't come to harm with us.  (+4) **(to 2)**

2. Morrigan: **Or, if you prefer, I shall simply be your silent guide. The choice is yours.**
* No, I prefer you speak your mind.  (+4) **(to A)**
* I have no problems with your presence, if Alistair doesn't.  (+2) **(to A)**

A. Alistair: **I just... do you really want to take her along because her mother says so?**
* We need all the help we can get. **(to 2)**
* Oh, get over yourself, Alistair. **(to 2)**
* Not really, no. **(to 2)**

* Actually, I have some questions.

* (These options don't affect approval)

* I think we should just get underway. **(Ends conversation)**

## Idle Conversation

### I'd like to ask you something.

#### How did you become a shapechanger?

1. **A most amusing legend.**
* Your mother has been doing this for a long time, then?
* That does sound like something you’d do.  (+1)
* But it’s just a legend, right?

A. **Why do you ask? Is there something specific you wish to know?**
* Can you change into other human forms, as well? **(Repeats branch, without current phrase)**
* Can anyone become a shapechanger? **(Repeats branch, without current phrase)**
* Do you spend a lot of time as an animal?
	+ And what do other animals think of you when you’re changed? **(to A, without above phrase)**
* **(Non-Dalish)** I’ve never heard of magic like that before.

I. **My mother is such a one.**
* By “practitioners” you mean apostates, don’t you?  (-1) **(to A)**
* The Chantry simply seeks to protect us from danger.  (-5) **(to A)**
* Isn’t that sort of magic open to abuse? **(to A)**
* That’s good. Such traditions need to be preserved.  (+2)

a. **(Mage) But perhaps you felt a little like a caged bird, as well, caught within that dark tower?**
* "Maybe a little." **(to A)**
* "Yes, very much so."  (+1) **(to A)**
* "No, not really."  (-1) **(to A)**
* "If I did, I wouldn't tell you."  (-3) **(to A)**

* That’s all I wanted to ask. **(Available after completing Dalish/Non-Dalish branch above)**

III. **Am I an unnatural abomination to be put to the torch?**
* I think your abilities sound quite useful.  (+4) **(Ends conversation)**
* It does seem a little… revolting.  (-10) **(Ends conversation)**
* **(Male)** Maybe tied to a flagpole and tickled.  (+2) **(Ends conversation)**
* That would just make you angry, I think. **(Ends conversation)**
* At the very least.  (-10) **(Ends conversation)**

* No, nothing specific. **(Ends conversation)**

#### Can you teach others to become shapechangers?

*(After "How did you become a shapechanger?" is completed)*

1. **Possibly, if I had the desire to. I do not.** *(If higher than or equal to  (+25))*
* Perhaps you had better **find** the desire, then.  (-15) **(Ends conversation)**
* I should have known you’d be a selfish bitch.  (-10) **(Ends conversation)**
* And why not? **(Ends conversation)**
* As you wish. **(Ends conversation)**

2. **(Mage) By "others," do you mean yourself?**
* Possibly. **(Ends conversation)**
* Yes, I am considering it. **(Ends conversation)**
* Do you see any other mages about?  (-1) she will still teach you **(Ends conversation)**
* I was thinking of Wynne, actually. **(to 3)** *(Wynne in camp/party only)*

3. **(Non-Mage) I cannot teach you, no, but any other mages that cared to learn... yes, I could do that.** **(Ends conversation)**
#### Did you grow up in the Korcari Wilds?

1. **Why do you ask me such questions? I do not probe you for pointless information, do I?**
* **(Female)** You could if you wanted to.  (+1) **(to C)**
* **(Male)** You can probe me anytime.  (+2) **(to C)** *(Romance initiated)*
* I’m curious, what’s wrong with that? **(to C)**
* Fine, I will leave you be.  (-1) **(to A)**
* It’s my favorite way of annoying you.  (-1) **(to B)**

A. **I did not ask to be left alone. I simply wondered from whence comes this strange curiosity.**
* Just answer the damned question, then!  (-5) **(to C)**
* We don’t need to be strangers, do we?  (+1) **(to C)**
* It’s my favorite way of annoying you.  (-1) **(to B)**

B. **Would it not be easier simply to poke at me with a stick?**
* I could give it a whirl. ***(to C)***
* How about I use a large club, instead?  (-2) **(to C)**
* I’m sorry. I’d just like to know you better. **(to C)**

C. **In time, I grew curious. I left the Wilds to explore what lay beyond. Never for long. Brief forays into a civilized wilderness.**
* And you remained unnoticed? **(to I)**
* But you kept going back to the Wilds? **(to I)**
* I have a hard time picturing that.  (-1) **(to I)**

I. **So confident and bold was I, yet there was much that Flemeth could never have prepared me for.**
* You must have looked quite the fool.  (-5) **(to a)**
* Very daring. That sounds like you.  (+2) **(to a)**
* I can just imagine. **(to a)**
* Were you hurt?  (+1) **(to a)**

a. **I acted the terrified girl, and naturally he was arrested.**
* That was quick thinking.  (+3) **(to i)**
* What happened to the poor man?  (-2) **(to i)**
* I’m supposed to be surprised you’re a good liar? **(to i)**

i. **There are things about human society which have always puzzled me. Such as the touching--why all the touching for a simple greeting?**
* **(Human)** It’s not “human” society. You’re in Ferelden. **(to (1))**
* **(Non-Human)** I have no idea. I'm not human. **(to (1))**
* Touching? Like a handshake? **(to (1))**
* Were you upset by all the bad touching? **(to (1))**

(1). **When I returned to the Wilds last, I swore to Flemeth that I had no intention of leaving again.**
* Yet here you are.  (-1) **(Ends conversation)**
* You can go back, if you like.  (-4) **(Ends conversation)**
* I guess the joke’s on you, then. **(Ends conversation)**
* Well, I’m glad it worked out this way, at least.  (+1) **(Ends conversation)**

#### Have you ever been hunted by the Chantry?

1. **(Male only. Female directly to 2) *(Chuckles)* You are very cute to ask so many questions.**
* I’m glad you think so.  (+1) **(to 2)**
* And you are cute when you’re evasive.  (+2) **(to 2)**
* You don’t have to answer if you don’t want to. **(to 2)**
* Just answer. Or don’t.  (-5) **(to 2)**

2. **The templars would come again and she would look at me and smile and say that the fun was to begin once more.**
* Fun? You found it fun? **(to A)**
* You really had no trouble with them? **(to A)**
* I feel sorry for the templars.  (-3) **(to A)**

A. **A little girl to scream and run and lure the templars deeper into the Wilds and to their doom.**
* Flemeth used you as bait?
* Did you actually kill them all?
* Surely more would have followed.

I. **I had never heard of "apostates" or "maleficarum."**
* Don’t you regret hurting any of those men at all?  (-5) **(to a)**
* **(Non-Mage)** What exactly is an apostate? **(to b)**
* **(Mage)** They probably thought you were dangerous. With good reason. **(to b)**
* Do you still think that was fun? **(to a)**
* They got what they deserved.  (+2) **(to b)**

a. **If the Wilds have taught me anything, 'tis this: first you must survive. Do you disagree?**
* Absolutely. There are worse things than death.  (-5) **(Ends conversation)**
* That’s a pathetic justification.  (-15) **(Ends conversation)** *(Romance ends)*
* You’re probably right.  (+2) **(Ends conversation)**
* I have no opinion on the matter. **(Ends conversation)**

b. **It may even be true. Still, those of us who prefer freedom see no reason to submit.**
* Meaning what? “We’ll fight you to the end?”  (-3) **(Ends conversation)**
* Have you no responsibility to those around you?  (-5) **(Ends conversation)**
* **(Mage)** The Circle is not quite what you picture.  (-3) **(Ends conversation)**
* **(Non-Mage)** If I were a mage, I might think the same.  (+1) **(Ends conversation)**
* I agree completely.  (+2) **(Ends conversation)**
* If you say so. **(Ends conversation)**

#### Is Flemeth really what she seems to be?

1. ***(Chuckles)* Well that depends, does it not? What does she seem to be?**
* An old woman. **(to A)**
* A powerful maleficar. **(to A)**
* A nutty old bat.  (+1) **(to A)**
* Human? **(to A)**

A. **The one that the Chasind still tell of my mother, to frighten them into obedience?**
* I didn’t even know there was such a thing. **(to I)**
* I’ve heard a little of it. **(to I)**
* I’m more interested in the truth. **(to I)**
* Spare me the bedtime stories.  (-5) **(to I)**

I. **And you can decide whether or not 'tis the truth. If you desire.**
* That sounds interesting.  (+2) **(to b)**
* All right, but make it quick.  (-3) **(to b)**
* And the point would be?  (-5) **(to a)**
* No thanks.  (-5) **(Ends conversation)**

a. '**Twas you who made the query of Flemeth. Why ask, if you do not wish to know?**
* Very well. Tell me your story. **(to b)**
* No thanks.  (-5) **(Ends conversation)**

b. **As the tale is sung by the bards, there was a time when Flemeth was young and beautiful. A fair lass in a land of barbarian men, the desire of any who saw her.**
* Just how long ago is this? **(to i)**
* Yes, I’ve heard this part. **(to i)**
* Not true, then? **(to i)**

i. **Lord Conobar approached young Osen and offered him wealth and power in exchange for his lovely wife. And Osen agreed.**
* He sold his wife to another man? **(to (1))**
* Flemeth must have been angry. **(to (1))**
* Seems like a fair deal.  (+1) **(to (1))**

(1). **Osen was led off to a field and slain, left for dead. Flemeth spoke to the spirits and learned of the deed, and swore revenge.**
* She spoke to spirits? Or demons? **(to (A))**
* But wasn’t she now married to a wealthier man? **(to (A))**
* So she truly loved Osen, then? **(to (A))**

(A). **The legends all speak of the great hero Cormac, he who defeated Flemeth and her great army when she invaded the lowlands centuries later. All lies.**
* Of course Flemeth would say that.  (-3) **(to (I))**
* Which? She never invaded? Or he never defeated her? **(to (I))**
* **(Human)** Cormac is a revered hero, I understand. **(to (I))**
* **(Non-Human)** Even my people have heard of Cormac. **(to (I))**

(I). **Perhaps 'twas due to the great war with the Chasind that eventually came, but Mother claims not to know how it began.**
* Do you believe her version? **(Repeats branch, without current phrase)**
* How is it that Flemeth has survived for so long? **(Repeats branch, without current phrase)**
* The legend tells of Flemeth having many daughters? **(Repeats branch, without current phrase)**
* Why would she refuse to speak of them? *(added after asking about Flemeth's daughters.)* **(Repeats branch, without current phrase)**
* Aren’t abominations usually insane horrors? **(Repeats branch, without current phrase)**
* An interesting story. Thank you.  (+2) **(to (a))**
* That all sounds like hogwash.  (-10) **(to (a))**

(a) **Dare I ask of your own mother? Few are abominations of legend, 'tis true, but I find myself curious nevertheless.**
* **(Human Noble)** My mother died. Recently, in fact.  (+1) **(Ends conversation)**
* **(City Elf)** My mother died when I was born.  (+1) **(Ends conversation)**
* **(Dwarf Commoner)** My mother is a useless drunk, if you must know.  (+1) **(Ends conversation)**
* **(Dalish/Dwarf Noble)** My mother died a long time ago.  (+1) **(Ends conversation)**
* There is nothing really to say about her.  (-1) **(Ends conversation)**
* I love her. What else do you want to know?  (+1) **(Ends conversation)**
* Keep your curiosity to yourself.  (-5) **(Ends conversation)**

#### Tell me… are you really Flemeth’s daughter?

*(becomes available after "Is Flemeth really what she seems to be?" has been asked, but before you find the Grimoire and at least  (+26)(warm))*

1. **I find it more difficult to imagine her with child.**
* She was not always as old as she is now, was she?
* Could she have stolen you as a child?
* Can an abomination even reproduce?

A. **And Flemeth has always treated me as her blood.**
* She doesn’t seem very "motherly."  (-3)
* Does that mean you love her?  (+1)
* What if you have real family out there?
* A cozy family of abominations and apostates. Sounds lovely.  (-5)

I. **If other mothers do not teach these things, then I believe them the lesser.**
* I suppose that’s true.  (+4) **(to b)**
* Is there no place for nurturing and love?  (-3) **(to b)**
* Now I see where you get it from. **(to a)**

a. **I shall take this as a compliment. Was it meant as such?**
* If you’d like to think so. **(to b)**
* Of course.  (+4) **(to b)**
* Not really.  (-10) **(to b)**

b. (This will change depending on your romance status with Morrigan)
**(Male) *(Romance active)* 'Tis better to be free of such cloying and cluttering delusions as love.**
* Love? No I certainly don’t want that from you.  (-10) **(Ends conversation)** *(Romance ends)*
* You’re right. Love is so unnecessary.  (+7) **(Ends conversation)**
* And what if I did want that?  (-3) **(Ends conversation)**
* Why limit yourself? **(Ends conversation)**

**(Male) *(Romance not started)* Take a man such as yourself. Between us, there could be sex. Lust. Passion. Anything else is simply a delusion.**
* Nothing wrong with a little delusion.  (+4) **(Ends conversation)** *(Romance initiated)*
* It's too bad you feel that way.  (+2) **(Ends conversation)** *(Romance initiated)*
* Thanks for the warning.  (+2) **(Ends conversation)**
* No, there really couldn't be. Trust me.  (-3) **(Ends conversation)** *(Romance cut off)*

**To indulge in love is to indulge in delusion. Surely a Grey Warden such as yourself does not believe otherwise?**
* I do, in fact, believe otherwise.  (-3) **(Ends conversation)**
* No, you’re quite right.  (+4) **(Ends conversation)**
* That sounds very cynical.  (-1) **(Ends conversation)**
* I’m not sure what I believe. **(Ends conversation)**

### So life in the Wilds must have been very lonely.

*(available at  (+22)(warm) or higher.)*

1. **If I wished companionship, I ran with the wolves and flew with the birds. If I spoke, 'twas to the trees.**
* And did they speak back?  (-1) **(to A)**
* And that seemed normal to you? **(to A)**
* But you eventually left? **(to A)**
* That sounds wonderful.  (+4) **(to A)**

A. **I snuck up behind her and stole a hand mirror from the carriage.**
* So you were a thief? **(to I)**
* I can’t imagine Flemeth was pleased. **(to I)**
* What happened then? **(to I)**

I. **To teach me a lesson, Flemeth took the mirror and smashed it upon the ground. I was heartbroken.**
* **(Given Golden Mirror)** But you have it back, now. **(to a)**
* But you were just a child.  (+1) **(to a)**
* I have a hard time picturing you heartbroken.  (-3) **(to a)**
* Flemeth was right, no doubt. **(to a)**

a. **Without those lessons I would not be here today, as difficult as they might have been.**
* I feel sorry for you.  (-5) **(Ends conversation)**
* But you don’t need to live that way any longer.  (+1) **(Ends conversation)**
* They made you stronger, didn’t they?  (+4) **(Ends conversation)**
* Those are harsh lessons to teach a child. **(Ends conversation)**

### I'd like to discuss something personal.

#### Care to join me in my tent?

*(Only when in camp and at least  (+51)(Care))*

1. *(This will change depending various statuses)*
**(Love) I... I think not.**
* Is something wrong? **(to A)**
* **(No sex)** It's too soon, I take it?  (-5) **(to A)**
* **(Had sex)** No? Why the sudden change of heart?  (-5) **(to A)**
* My mistake. I thought you might be interested. **(to A)**
* As you wish. I'll leave you alone.  (-1) **(to A)**

A. **You'll have to forgive me if I do not leap at your command like a trained warhound!**
* What brought this on?  (-5) **(Ends conversation)**
* I don't expect you to leap at my command. **(Ends conversation)**
* Maybe you'd prefer we ended this, then.  (-10) **(Ends conversation)** *(Romance ends)*
* Then stop acting like such a hostile bitch.  (-20) **(Ends conversation)** *(Romance ends)*
* I'm sorry. I didn't mean to make you angry.  (+2) **(Ends conversation)**

**(Refused sex) I said no. Leave me be, if that is your only interest. (Ends conversation)**
**(Had sex) Hmm. Perhaps. Shall I consult my capricious nature and divine an answer for you?**
* Could you? Too kind of you. **(50% kiss/end)**
* Get in the tent, woman. **(kiss)**
* If you're going to be that way, then forget it.  (-1) **(Ends conversation)**

**(Male) Oh? What a wicked, wicked man you are. Shall I take that as a proposition?**
* Absolutely.  (+4) **(sex)**
* I was only joking.  (-3) **(Ends conversation)**
* Er... no, I didn't mean anything tawdry.  (-5) **(Ends conversation)**
* Oh, I'm not so wicked, really. **(to B)**

B. **Oh no? For what reason, then, shall I join you in your tent? Have you... something to show me, hmm?**
* My tent is chilly. I was hoping to heat it up a little.  (+4) **(sex)**
* I was thinking we could hold hands and recite the Chant.  (+2) **(sex)**
* The way you say that... you're evil!

I. **Yes, I am. I am evil and I need to be punished.**
* No, I meant... really, really evil.  (-10) **(Ends conversation)**
* Follow me, young lady. It is time for discipline.  (+7) **(first time sex else kiss)**

* No, not really.  (-3) **(Ends conversation)**

**Why? Is there anything at all in your tent I would find interesting?**
* Several things, actually. Such as my lips, to start.

**(Persuasion rank 3) Ahhh, I see. Very well. Let us start there and... work our way down.** **(first time sex else kiss)**
**And ending with you, I imagine? *Chuckles* Another time, perhaps.** **(Ends conversation)**
* Are you playing hard to get? **(Ends conversation)**
* I suppose not.  (-1) **(Ends conversation)**

#### You are a heartless shrew, you know that?

1. *(This will change depending various statuses with Morrigan)*
A. **(Romance active)** (This will change depending on how many times you've insulted Morrigan)
***(If this is the first insult)* How sentimental you are.**  (+1)
***(If this is the second insult)* So you have said. Am I supposed to take this as an endearment?**
**Yes, yes. I shall take that as a compliment, whether intended or not.**  (-1)
I. **Is there more? It's a clumsy start, but we can move onto the flirting, if you like.**
* No. I just wanted to say that. **(Ends conversation)**
* Oh, there’s plenty more where that came from.  (-10) **(Ends conversation)**
* Sounds good to me.  (+1) **(Ends conversation)**

B. **(Warm, Romance inactive)** (This will change depending on how many times you've insulted Morrigan)
***(If this is the first insult)* Thank you. It warms my heart to know you care so.**  (+1)
***(If this is the second insult)* I do know this. In fact, you have said so before.**  (-10)
**Indeed? I understand repetition is in fact the source of true genius.**  (-10)
* No, that’s about it. **(Ends conversation)**
* I’d actually prefer it if you changed.  (-1) **(Ends conversation)**
* Oh, there’s plenty more where that came from.  (-10) **(Ends conversation)**

C. **(Has insulted Morrigan at least once) Yes, I do in fact know that. Would you like a recitation of adjectives I could use for you?**  (-3)
D. **(Hostile) I do not care what you think. Or what you think of me, for that matter.**  (-5)
E. **And you are a fool.**  (-5)
* Yes, actually, I want you to go. **(Ends conversation)**
* What I want is for you to not be a bitch. **(Ends conversation)**
* *(Sigh)* No, of course not. **(Ends conversation)**
* I actually meant it as a compliment. **(Ends conversation)**

#### Why are you still here?

1. **Why? Do you wish me to leave? I can do so, if you prefer.**  (-10)
* Yes, I want you to go.

**Are you sure? If I leave, I can be of no further use to you.**
* You're of no use to me now. **(Ends conversation)** *(Morrigan leaves)*
* I'm fine with that. I want you gone. **(Ends conversation)** *(Morrigan leaves)*
* Perhaps not, then. **(Ends conversation)**

* No, I don't want you to leave. **(Ends conversation)**
* **(Warm)** I thought we were friends?  (+4) **(Ends conversation)**
* **(Romance)** I was thinking maybe you had other reasons.  (+2) **(Ends conversation)**
* Do you want to leave? **(Ends conversation)**

#### We need to discuss us.

*(Only while in camp or in a party of just the Player and Morrigan, also requires a romance with Morrigan)*

1. **Discuss away.**
* **(Had sex)** We've never talked about our nights together.

A. **What is there to speak of? *Chuckles* Do you wish me to tell you how wonderful you are? Shall I say you are virile and manly?**
* *(These options don't affect Approval)*

* **(Refused sex)** When I asked you to join me in my tent...

B. **I warned you, did I not? I told you that this was a weakness that was driving me mad. And yet you insisted.**
* Do you really want to stop? **(to I)**
* Why are you so frightened of this? **(to I)**
* I don't want to hurt you, Morrigan.  (+1) **(to I)**
* I don't need these kinds of games.  (-4) **(to I)**

I. **Release me. Tell me that you wish to end this. Make me believe you and I... will be grateful.**
* I think we should end this. I really do.  (-15) **(Ends conversation)** *(Romance ends)*
* I don't want this to end.  (+1) **(Ends conversation)**
* You are insane. Completely insane. **(Ends conversation)**
* I can't do that if you're with me. **(to a)**

a. **Then I will go, if I must. If you tell me to go.**
* Then maybe you should. **(Ends conversation)** *(Morrigan leaves)*
* I can't ask you to do that.  (-5) **(Ends conversation)**
* But I need you here.  (+1) **(Ends conversation)**

* **(Interested or higher)** We must end this. *(Romance ends)*

C. *(this will change depending on Morrigan's Approval)*
**(Interested) I'm assuming you are referring to our... flirtation.**  (-15) **(Ends conversation)**
**(Care) Nipping it in the bud, so to speak?**  (-15) **(Ends conversation)**
**(Adore) Ah. I see.**  (-20) **(Ends conversation)**
**End...? Ah. Our relationship. Such as it is.**  (-10) **(Ends conversation)**
* Nothing. Forget I brought it up. **(Ends conversation)**

### *With Dog, in Camp*

Morrigan: "A putrid half-eaten hare is not something a woman wants to find in her unmentionables."

1. *(male Warden)* He ruined them? Does this mean you have to go without? (only available with high approval rating)
2. It's the thought that counts. He means well.
3. Can't be stinkier than what normally goes into them.
4. I think he thinks you need more meat on your bones.
5. Why doesn't he share his food with me?
	1. Don't do it again. You're a wardog, not a nursemaid.
	2. You heard the lady.
		1. I think you hurt his feelings.
		2. You're a mean lady.
		3. That dog is too smart for his own good.
	3. It was a gift. You can't just throw it away like that.

### Morrigan: **"Do you realize you have been smiling for hours, now?"**

***(requires Morrigan at least  (+76)(Friendly) and at least  (+90)(Love) with either Leliana, Zevran, or Alistair.)*** ***[in progress]***

* **(any option)**
	+ That's none of your business, Morrigan.  (-3)
	+ We get along just fine, thank you.  (-5)
	+ Oh, you have no idea.  (+2)
	+ I happen to love [him/her], you know.  (-5)
	+ Why? Are you jealous?
	+ ***(Alistair)*** He's an idiot. But he's my idiot.  (-6) (negated with high enough persuasion)
	+ ***(Zevran)*** He is rather charming, isn't he?  (+2)

## Personal Quest

*Talk to Morrigan after/while visiting the Circle Tower; the conversation will begin automatically if Morrigan is in the party on your first visit. (It sometimes helps to have had the conversation beginning with "Is Flemeth really what she seems to be?", but if your approval is high enough it is not required)*

### Morrigan: "I have a thought"

1. Just the one?  (-1)
2. Oh? What's on your mind?
	1. What makes you think the mages still have this book?
	2. What do you want with this Grimoire, exactly?
		1. Useful in what way?
			1. How do I know it is not dangerous?
	3. Why didn't you mention this earlier?
	4. And? What's in it for me?
		1. I was thinking of some kind of payment.
		2. No, what you suggest sounds fine.
		3. **(*Male only*)** My tent does get rather cold...  (+4)**(Romance initiated)**
		4. That's not necessary.  (-1)
	5. Very well. If we go back to the tower, I'll look for it. (*or* "Very well. I'll keep an eye out for it.")  (+4) ***(Ends conversation)***
	6. We don't have time for scavenger hunts.  (-10) ***(Ends conversation)***
3. Can it wait? I have something to ask.  (-3)
	1. Fine, fine. What is this thought of yours?
	2. I'll ask you about it later, all right?  (-5) ***(Ends conversation)***
	3. Don't be so damned defensive!  (-3) ***(Ends conversation)***
	4. Good, because I hate being bored.  (-5) ***(Ends conversation)***

### Morrigan: **"How fortunate that you have found it!"**

*The gift produces  (+10)*

1. **You have my thanks. I will begin study of the tome immediately.**
	* You're welcome.  (+2) ***(Ends conversation)***
	* What do you hope to find within it?  (+2) ***(Ends conversation)***
	* ***(Male only)*** What? Don't I even get a kiss? ***(if in Romance,  (+3), else, to 2)***
	* Are you planning to return it to your mother? ***(Ends conversation)***
2. ***(Chuckles)* Oh, I don't know. That sounds like a steep reward to ask for.**
	* I was only Joking.  (-1)
	* I think I deserve it.  (+3) **(Romance initiated)** ***(kissing cutscene)***
	* Have it your way, then.  (+1)

***Note:** This will trigger a companion quest called "Flemeth's Grimoire" stating that Morrigan is eager to study the Black Grimoire. Later interact with Morrigan in party camp and she will initiate a conversation (see below) which will trigger Flemeth's Real Grimoire quest.*

### Flemeth's Real Grimoire

After giving Morrigan the Black Grimoire, she will start a conversation the next time you enter camp:

Morrigan: **"I have been studying Mother's grimoire. Do you wish to hear what I have found?"**

1. If you must.  (-3)
2. Can we discuss it another time?  (-5)
3. What did you find?
	1. So it was for nothing?
	2. Yet you look disturbed.
	3. Disappointed, then?
		1. A spell of immortality?
		2. That should prove useful, no?
		3. Let me guess. She drinks blood? Eats children?
			1. Are you certain about this? *(return, without phrase)*
			2. So is Flemeth immortal or not? *(return, without phrase)*
				1. Can this body be anyone? Or must it be a daughter?
					1. You really had no idea? *(repeat previous)*
					2. You and Flemeth were hardly friendly. *(repeat previous)*
					3. No one thinks the worst of their own mother. *(repeat previous)*
					4. I would feel the same. What an awful thought. *(repeat previous)*
			3. I'm not sure I understand what you mean. *(return)*
			4. So why would she risk sending you with me? *(return)*
				1. So if you died she would have another daughter?
			5. So what do you intend to do about it?
			6. And you had no idea? I'm so sorry.  (+2)
			7. *(after asking any of the above)* And? What does this have to do with me?  (-5)
				1. Perhaps you should talk to her about it, first?  (-5) *(return)*
				2. Kill Flemeth? Isn't that a little extreme? *(return)*
				3. Why do you need my help?  (-1) *(repeat)*
				4. Can this not wait until another time?  (-5) *(repeat)*
					1. Go, then. I'm not going to help you.  (-25) **(Morrigan leaves)**
				5. Forget it. I'm not going to help you kill your mother.  (-10) (return, without phrase)
					1. Go, then. I'm not going to help you.  (-25) **(Morrigan leaves)**
				6. Very well. I'll help you, if I can.  (+5)
					1. Do I have a time limit on this? *(return)*
					2. Are you serious? Kill Flemeth, a Witch of the Wilds? *(return)*
					3. It sounds like you just want someone to do your dirty work.  (-5) *(return)*
					4. I'll see what I can do.  (+2) ***(Ends conversation)***

*Once you have agreed to the quest, another conversation becomes available in which you may discuss it with her. This must be done before actually completing the quest.*

* I'd like to ask you something.
	+ Do you really want your mother dead?
		- But what if this is a misunderstanding? *(return)*
		- There must be some other way to stop this.
			* Run. *(return)*
			* A spell to protect yourself? *(return)*
			* Find help. *(return)*
			* No, not really. *(previous)*
			* *(after any of the above)* Then I don't know. *(previous)*
			* *(after any of the above)* You've already made up your mind.  (-3) *(previous)*
		- And what would you do if I didn't help you?
			* No, I don't want that.  (+1) *(previous)*
			* A little begging can't hurt.  (-10)
				+ Well, if you're going to **beg**...  (-20) *(previous)*
				+ I was only joking. You don't need to get angry.  (-3) *(previous)*
				+ Very well. I will help you.  (-10) *(previous)*
				+ No. I've decided not to.  (-25) ***(Ends conversation)***
			* Don't be an idiot.  (-3) *(previous)*
		- This is rather cold and heartless.  (-3) *(return)*
		- I agree with you. This is necessary.  (+4) ***(Ends conversation)***
		- If you say so.
			* I will deal with Flemeth, as I said I would. ***(Ends conversation)***
			* No. I can't do this.  (-15) ***(Ends conversation)***
			* I've changed my mind.  (-15) ***(Ends conversation)***
			* I'll do my best.  (+1) ***(Ends conversation)***

### **(in Camp) After Flemeth is Dealt With**

You get this dialogue option only if you kill Flemeth.

* I'd like to ask you something.
	+ So Flemeth is dead. What now?
		- I was thinking more what now between us? // You know you can always rely on me, right? *(romance uninitiated/female warden)*  (+5)? Female Warden (xbox360+PC)  (+7)
		- I will always protect you, Morrigan.  (+3)
		- And you'll think a way to thank me?  (-3)
		- I was hoping you'd say that.  (-1)
		- Good. I'm glad you're safe.

### Morrigan: **"'Tis a curious thing. I do not know how else to describe it."**

*Female or Romance-inactive Male, Approval 75+, Personal Quest complete*

* What? Is something wrong?
* You look confused.
	+ Why would I do that?
		- It was not such a terrible battle, trust me.
			* I suppose you could call it that.  (+2) ***(Ends conversation)***
			* I would certainly hope so.  (+5) ***(Ends conversation)***
			* No, I wouldn't say that.  (-34) ***(Ends conversation)***
		- I did it because I'm your friend.  (+5) ***(Ends conversation)***
		- I did it because I need you here.
			* I suppose you could call it that.  (+1) ***(Ends conversation)***
			* I would certainly hope so.  (+7) ***(Ends conversation)***
			* No, I wouldn't say that.  (-32) ***(Ends conversation)***
		- Don't be gushy. It was nothing personal.
			* I suppose you could call it that.  (+1) ***(Ends conversation)***
			* I would certainly hope so.  (+1) ***(Ends conversation)***
			* No, I wouldn't say that.  (-35) ***(Ends conversation)***
	+ Believe me, I was tempted.
		- It was not such a terrible battle, trust me.
			* I suppose you could call it that.  (-2) ***(Ends conversation)***
			* I would certainly hope so.  (+1) ***(Ends conversation)***
			* No, I wouldn't say that.  (-38) ***(Ends conversation)***
		- I did it because I'm your friend.  (+1) ***(Ends conversation)***
		- I did it because I need you here.
			* I suppose you could call it that. ***(Ends conversation)***
			* I would certainly hope so.  (+3) ***(Ends conversation)***
			* No, I wouldn't say that.  (-36) ***(Ends conversation)***
		- Don't be gushy. It was nothing personal.
			* I suppose you could call it that.  (-3) ***(Ends conversation)***
			* I would certainly hope so. ***(Ends conversation)***
			* No, I wouldn't say that.  (-39) ***(Ends conversation)***
	+ ***(non-Mage)*** I needed a mage. / ***(Mage)*** "And lose all your talents and secrets?"
		- It was not such a terrible battle, trust me.
			* I suppose you could call it that.  (+1) ***(Ends conversation)***
			* I would certainly hope so.  (+1) ***(Ends conversation)***
			* No, I wouldn't say that.  (-35) ***(Ends conversation)***
		- I did it because I'm your friend.  (+1) ***(Ends conversation)***
		- I did it because I need you here.
			* I suppose you could call it that.  (+3) ***(Ends conversation)***
			* I would certainly hope so.  (+6) ***(Ends conversation)***
			* No, I wouldn't say that.  (-33) ***(Ends conversation)***
		- Don't be gushy. It was nothing personal.
			* I suppose you could call it that. ***(Ends conversation)***
			* I would certainly hope so.  (+6) ***(Ends conversation)***
			* No, I wouldn't say that.  (-36) ***(Ends conversation)***
* Oh? Did you have your first feeling?  (+1)
* Is this really important?
	+ Thinking about what?  (-3) added to options above
	+ That's not like you.  (-1) added to options above
	+ Then can we discuss it later?  (-13) ***(Ends conversation)***

*Male version gives opportunity to initiate Romance: she will ask you about the possibility of "more" between you; you'll have 3 response options:* one to say no and lose Approval; one to say yes ("Yes, I had a thought about it"), which initiates Romance; and one 'evasion' ("Maybe, if the circumstances were right") that she interprets as "there is someone else" - no approval change. If the male Warden is currently involved in a romance with either Leliana or Zevran, there will be a 4th option "I am involved with someone else" - this gives no approval change. **[in progress]**

* Note: For PC V1.5, there doesn't seem to be a way to achieve more than +4 approval. Going through all the dialogue options (even through various combinations) will not yield anything beyond +4 approval.

## Ruined Temple, Caverns

***[unfinished]*** **If the Warden sides with Kolgrim:**

* Morrigan approves (+2) or  Morrigan approves (+3)

**If the Warden fights Kolgrim:**

* Morrigan disapproves
	+ Morrigan's negative reaction can be avoided by picking a fight with Kolgrim early on in the dialogue, without asking about his offer; alternatively, if the dialogue leads her to express her opinion, a successful Persuasion check may reduce the loss of approval to 0 if started within the first two dialogues).

## Golden Mirror

*Giving Morrigan this mirror adds  (+15) and starts a dialogue:*

* Don't be ridiculous. It's a gift, Morrigan.  (+5)
* (***Male only***) It's simply a present. For a beautiful woman.  (+5) **(Romance initiated)**
* You could be a little nicer, I suppose.  (-2)
* You could repay me for it.  (-5)

## *Romance Active*

### So what do I have to do to get on your good side?

**(Branch of "I'd like to discuss something personal.")**

***Note:** Not available in Camp or "between" map locations, e.g. on highway before stepping into Lothering dialog-cutscene, during The Attack at Nightfall, etc.); unavailable after first kiss or sex cutscene*

#### Approval less than  (+25):

* I’d settle for a smile, actually.  (+2)
* Power beyond my wildest dreams?  (+1)
* Do I really have to spell it out?  (-1)
	+ I am brilliant and amazing.  (+2) ***(Ends conversation)***
	+ You are brilliant and amazing.  (+1) ***(Ends conversation)***
	+ Yes, it is. I’m not trying to court you.  (-5) ***(Ends conversation)* (Romance ends)**
	+ Are you joking? You’re fishing for a compliment?  (-10)
		- I want you. It’s as simple as that.  (+7)
		- Forget it, then. I dislike games.  (-3)
		- I just want us to get along, that’s all.
* If you’re going to play games, forget it.  (-3) ***(Ends conversation)***

[Question unavailable at  (+23), after "Is Flemeth really..." conversation ( (+7) total) and "You can probe me anytime." selected under "Did you grow up in the Korcari Wilds?" ( (+8) total) to initiate Romance.] [Confirmed at  (+20)(Neutral), after "Is Flemeth really..." conversation ( (+7) total) and "Maybe tied to a flagpole and tickled." selected under "How did you become a shapechanger?" ( (+5) total) to initiate Romance.]

***Note:** Question was available at  (+22), after "Did you grow up in the Korcari Wilds?" and "You can probe me anytime." to initiate Romance. NOTE: Disposition was blank after  (+22), that is, it gave no indication as to Neutral or Interested. However, after having above dialog, it indicated "Interested". Confirmed (PC v1.1)*

#### Approval  (+25):

1. **You are already on my good side, such as it is. Or do you seek something else? Something more… intimate?**
	* I don’t know. Maybe I do. ***(to 3)***
	* I think I’m ready to move forward, yes. ***(to 3)***
	* No, I'd rather stay friends. ***(Ends conversation)***
	* **This** is your good side?  (-5) ***(to 2)***
2. **I could be far worse, if it became necessary. Be thankful it is not.... not yet, anyhow.**
	* I'm sorry. I'm glad to be your friend.  (+4) ***(Ends conversation)***
	* If this is friendship, who needs enemies?  (-10) ***(Ends conversation)***
	* I'd settle for some sex, if that's the case. ***(to 3)***
	* But I want better. How do we move forward? ***(to 3)***
3. **Perhaps you would be willing to pay a compliment. Is that too much, hm?**
	* I am brilliant and amazing.  (+2) ***(Ends conversation)***
	* You are brilliant and amazing.  (+1) ***(Ends conversation)***
	* Yes, it is. I’m not trying to court you.  (-5) ***(Ends conversation)* (Romance ends)**
	* Are you joking? You’re fishing for a compliment?  (-10)
		+ I want you. It’s as simple as that.  (+7) ***(Ends conversation)***
		+ Forget it, then. I dislike games.  (-3) ***(Ends conversation)***
		+ I just want us to get along, that’s all. ***(Ends conversation)***

### First kiss

*(Added to "something personal" options as long as Romance is active)*

* *[Kiss her]*  (+4)
	+ Humor me.
		- Only if we do it wrong.
		- Do you object?
		- Fine. I’ll leave you be.  (-3)
	+ ***(after tent cutscene)*** It’s not as if we haven’t done far more.
	+ Do you object?
	+ Fine. I’ll leave you be.  (-3)

### "Witch Gone Wild"

*(Camp only: Warden-initiated, forced-topic conversation once Romance is active and Approval exceeds 50)*

1. '**Tis cold in my tent, all alone.**
	* And? What do you want me to do about it?
		+ Let’s see this tent of yours, then.
			- I’ll leave that up to you.  (+7) ***(to 3)***
			- Nothing tawdry, I hope.  (-10) ***(Ends conversation)***
			- I’m sure I’ll think of something.  (+7) ***(to 3)***
		+ Really? I think you’ll find me quite cold.  (-10) ***(Ends conversation)* (Romance ends)**
		+ Morrigan, I... don’t know about this.  (-1) ***(to 2)***
		+ Are you sure about this?  (-1) ***(to 2)***
	* Then get a thicker blanket.
		+ Are you sure about this?  (-1) ***(to 2)***
		+ Morrigan, I... don’t know about this.  (-1) ***(to 2)***
		+ You must be joking.  (-3)
			- Morrigan, I... don’t know about this.  (-1) ***(to 2)***
			- This isn’t the time.  (-4) ***(Ends conversation)***
			- Yes, it really must.  (-10) ***(Ends conversation)* (Romance ends)**
			- ***(Leliana Romance active)*** I wouldn't do that to Leliana.  (-15) ***(Ends conversation)* (Romance ends)**
			- I suppose not...  (+7) ***(to 3)***
		+ Not interested.  (-10) ***(Ends conversation)* (Romance ends)**
		+ Oh? Well why didn’t you say so?  (+7) ***(to 3)***
	* Well we can’t have that.
		+ I’ll leave that up to you.  (+7) ***(to 3)***
		+ Nothing tawdry, I hope.  (-10) ***(Ends conversation)***
		+ I’m sure I’ll think of something.  (+7) ***(to 3)***
	* You must be joking.  (-3)
		+ Morrigan, I... don’t know about this.  (-1) ***(to 2)***
		+ This isn’t the time.  (-4) ***(Ends conversation)***
		+ Yes, it really must.  (-10) ***(Ends conversation)* (Romance ends)**
		+ ***(Leliana Romance active)*** I wouldn't do that to Leliana.  (-15) ***(Ends conversation)* (Romance ends)**
		+ I suppose not...  (+7) ***(to 3)***
2. **Tsk. Come now, my Grey Warden. Must it be so complicated? is there any reason not to?**
	* I suppose not...  (+7) ***(to 3)***
	* We’re not exactly alone... ***(Ends conversation)***
	* ***(Leliana Romance active)*** I wouldn't do that to Leliana.  (-15) ***(Ends conversation)* (Romance ends)**
	* I don’t like you much?  (-10) ***(Ends conversation)* (Romance ends)**
	* No. You’re absolutely right.  (+7) ***(to 3)***
3. **I see the stories they tell of Grey Warden endurance are not exaggerated.**
	* You’re just saying that.
	* Oh? There are stories?
		+ So what now? ***(to 5)***
		+ Was this a one-time thing? ***(to 5)***
		+ Then I assume we’re done?  (+1) ***(to 4)***
	* Do you really need to talk?  (+1) ***(to 4)***
4. **...I will have my way with you until I am satisfied, out of a sense of fairness if nothing else.**
	* Fine. What do you want to talk about? ***(to 5)***
	* That sounds like fun.  (+2) ***(to 5)***
	* You have a sense of fairness?  (+1) ***(to 5)***
5. **And should you decide not to continue our... misadventure, then so be it. Very simple, is it not?**
	* So if I say this will never happen again?
	* And what about love? Does that enter the picture?  (-5)
	* Gee, thanks for spelling it out for me.
	* I can live with that.  (+4)

### Morrigan: **I have something for you.**

*(After sex; romance active; approval > 70.)*

This conversation will reward you with Morrigan's Ring (+2 to Willpower).

1. That sounds a little vague.
2. Is it bigger than a bread box?
3. What do you mean?
	1. So you would always know where I am?
	2. Why do you think I would want this?  (-5)
	3. It's a sweet gift. Thank you.  (+4)

Dialogue continues:

1. Does it do anything else?
	1. So I could find you, if need be?  (+2) (return)
2. How do I know I can trust you?  (-10)
3. So you’re giving it to me simply out of practicality? (return)
4. I'm glad to see you care.  (+2) (return)
	1. No, I can’t accept it.  (-20)
	2. Fine, hand it over.
	3. Thank you for the gift.  (+4)

### Morrigan: I wish to ask a question of you.

*Romance active; approval 90 + (Love).*

If Flemeth's Real Grimoire has been completed, or after Morrigan has been gifted the Golden Mirror, the following conversation will occur when the Warden speaks to Morrigan in camp.

* "I wish to ask a question of you."

1. Can it wait?  (-3)
2. Go ahead. (to 2)
	1. So it can't wait. Go ahead, then. (to 2)
	2. Do you need to get this hostile?  (-1) (returns to current tier)
	3. I'm not in the mood for this, Morrigan.  (-15)
		1. Speak your mind, then.  (+1) (to 2)
		2. Why not? You do it.  (-3) (to 3)
		3. Are you trying to pick a fight? (to 3)

**(2)**

1. **This** is what is so important? (to 3)
2. This came out of nowhere, didn't it?  (-1) (to 3)
3. My opinion? (to 3)

**(3)**

1. Are you saying that you love me? (to 4)
2. And if I do love you? (to 4)
3. No, I certainly don't love you.  (-5) (to 5)
4. If that's how you feel then we should stop.  (-3) (to 4)

**(4)**

1. Then let's end this right here and now.  (-10) **(romance ends)**
2. I think you're getting a bit ahead of yourself.  (-10) (to 5) (available only if not made love yet)
3. You're just being cowardly.  (-5) (to 6)
4. Love is not a weakness. (to 6)
5. You're insane. This is ridiculous!  (-5) (to 6)

**(5)**

1. I don't love you.  (-10) **(romance ends)**
2. I don't want to hurt you, Morrigan...  (+2) (to 6)
3. But I do care for you.  (+4) (to 6)
4. This is too bizarre.  (-5) (to 6)

**(6)**

1. You are worth my distraction.  (+2) (Ends conversation)
2. If that's what you really want, then let's end it.  (-10) **(romance ends)**
3. It doesn't have to get that complicated.  (-20) (Ends conversation)
4. Don't talk like that.  (-5) (Ends conversation)

If Morrigan remains in love with the Warden after this conversation, then she will change. When next asked to join the Warden in his tent, she will refuse. The following conversation option will become available:

It may be difficult to bed Morrigan after this point, but is still possbile. She will reluctantly stay in a romance (and accept kisses) if the appropriate options above are selected.

## Rescue The Queen

During this quest, if playing as a Human Noble and confronting Rendon Howe, Howe will taunt the Warden that they've lost. Choosing either of the options:

1. [Intimidate] I know your game. No shadows, no lies. Just you and me.
2. [Persuade] You lie, Howe. To yourself most of all. I am a Grey Warden!
and then succeeding in either intimidating or persuading Howe will net  (+6) approval

## Indications of approval

The way that Morrigan replies indicates her level of approval:

* What do you want? (Hostile)
* What do you wish of me? (Neutral)
* I await your command (Warm)
* (laughs)(Romance)
* So, full of questions, are you? (laughs) (Warm)
* Your Desire? (Personal Quest completed, Love)
* What comes, my friend? (Personal Quest completed, Friendly)
* Accidental Pornomancer: On numerous occasions, you can actually use sex or marriage as a bargaining tool.
	+ In particular, you can use it to persuade Isabela to teach you to be a Duelist without playing her game. If female, you can invite a hardened Alistair to participate. Or, if you romanced and hardened Leliana, she will automatically invite herself along, and you can then invite Zevran.
	+ A mage Warden who enters the Fade to confront the Desire Demon controlling Connor but then converses with her can be rewarded with sex, in exchange for the Demon being allowed to (or pretending to) leave.
	+ This is what Morrigan's Dark Ritual consists of. You can accept yourself (as a male), convince Alistair/Loghain to do so, or refuse and sacrifice a Warden's life.
	+ A Human Noble is able to marry Queen Anora (if male) or soon-to-be-King Alistair (if female) during the Landsmeet.
	+ More literally, it's incredibly easy to accidentally start a romance with one of your eligible party members, as every romanceable party member has multiple dialogue options to start the romance, and many of them (such as "Are you feeling better about what happened to Marjolaine?" for Leliana) seem quite innocent on the surface.
* The Ace: Evolves into this over the course of the game.
* Affectionate Nickname: If his friendship is high enough, Sten refers to the Warden as "kadan," meaning something akin to 'close to the heart.'
	+ The Warden's chosen Love Interest will often have a nickname; Alistair will often call his lady love "my dear" or "my love," and Zevran calls a Warden of either gender "*mi amor*". If not romanced, Alistair sometimes also calls the Warden "my friend." These are most often heard when cycling through the active characters.
	+ The Human Noble, being the youngest, is frequently called "Pup" by their father.
	+ A romanced Morrigan in *Inquisition* refers to the Male Warden as "my love" or "my Warden." A romanced Leliana will also refer to the Warden (of either gender) as "my love."
* Ambiguously Brown: Canonically, the City Elf Warden is the child of a pale father and a dark skinned mother. The ambiguous part comes up as their appearance is ultimately up to the player.
* Anti-Hero: Without a Karma meter, it's very easy to play the Warden as one. You can inflict crimes ranging from petty theft to mass genocide to child killing.
* Anything That Moves: The Warden can definitely be played this way. Some of the origins offer the opportunity to hit on/sleep with someone; you have four potential romances among your companions; female Wardens can flirt with Arl Teagan, who seems interested; male wardens can kiss Bella, the waitress of Redcliff's tavern; you can hire employees at the Pearl in Denerim, and there's even a chance to sleep with certain members of the Dalish clan you meet in the Brecilian Forest. You can also claim after finding out Shale was once a dwarven woman that suddenly, she's *very* cute.
	+ In a Bioware first, a Male Dwarf Noble has the potential to have fathered two children with *two* separate women over the course of the game with at least one, if not both, being accidents.
* The Archmage: The Mage Warden, despite their youth, clearly shows signs of becoming this, being the apprentice and star pupil of the First Enchanter and setting an unprecedented record for the "quickest, cleanest Harrowing ever seen" in the Circle. This also may apply if they choose to specialize as an Arcane Warrior. Arguably, they have reached this status by endgame when they battle the Archdemon. *Archmage* is even the name of the achievement for getting to level 20 as a mage character.
* Ascended to a Higher Plane of Existence: If choosing to follow Morrigan through the Eluvian at the end of *Witch Hunt*, departing to parts unknown (until *Inquisition* reveals where they went).
* Ass Kicking Equals Authority: If the Warden manages to survive the Blight, they will become Warden-Commander of all the Grey Wardens in Ferelden, which also effectively makes them the Arl/Arlessa of Amaranthine. In addition, they receive a special title linked to their origin and actions in-game:
	+ A Dwarf Warden will become a Paragon, which is not only an honor equal to or higher than that of a king, but also grants them their own house and followers.
	+ A City Elf Warden has the option of representing their people as the first Elven Bann of the Alienage in Denerim.
	+ A Human Noble can marry Alistair if female, Anora if male and become Prince/Queen-Consort of Ferelden.
	+ Depending on your chosen origin and your actions in-game, you can also add a Teyrnir (Dukedom), another Arling (Denerim), the Kingdom of Ferelden (as a Prince or Queen-Consort), and a Lord Chancellorship (Prime Ministership) into the bargain, although the latter titles are mostly derived by forcibly removing their incumbents from the position.
	+ If the quest "Secret Rendezvous" and Alistair's appearance as king during *Dragon Age II* are any indication, the Warden ruled Amaranthine for six years, and was competent enough to quickly turn Arl Howe's den of provincial aristocratic corruption into a powerful rival of Kirkwall itself, so apparently Asskicking Equals *Competent* Authority.
* Badass Bookworm:
	+ The Mage Warden in particular, having been the apprentice and star-pupil of First Enchanter Irving. Dialogue implies that Irving often praised the Warden's talents to his colleagues, as both Wynne and Duncan immediately recognise the Warden on sight. Even Uldred, someone who is mentioned to *never* have worked with any Mages in the Circle, knows of the Warden and mocks them for having been a teacher's pet.
	+ During their origins, the Human Noble mentions that they spent a lot of time in their grandfather's library, while the Dwarf Noble mentions greatly enjoying a scholar's book about their ancestor, implying each is very well read about Fereldan and Dwarven history, respectively.
* Badass Family: It'd be easier to list the Wardens who *don't* come from one note .
	+ If a Human Noble, the Couslands have served as a Big Good in Ferelden for centuries. *The World Of Thedas vol. 2* reveals that both your parents fought Orlesian forces in the Ferelden Revolution (Bryce fought beside the King, while Eleanor led her father's armada), which was how they met. At the start of the game, Teyrn Cousland and his heir-apparent Jumped at the Call to fight alongside the King against darkspawn forces in Ostagar. While a Retired Badass, Teyrna Cousland is still no slouch with her bow and arrows.
	+ The City Elf had an Action Mom, Adaia, whom Duncan wanted to recruit into the Grey Wardens; but he was talked out of it by Elder Valendrian, seeing as there wasn't an urgent need for recruits back then. Their cousins Shianni and Soris are both pretty awesome as well.
	+ The Dwarf Noble is a member of the Aeducan royal family, descended from the Paragon Aeducan who united Orzammar, had relatives who served in the Grey Wardens in generations previously, and whose current generation's members don't hide their predisposition towards badassery either.
	+ The Dalish Elf's father was a powerful Keeper, and their mother was a gifted hunter and archer.
	+ *Dragon Age II* adds the Human Mage, as some Amells and their relatives in the Hawke family are incredibly gifted fighters. It also includes the revelation that the Human Mage has *other* siblings who are mages.
	+ The Warden also begins one if playing as a male Warden who performs the Dark Ritual and later followed Morrigan through the Eluvian, having sired a child who has two of the most powerful people in Thedas for parents as well as the soul of an untainted Old God.
* Badass Normal: Every non-mage Warden is clearly this before they undergo the Joining.
	+ The Dalish Warden in particular survives being infected with the Taint through a mixture of their Keeper's magic and their own *sheer willpower*. They aren't even cured of actively having the Taint until after they've fought darkspawn in the Brecilian Forest, traveled all the way to Ostagar, and battled more darkspawn in the Korcari Wilds. Even Duncan is amazed the Dalish Warden survives so long.
	+ The Dwarf Noble is no slouch either. With no armor and just a cruddy sword and shield (unless you've been a good boy... in which case the sword is decent), they chop through a couple dozen darkspawn and track Duncan down in the Deep Roads. Alone. Hell, given how the tunnels the Wardens were in connected to the outside (otherwise they'd never have been able to get the Dwarf Noble to the surface for plot reasons), the DN could conceivably have massacred their way to the surface, since most darkspawn were gone due to the Blight.
	+ The Dwarf Commoner in some ways tops the Noble one. While the entire Proving Arena erupts in a furious uproar when your true identity is discovered, we cut to Duncan stroking his beard in quiet contemplation that a casteless, penniless sellsword with no formal weapons training whatsoever has nonetheless somehow managed to beat the most seasoned Warriors in Orzammar and veterans of countless Darkspawn campaigns. Later when he invokes the Right of Conscription, he states that he recognizes they have untapped potential that with Warden training would make them even greater. Proving Master: This wo/man is *not* a Warrior! They are Casteless! Rejected by the Ancestors! His/her very footsteps pollute the stone! S/he has no place here! Duncan: Except as *your* Champion...
	+ The City Elf leaves Bann Vaughan lying dead in "*a river of blood*" that runs throughout the Arl of Denerim's Estate, during their Roaring Rampage of Revenge over the abduction and rape of countless elven women (including their cousin Shianni) at his hands. And, like the Dwarf Commoner, the City Elf has no formal combat trainingnote  unlike the Human and Dwarf Noble. The sheer scale of the destruction wrought is lampshaded by Elder Valendrian and the Guard Captain who comes to arrest the City Elf. Guard-Captain: Do you expect me to believe that *one* wo/man did all of *that?* Valendrian: We are not all so helpless, Captain.
	+ The Human Noble essentially mows through a large crowd of Arl Howe's personal soldiers in order to safely escort their mother through the family castle in the dark of night.
* Bad Boss: The Human and Dwarf Nobles can be assholes towards their servants during their origins.
* Bad Powers, Good People:
	+ A Mage Warden learning Blood Magic is the most obvious example, but on a larger scale, *any* Warden can use Avernus' research to unlock the true potential of their tainted blood, resulting in Cast from Hit Points blood-based abilities, and still act genuinely heroic. A Reaver Warden is a more ambiguous case, as you technically *have* to Kick the Dog to unlock the specialization (whereas it's not required for Blood Mage as long as you have a sufficient speech level).
	+ All Grey Wardens fall under this to a minor degree, due to the Joining Ritual being a form of Blood Magic meant to grant the Wardens the power of the Darkspawn taint by imbibing their blood.
* Battle Couple: With their love interest.
* Because You Were Nice to Me: If you make the effort to befriend the members of your party, you learn that you are one of the only real friends (if not *the* only one) that most of them have ever had. This is particularly true of Morrigan (who has never known anyone that she even *liked* before meeting you), Zevran (whose closest friend is willing to kill him), and Shale (who has never before known a person who didn't exploit it).
* Berserk Button:
	+ Fantastic Racism against elves can be one for an Elven Warden; particularly a City Elf. Overtly or unintentionally racist comments from other characters can always lead to at least *one* option to respond with sudden anger/hostility.
* Beware the Nice Ones: The Warden can be played as the most shining paragon of virtue to ever exist... just *don't* get in their way!
* Big Brother Instinct: While technically the younger of the two, a Dwarf Commoner can display this towards their sister, Rica. Waking up in a cell, killing the crime boss you used to work for, joining the Grey Wardens... In all these scenes, you can show that you care about your sister's well-being first.
* Big Eater: It's a Grey Warden thing, apparently.
* Big Good: Can be played this way. If playing as the Human Noble, the Warden is a member of the Cousland family, who have for centuries been the Big Good of all Ferelden.
* Blade Enthusiast: The PC always uses the same knife to murder people in dialogue scenes. Examples include some off-duty guards in the City Elf Origin, the hungry deserter in Ostagar, the Elven Messenger, Brother Genitivi, Avernus.
* Blatant Lies: A female Warden can claim to be “Winnifred” from “just outside Highever” no matter their actual name and origin, while conversing with the Mad Hermit.
* Blessed with Suck/Cursed with Awesome: Congratulations! You've been selected as a Grey Warden recruit — the highest honor to which you could ever aspire! It means any birthright or title you had is now forfeit. But wait, you have yet to become a Grey Warden - first you have to drink darkspawn blood, which will often kill you right away. If it doesn't, congratulations on becoming a Grey Warden! You can now sense the darkspawn and destroy archdemons at the low cost of obliterating your soul if you try the latter. Of course, they can sense *you* just as easily as you sense them. Oh, and you have about thirty years to live until the taint starts turning you into a darkspawn, at which point the Grey Warden instruction troubleshooting manual tells you to go on a suicide run against the darkspawn hordes. Oh, and good luck ever having children, especially if the other parent is also a Grey Warden.
* Boxed Crook: In *five* of the six origins, no less.
	+ At the end of their respective origins, the City Elf and the Dwarf Commoner are each facing long-term imprisonment (if not worse), but Duncan steps in to recruit them into the Grey Wardens. Many see that as an honor, but it ultimately is a death sentence, especially now that there is a Blight knocking on Ferelden's doors and you'll be on the front lines fighting it.
	+ The Mage is facing either the Rite of Tranquility or a sentence in Aeonar (a Chantry prison on a distant island) for helping Jowan. However, the Mage *can* subvert this by reporting Jowan's intentions to Irving instead of just going along, meaning that they were following orders and they will not be facing punishment by the end of their origin.
	+ The Dwarf Noble Warden faces punishment for the murder of their oldest brother, regardless of whether they actually committed the crime. They are exiled to the Deep Roads, where they will surely be killed by Darkspawn eventually - unless, as their only loyal friend advises, they find Duncan.
	+ At the end of the Human Noble Origin, they are the last known surviving member of their family, the rest of whom were massacred on trumped-up charges of treason, and there's most certainly a bounty on their head if they ever come anywhere near their home region again.
* Brutal Honesty: Every background has a brutally honest response option for when you meet King Cailan. For example, when meeting a City Elf, Cailan apparently thinks of the Alienages as a somewhat poor but fair chance for the elves to rebuild themselves after an age of slavery. A City Elf PC has the option to exercise this trope to correct him: King Cailan: Do you come from the Alienage? Tell me, how is it there? My guards all but forbid me from going there. City Elf Warden: I killed an Arl's son for raping my friend. King Cailan: You... *what*?
* But Now I Must Go: If they survive *Origins*, the Warden abandons his or her life and party members in pursuit of a mysterious mission (or woman) at some point in the decade between the end of the first two games. We finally learn why in *Inquisition.*
* But Thou Must!: If the protagonist doesn't join the Grey Wardens voluntarily during the origin story, they'll be conscripted.
* Cain and Abel: Bhelen is Cain to the Dwarf Noble's Abel if he successfully frames them for Trian's murder. Vice versa if the Dwarf Noble committed the murder and then costs Bhelen the throne later.
* The Cameo: If they're alive, the Inquisitor will write to the Hero of Ferelden for help. The Hero will apologize they can't help directly, but do send vital information about what's going on.
* Canine Companion: Regardless of your origin story, you get a dog - specifically, a giant mabari warhound, whose loyalty to you is absolute. If playing as the Human Noble, the dog has been your pet since childhood; otherwise, there's a quest in Ostagar where you can save the poisoned dog's life, and he imprints on you and tracks you down when you first leave for Lothering.
* Canon Name: Each Warden has a default namenote .
	+ Human Noble: Aedan/Elissa Cousland
	+ Human Mage: Daylen/Solona Amell
	+ Elf Mage: Alim/Neria Surana
	+ City Elf: Darrian/Kallian Tabris
	+ Dalish Elf: Theron/Lyna Mahariel
	+ Dwarf Noble: Duran/Sereda Aeducan
	+ Dwarf Commoner: Faren/Natia Brosca
* Celibate Hero and/or Really Gets Around: As with the hero/anti-hero status, the Warden can be anywhere in between these two. The Warden can have a foursome with Zevran, Leliana, and Pirate Queen Isabela. And then taking the edge off by sleeping with male hookers, female hookers, nugs, a transvestite *dwarf*, or having some rather unusual things done to you using some rather interesting tools. The tragic turn in the Human Noble's origin prologue can happen in the afterglow of a tryst with the son or servant girl of a visiting vassal noble.
* The Chessmaster: At the Landsmeet, it's possible to manipulate every single lord but one into supporting you over Loghain, including Queen Anora, *his own daughter.* You can then execute Loghain in front of her, and she'll still go along with marrying Alistair and lending her support for the Warden. An even better show of mastery of Fereldan politics is to still turn the Landsmeet against Loghain even without the heavy support that his daughter the Queen curries.
	+ Lampshaded by Loghain during the Landsmeet, who suggests that while Arl Eamon might believe that putting Alistair on the throne would guarantee him a Puppet King to control and influence, in reality even *his* strings are being pulled by the Warden. Loghain: Ah! Here we have the Puppeteer!
	+ This can also be a possible interpretation of the resolution of the Dwarf arc, particularly if they choose Bhelen, which leads to the dwarves becoming more united with the surface world.
	+ The Dwarf Noble origin also features several opportunities to play the characters around them like fiddles, referring to it as "the game". In fact, the only reason they get exiled is because they were caught off-guard by a *bigger* chessmaster.
		- A Dwarf Noble who sides with Bhelen in the Orzammar arc can leverage their support into both your own title and name being restored as well as that of a possible casteless son. By the end of the game you can be declared a Paragon, required to be revered as a living god. This puts Bhelen's own line of succession in jeopardy in favor of the far more popular and revered Warden and his progeny, all while Bhelen takes the heat for actually reforming Orzammar.
* Chick Magnet: Aside from various party members (male and female for both genders), serving girls and a few elves are smitten with the male PC, and Bann Teagan seems to be considering proposing to the female PC after a few days of knowing her, explicitly stating that it doesn't matter one bit that she's a dwarf, an elf and/or a mage. Oghren points this out in a conversation with Wynne.
* The Chooser of the One: The Warden decides who ends up on the thrones of Orzammar and Ferelden. They can even choose themselves as a royal consort if they're Human Nobles (and the crowned is gender-compatible).
* Chosen Conception Partner: Played with.
	+ Discussed at the Landsmeet. If Alistair is romanced and becomes King, he'll express doubt over whether he and the Warden can be together. The whole point to this event was to prevent a Succession Crisis, but Wardens have extremely low fertility, and two have an extremely poor chance of conceiving together. If he becomes king, the female Warden would be a very poor choice for a mate because sooner or later, Ferelden will be back where they started.
	+ Invoked by Morrigan, who wants to give birth to a child with an Archdemon's soul and offers it as a way to avoid the inevitable Heroic Sacrifice. If the Warden is male, she'll come to him first, and depending on your Relationship Values, it'll either be out of love, respect on some level, or simply acknowledgement that he's in charge and makes the decisions. If you're female, you'll be the one doing the picking (if any). However, if Morrigan was romanced, she is very happy that you'll be the one to give her a child.
* The Chosen One: Averted, as the Warden in each origin is merely the Right Man in the Wrong Place. Further averted with the *Darkspawn Chronicles*, which depicts a non-canonical Alternate History where the Warden died during the Joining and Alistair was forced to step up. It didn't end well.
	+ Played straight with a Mage Warden who takes time to befriend Wynne, who comes to believe that they could help reform the Circle. Wynne notes that they have a unique worldview, having experienced life as a Circle Mage, a Grey Warden and (technically) an Apostate, allowing them to bring just the right new ideas and practices to the table. After slaying the Archdemon, the Mage Warden can even ask for the Circle's independence as their boon.
	+ Ultimately averted, however, after the events of *Dragon Age II*. It's revealed that the Divine refused to grant the Boon declaring the Ferelden Circle's independence, the Warden mysteriously disappeared, and only seven years later, every single Circle rose up in open rebellion.
* Clear My Name: All Wardens go through the entire game knowing that Loghain is doing his best to convince the entire country that their order betrayed the king to his death.
	+ Subverted, if the Dwarf Noble was framed for the murder of Trian. While the Dwarf Noble has the option to discover evidence that they *were* framed and can use this to help Harrowmont take the throne, he does not rescind their exile for kinslaying. The *only* way for the Dwarf Noble to have their name and caste fully restored is to side with Bhelen, who grants you a royal pardon for your "crimes".
	+ Subverted for the Human Noble as well, though for different reasons. While you can prove that the Cousland family is innocent of the crime of being Orlesian spies, which Howe used as an excuse to slaughter your family and usurp your lands, it's eventually revealed that almost *none* of the nobles believed him anyway - so there was really nothing to clear. One of the nobles, Bann Alfstanna, even urges you to call on her for help when you're ready to take back your family's lands.
* Comes Great Responsibility: An honourable Mage Warden under the tutelage of Wynne. While their remarkable self-confidence is one of their greatest strengths, Wynne reminds them that mages should *never* indulge in *pride* because of their abilities, lest it corrupt them.
	+ To a lesser extent, Wynne tries to impress this lesson to all Wardens. You are a hero, and heroes have to make hard choices, but as a hero, it's your duty to make the best choices you can. You serve the people, Wynne says, and must put their benefit before yours. Whether you take this lesson to heart or not is entirely up to you.
* Commanding Coolness:
	+ The Warden becomes "Warden-Commander of Ferelden" in *Awakening*. They also are called the "Commander of the Grey" by some characters.
	+ The Dwarf Noble is stated to be a Commander in Orzammar's Army. Sadly, due to Bhelen's machinations, they hold the post less than a day.
* Continuity Snarl:
	+ Their codex if they survive the Fifth Blight and don't become queen or prince-consort of Ferelden is they served as commander for several years rebuilding the Order in Ferelden before disappearing, but depending on who they romance,note  they can leave the Order and Ferelden altogether after only holding the title for a few months.
	+ At the end of *Dragon Age II*, Leliana will claim that the Warden and Hawke's disappearances are no coincidence and Cassandra says they thought it was connected when they couldn't find either of them. This makes no sense for a Warden who went through the Eluvian with Morrigan as their disappearance wouldn't have been anywhere near the time frame of Hawke's and Cassandra shouldn't have expected to have found someone who had been missing for eight years at that point.
		- Also, during a King Alistair's visit to Kirkwall, Teagan will say: "The Hero of Ferelden should be back in Denerim by now."
* Cloud Cuckoo Lander: Some dialogue options, if they're not to be considered snarky, can come across as... loony: Chantry Priest: We are all sinners. The fire symbolizes our hope that forgiveness is possible. Thus, we all serve by feeding its flames. Warden: So if I sin, I should just set myself on fire?
* Cool Uncle: Or Cool Aunt.
	+ The Human Noble is very clearly seen as this by their nephew, Oren.
	+ The Dwarf Noble and Dwarf Commoner respectively. Granted, we never actually see their mutual nephew (the child of Bhelen Aeducan and Rica Brosca); but as one of the legendary Grey Wardens and a Paragon of Orzammar, little Prince Endrin will most likely be hearing the incredible stories about his aunt/uncle for *years* to come.
* Court Mage: A potential reward for a Mage Warden after the final battle.
* The Creon: If you are a Human Noble, your entire family is this. Despite being the most powerful nobility in all of Ferelden beside the King, they have no desire for more power, and are rumored to have turned down the crown.
* Crime of Self-Defense: The female City Elf faces execution for escaping her violent kidnapping by the spoiled son of the local lord.
* Curb-Stomp Battle: Among all the Player Characters, the Warden is the more proclive to this and his/her reputation of The Dreaded is mainly for this reason. The best examples is the Mage Tower's one (Gregoir, the templar in charge here, mentions that the demons and abominations are *all* dead) and the Carta headquarters' one (this one is even mentioned in the codex from the sequels, saying that the Warden pretty much decimated the entire branch in Orzammar).
* Cutting Off the Branches: A very minor example but if you do not play as the Dwarf Noble, Endrin's middle child is explicitly referred to as male.
* Damsel out of Distress: The Female City Elf. After getting captured by Vaughan's guards, who announce their intention to rape and murder her (and not necessarily in that order), her cousin Soris breaks into the room. While they're distracted by his sudden appearance, he quickly slides a sword across the floor to the City Elf, who immediately picks it up and adopts a fighting stance. Cue two very terrified, soon-to-be-dead guards: Guard: Oh sod...
* Dating Catwoman: Downplayed. It's perfectly possible to a heroic, morally good Warden to have a romance with the more amoral companions such as Morrigan or Zevran. While they will usually favor the more pragmatic, ruthless actions and disapprove of altruism, it can be circumvented by giving them gifts and being nice to them.
* Deadpan Snarker: The player character has 100% more snarky lines than in previous BioWare games. It's especially notable if the Warden is given the Violent voice; Suave (for males) and Sultry (for females) are also fairly snarky.
* Death Seeker: A potential interpretation of the Dwarf Noble and Human Noble Wardens, particularly if these Wardens make the ultimate sacrifice at the end of the game.
* Defiant to the End: The Warden can be played as this.
	+ The Human Noble definitely is this, much to the chagrin of Arl Rendon Howe.
	+ The Dwarf Commoner can be played as this in the face of being imprisoned and tortured to death, much to Bad Boss Beraht's annoyance.
	+ The Female City Elf, when about to be bound and dragged by armed guards to Lord Vaughan's quarters to be raped and most likely killed afterwards, can be played as this in the face of her kidnappers. Guard: Now you heard the captain. Be a good little wench and do as you're told. Female Tabris: Go ahead, try it. See which parts you lose first.
* Determinator: The Warden is forced to become this in order to unite Ferelden and defeat the Blight, even know the odds are impossibly against them at the start of the game in being one of the only Grey Wardens left in Ferelden.
	+ Male Wardens who romanced Morrigan held out hope of finding her again for a year, and finally make it after the quest of *Witch Hunt*.
	+ The reason the Warden isn't seen in *Dragon Age: Inquisition*? They're looking for a way to avoid the Calling. The tone of the letter they send suggests they see the impossibility of this as a mere *inconvenience*.
* Did You Just Punch Out Cthulhu?: There are a number of powerful horrors that The Warden can take down before, and after slaying the Archdemon and end of the game. Unless you disagree to Morrigan's Dark ritual, then The Warden will be dead. In *Origins* there are two Optional Boss Fights that take place before the Point of No Return, specifically Flemeth and Gaxkang the Unbound. In *Awakening* you take down the The Mother, (potentially) The Architect, and (again potentially) The Queen of the Blackmarsh. In *Golems of Amgarrak* there's the Harvester, and in *Witch Hunt* there's the Varterral.
* Disappeared Dad:
	+ A male Dwarf Noble can be this to a child he conceives with one of the casteless Gold Diggers encountered during his origin story. He does come back later, of course, but his status being what it is, the mother of his child isn't exactly thrilled to see him. Additionally, by the time the Dwarf Noble (of either gender) returns to Orzammar, their father has died without ever seeing them again and may have been poisoned by little brother Bhelen.
	+ Male Wardens who perform the Dark Ritual with Morrigan end up becoming this, due to Morrigan leaving with their unborn child after the final battle is over, with the intention of never seeing each other again. This is possibly averted at the end of *Witch Hunt*, however, since after reuniting with Morrigan, the Warden can elect to reaffirm their relationship and plan to meet their child, passing through the Eluvian to parts unknown.
	+ The Dwarf Commoner's father left for the surface when they were young.
	+ The Dalish elf's father was killed before they were even born, and their mother wandered away one night to die of grief.
	+ The Mage, like most Circle mages, was taken from their parents as a child and possibly has no memory of either of them.
* The Dreaded:
	+ The Warden becomes this to Loghain and Arl Howe, the latter *particularly* if they're the Human Noble.
	+ During "Unrest at the Alienage", when the Warden runs into a bunch of Tevinter slavers and tells them who they are: Guard: Oh no! I've heard of *you!*
	+ In *Awakening,* simply informing a group of kidnappers that you're the *Commander of the Grey* is enough to reduce one into to a gibbering wreck that he's dealing with the one to slay an *Archdemon*. Further intimidation causes half of the bandits to run away, and one decides he'd rather *jump off a cliff to his death* rather than have to face the Warden.
	+ In *Awakening,* many nobles dread the Human Noble Warden's retribution after Howe's treachery against the Cousland Family. Is especially lampshaded in how Lord Eddelbrek is quick in mentioning that he had nothing to do with Howe's actions.
* The Drifter: For the Grey Wardens, it's practically their *raison d'être*.
* The Dutiful Son:
	+ The Couslands taught the Human Noble to *always* do their duty. King Aeducan similarly invokes this almost word-for-word when the Dwarf Noble is proclaimed Orzammar's newest Commander during their Origin.
	+ The City Elf can be played this way too, if you choose respectful dialogue options when talking to your father, showing that you've taken his lessons about putting family and the well-being of other elves first.
	+ The Dwarf Commoner can be played this way, but since your mom is an ungrateful abusive drunk, it doesn't do much good. If you choose not to be one, she unfavorably compares you to your older sister Rica, asking why you aren't more like her.

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* Enemy Mine:
	+ The Dwarves and Dalish Elves can potentially be played this way regarding Ferelden in general, as you have technically no interest in the kingdom's problems and can play it as being only concerned with the darkspawn menace against your own people. Loghain: Pray our King is amenable to reason. Dalish/Dwarf: The Dalish *have no Kings.* / He's not *my* King.
	+ It's also possible to pull this off if you play as an unlawful mage: refusing to sell out Jowan, rejecting the Circle's teachings and embracing Morrigan's philosophy of allowing the old magics to prosper. The Knight-Commander is not at all happy to see you again and the Circle pulls itself together again to fight the darkspawn less because they like you and more because the Blight will kill them all if they don't.
* Empowered Badass Normal: As a warrior, you can gain access to the slightly mystical Templar and reaver specializations, and even more in the expansion. Avernus' blood draughts also give a warrior or rogue upgraded abilities.
* Even the Girls Want Her: The women who love/lust after the PC are not limited to love interests or even her own race, which is somewhat uncommon in Ferelden nowadays.
* Even the Guys Want Him: The men who love/lust after the PC are not limited to love interests or even his own race, which is somewhat uncommon in Ferelden nowadays.
* Everyone Calls Him "Barkeep": Despite having established surnames for every origin, only two of these ever seem to get used: Cousland for the Human Noble and Aeducan for the Dwarf Noble, since both are tied to the main story. The other names - Amell for the Human Mage, Surana for the Elf Mage, Brosca for the Dwarf Commoner, Tabris for the City Elf, and Mahariel for the Dalish Elf - appear only in the character creation screen.
	+ However, if you play *Dragon Age II* and import a save with a Dalish Warden, both Merrill and Marethari talk about Mahariel, since they are from the same clan, and were involved in the events of the Dalish Origin.
	+ Similarly, if the Warden in an imported game was a Human Female Mage (an Amell, Hawke's second cousin), Cullen remembers her fondly. If the Inquisitor in the third game is a mage, Cullen may speak to them about Amell as well.
	+ In *Awakening*, Sigrun is amazed to meet the Dwarf Commoner, as apparently Paragon Brosca has become a Folk Hero among the Dusters.
	+ Lampshaded in the second game, if Teagan says that "the Hero of Ferelden" is back in Denerim, Alistair mutters, "S/he has a name, you know!"
* The Exile: The Dwarf Noble is exiled from Orzammar at the end of their origin. Upon their return to Orzammar later in the game, the guards only grudgingly let them return due to their membership in the Wardens. The Human Noble is also effectively this, since returning to Highever would almost certainly be a death sentence while Howe is running the place.
* Fantastic Racism: Mage and/or Elven Wardens are *often* on the receiving end of this, as are Dwarven Wardens (though more rarely). The Dalish and Dwarven Wardens can display this, though slightly more prevalent in the former given the rather *complicated* history between the races of Elves and Man. The City Elf can get in on thus too, being rude to any number of human authority figures. Could be that being a Warden finally gives the Elf license to backtalk the humans who've held them down for ages... or you can get just as belligerent with Duncan when you first meet him.
* A Father to His Men: The Warden spends almost as much time guiding their followers through their *personal* demons as they do fighting *actual* demons.
* The Fettered: Can be played this way.
* Fighter, Mage, Thief: Your class options via Warrior, Mage, and Rogue.
* Fighting for a Homeland: The Dalish Warden can be granted the Hinterlands for their people to settle, as their boon for stopping the Fifth Blight.
* Figure It Out Yourself: The Warden can be played as doing this with companions. Particularly noticeable with Alistair; if you convince him to take the throne, despite his reticence, he proves to be a *great* leader.
	+ Also noticeable with a romanced Morrigan, where the Warden's dialogue implies that he has been aware of her feelings for a *long* time, but has patiently waited for Morrigan to notice the penny drop.
	+ The Warden says this verbatim when Loghain openly asks why you didn't take him with you to kill the Archdemon, since he assumed this was the Warden's reason for making him go through the Joining.
* Folk Hero: According to Sigrun in *Awakening*, the Dwarf Commoner apparently became one amongst the Casteless, being the lowly Duster who defeated Orzammar's finest warriors in a Proving, became a Warden, then was even made into a *Paragon*.
	+ By the second game, the Warden is commonly referred to as "the Hero of Ferelden."
	+ One of the epilogues reveals that Bevin, the little boy in Redcliffe, grows into a famous adventurer and often regales his companions with the tale of how the Warden came to Redcliffe, took up his grandfather's sword to fight off an army of undead, then returned it to him.
	+ If Lloyd dies in the fight against the undead, Bella inherits his tavern and renames it "The Grey Warden's Rest," though in the years to come, travelers find it hard to believe the "tall tales" of the Warden's exploits recounted there.
	+ In *Awakening,* you meet an individual calling themselves the "Dark Wolf" in Amaranthine. If you did the very quests in *Origins*, you get to call him out that he's *not* the real "Dark Wolf," because *you are!*
* For Want of a Nail: The Warden surviving the Joining is a pretty crucial nail. If the Warden survives the Joining, the story plays out as normal. If the Warden doesn't survive the Joining, Ferelden loses to the Blight. This is illustrated by the DLC *The Darkspawn Chronicles*, in which the Warden does not survive the Joining and Alistair has to run the show.
* Friend to All Children: Depending on the player, the Warden can be this. There are a few opportunities to do things like give money to orphaned children and protect a child from a demon who wants to possess her.
* Friend to All Living Things: The Warden can also be played this way. They have the opportunity to save the lives of several mabari warhounds during the battle at Ostagarnote , and in the Dalish camp they can resolve a life-threatening situation with one of the halla.
* Friendly Enemy: The Mage Warden can invoke this several times towards Jowan. Despite making it clear that you haven't forgiven him and you're not really friends due to his Blood Magic, several dialogue options refer to him as "Old friend" and letting him go during Redcliffe leads to his successful Heel–Face Turn in the (sadly bugged) quest, "Jowan's Intention".
	+ The Dwarf Commoner can similarly express this towards Leske upon their return to Orzammar, after learning that he's sold you out to the Carta and is now The Dragon to Jarvia.
	+ Dwarf Nobles who side with Bhelen tend to veer between this and Enemy Mine.
* Gaydar: The Warden's functions with 100% accuracy, ensuring that they will never hit on a member of the same gender unless such an individual would at least potentially be receptive.
* The Ghost: What the Hero of Ferelden becomes if they survive the events of the first game.
* Girly Bruiser: A female Warden who beats the snot out of darkspawn in hulking armor who then turns around and fawns over shoes and hairstyles with Leliana definitely counts.
* Glory Seeker: A Dwarf Noble can be played as being very invested into personal glory and house glory in the prologue. The Human Noble, likewise, can be played as wanting to go to Ostagar with their father and brother, either because of misgivings about them being able to take care of themselves or finding it unfair that Bryce and Fergus get to ride off and fight for honor and glory beside the King while they're stuck home tending to the castle.
* The Gloves Come Off: The Mage Warden, due to having lived for most of their life under the restrictions of the Templars. After becoming a Grey Warden, the Mage Warden is free to demonstrate just how truly powerful they *really* are.
* Good Bad Girl: Can be played as such. One response to Alistair's "licked a lamppost in winter" query is quite vividly phrased in a manner to declare that she decidedly *has,* many times.
* The Good Chancellor: Depending on who ends up on the throne, a particularly honorable Warden can become this to Alistair and/or Anora.
	+ In *Awakening*, the Warden can become this as the new Arl of Amaranthine.
* Good Is Not Soft: More Heroic Wardens, in particular, seem to excel at delivering Cruel Mercy to people.
	+ A good example is Nathaniel Howe in the *Awakening* expansion. He tried to break into Vigil's Keep in order to kill the Warden. Moreover, if the Warden is the Human Noble, Nathaniel is the son of the man who massacred the Warden's entire family. The Warden can decide that the most fitting punishment of all for him is... to make him become a *Grey Warden*.
	+ Also from *Awakening*, you are required to pass sentence on a man who stole in order to feed his starving family. The best result comes if you make him join the army.
* Good Parents: If the male Warden romanced Morrigan and fathered Kieran, then (according to her commentary in *Inquisition*) he's an absolutely awesome dad. Morrigan: Kieran misses him greatly.
* Guile Hero: You have to play the game to truly understand the freedom it gives you.
* Handsome Lech: Potentially. A frightening amount of possible interactions with members of the opposite sex (and even a few of the same sex) allows the Warden to hit on them, if not outright sleep with them. Heck, a female Human Noble can even hit on *Duncan*, though he demurs.
* Happily Married: Heavily abundant in the Human Noble origin story. Your parents are this, as well as your older brother Fergus and his wife Oriana. Unfortunately, the Origin doesn't end well for most of them.
	+ This is the fate of a female Human Noble who romances Alistair and becomes Queen during the Landsmeet. An ending slide shows that the people of Ferelden are utterly charmed by their happy marriage.
	+ Surprisingly, *Awakening* shows that Anora and male Cousland seem to have developed an amicable relationship, and the final epilogue slide states that when he returns to Denerim, even Anora is glad to have him back.
	+ While not technically married, the Warden and a romanced Morrigan develop this kind of relationship, complete with the Warden receiving a ring from her, although at first both are quick to ruthlessly deny it. Lampshaded in *Witch Hunt*, when Ariane comments that the Warden often idly plays with the ring Morrigan gave him when he thinks no one is looking, before asking if her knowledge about couples in Thedas exchanging rings is accurate. By the time of *Inquisition*, if they reunited at the end of *Witch Hunt*, they've pretty much given up pretending.
* The Heart: Can be played this way.
* Heartbroken Badass: A male Warden who romanced Morrigan or a female Warden who romanced Alistair, if he dumped her or died for her may come across as this in the expansions and epilogue slides. Any of your companions if you romance them and then go die yourself.
* Head-Turning Beauty: Everyone wants the Warden. Seriously. No matter how long you spend beating your character with the Ugly Stick in Character Creation, he or she (especially she, and especially if she's a human) will constantly be referred to as drop-dead gorgeous.
* The Hero: In the job description for a Grey Warden, and during a Blight that goes double. You'll one-up even the great accomplishments of the other Wardens, ending the Fifth Blight so quickly and so effectively *people outside Ferelden doubt there even was a Fifth Blight!* The most common epithet the Warden is known by in post-game content is "the Hero of Ferelden."
* Heroic Seductress: If playing a female Warden, this is possible as the warden has the option to flirt with and seduce a surprising number of NPCs.
* Hero with Bad Publicity: Played with. Despite Loghain's claim that the Grey Wardens are responsible for the King's death, the only people who really believe that, and subsequently antagonize you, are either Loghain's men or mercenaries/desperate refugees with their eye on your bounty. There are some people gossiping in various settlements, but their opinion seems to fluctuate from moment to moment.
	+ Subverted for the Human Noble. Arl Howe also attempts to tarnish the Human Noble's family name by claiming the Couslands were killed in a failed rebellion to seize the throne for Orlais. However, if the Human Noble Warden speaks to other nobles prior to the Landsmeet, it becomes clear that almost *no one* actually believes this.
	+ Played straight in *Awakening* if you start off fresh as an Orlesian Grey Warden. Everybody in Ferelden will hold your Orlesian heritage against you. It's understandable, since Ferelden just freed itself from a brutal occupation at the hands of the Orlesians a scant few decades ago, only for an Orlesian to become the new Arl of Amaranthine. Depending on how you play the game, their mistrust can be justified.
* He Who Must Not Be Seen: The Warden's actions had a very notable impact on *Dragon Age II*, and they will get brought up directly by Varric and Cassandra, indirectly by Flemeth, and by mention on the loading screen. Depending on your playthrough, they can also be mentioned by Anders, Merrill, Isabela, Bethany, Cullen, Nuncio, Bodahn Feddic, Zevran, Alistair, Leliana, Nathaniel Howe, Sophia Dryden, a letter found in the Wounded Coast, an ex-werewolf, several Codex entries, and Hawke themself. Despite this, the Warden never shows up in that game.
	+ In *Inquisition*, the Warden is occasionally referenced and, if a certain sidequest is done (and the Warden is alive), even writes a letter to Leliana, but never actually shows up in person. They are on a quest to cure the Wardens of their Calling.
* Hope Bringer: All you have to do is flash the Grey Warden credentials to get most people to listen to whatever you have to say. Of course, it's up to you whether or not you want to fulfill the spirit of this trope.
	+ By the time of Dragon Age: Inquisition, it's quite possible for Dagna the Arcanist to describe the Warden in such a way. Dagna: It was a dark time. There was one light.
* Hypercompetent Sidekick: More or less ends up as this at the end to either Alistair or Anora. They lead the kingdom and deliver the Rousing Speeches, the Warden leads the armies.
* I Did What I Had to Do: Ruthless but well-meaning Wardens will find themselves adopting this as their creed.
* I Will Find You: At the end of *Origins*, a male Warden who romanced Morrigan can state his intention to set off in search of her, although this gets interrupted due to the events of *Awakening*. He finally succeeds in catching up with Morrigan during *Witch Hunt*.
	+ If romanced, it adds an interesting subtext to the fact that one of his first acts as Warden-Commander was to send scouts to watch over the Korcari Wilds for a year. While officially it's because they were hunting down the last darkspawn stragglers on the surface, it's mentioned the scouts were *also* given Morrigan's description and told to closely watch Flemeth's hut on the off-chance she might return.
* Informed Attractiveness: Even if you make a Warden that looks like the uglier cousin of The Phantom of the Opera that fell down in a vat of acid and has mismatched hair and eyebrows, everyone you ever meet will find them especially attractive.
* In-Series Nickname: Nearly everyone refers to the PC as "the Warden." It's a logical enough nickname, but it comes off a little bit strangely given that they aren't *the* Warden - there are two.
	+ Dialogue with Wynne implies that the Human Noble is known as "the last of the Couslands."
		- Which is about the same as above, because Fergus is still alive.
	+ In *Dragon Age II* and *Dragon Age: Inquisition*, the Warden is known as "the Hero of Ferelden".
* Interspecies Adoption: Played straight with the Elf Mage Warden, who has grown up in the Circle raised and tutored by human and elf—though primarily human—mages while being an elf themself.
* Interspecies Romance: A Dwarf Warden who enters a romance enters this by default since none of the other love interests are dwarves. An Elven Warden also enters this if they romance anyone but Zevran, since Alistair, Morrigan, and Leliana are all human. Or have at least one human parent, since Alistair is elf-blooded. A Human Warden likewise enters this if they romance Zevran.
* It's All My Fault: Every origin has an event happen for which the Warden can blame themself. During the "Urn of Sacred Ashes", the Warden undergoes the Gauntlet, where they can confront these feelings of guilt or deny having them.
* It's Personal:
	+ The Human Noble vows revenge on Arl Howe for the brutal murder of their entire family.
	+ The City Elf can bear a grudge against Arl Howe for leading a long and brutal purge against their alienage. They can even recognize him on first meeting as the one who's been slaughtering their people.
	+ The City Elf Warden's Origin can have the Warden cut a bloody swath to and take revenge on Vaughan, for abducting the brides and bridesmaids in their wedding (including the Warden herself if female) to be beaten, raped, and (likely) killed, and then for successfully raping their cousin.
	+ The Mage Warden can appear to display this towards Uldred for his atrocities in the Circle Tower.
	+ An Aeducan Warden supporting Harrowmont against Bhelen can have this as the primary motivation.
* Kleptomaniac Hero: You can enter any dwelling and help yourself to anything that isn't nailed down, even if you need to pick locks in the process. Unlike pickpocketing, this never antagonizes the inhabitants, with *very few exceptions* (these being if the person who owns the place is afraid you will find the dead body they're hiding).
	+ The Mage origin ends with your senior mage asking you if you took anything from the dungeon you were just in. Tell the truth, and he'll take away a staff you took.
	+ Also, getting caught pickpocketing in Denerim will spawn an army (not an exaggeration) of angry guards while you travel from one point of the city to another.
	+ There is at least one instance where there actually are consequences for looting, even though it's not pickpocketing. Taking Zathrian's songbook before "The Nature of The Beast" is completed will eventually trigger a random encounter with a *very* pissed off Dalish archer.
	+ If you hesitate to accept Zevran's gift to you during his romance arc, he'll lampshade it, asking why there's a problem with it when you've picked up every *other* shiny object you've come across in their travels.
	+ In *Inquisition*, Sera will offhandedly comment that "Wardens were an excuse for your stuff to go missing", implying they had a reputation for this trope (and the Red Jennies took advantage of that).
* Knight in Sour Armor: Can be played like this. A natural fit in particular for an elf - even if you're a Dalish who regards the Grey Wardens and Ferelden as an Enemy Mine situation at best, every human assumes you care about their kingdom.
* Lady and Knight: Can be on both ends of this.
	+ If male and romancing Morrigan, he acts as either a White Knight or a Black Knight to her Dark Lady, vowing to protect her and even killing a dragonnote to save her. And then he spends a year looking for her.
	+ If female and romancing Alistair, she's still technically a Knight, but Alistair *acts* like the White Knight to her Bright Lady. It's particularly pronounced if she's a Cousland or an Aeducan.
* Lady of War: Again, the female PC.
	+ The Female Dwarf Noble is noteworthy as the Origin *begins* with their being declared Commander of Orzammar's Army, a position that various dialogue shows is *very* much deserved.
	+ The Female Human Noble first gets lightly scolded about this by her mother, who wants her to get married and thinks this might be getting in the way. She later gets this lampshaded, albeit mockingly, by Arl Howe: Howe: Well, well. Bryce Cousland's little spitfire. All grown up and still playing the man!
* Large Ham: The Warden never outright chews the scenery, but there are some dialogue options that teeter on the edge. This is only exacerbated by some of the voice sets (such as Violent) whose lines can range from snarky to completely hammy.
* Last of His Kind: While there are other Grey Wardens in the world, they and Alistair are the only ones left in Ferelden and thus the only ones close enough to end the Blight in a timely and decisive manner.
	+ The Human Noble Warden becomes the last member of House Cousland. At least until their brother is revealed to be alive after the final battle, and may become it himself if his sibling performs the Ultimate Sacrifice.
	+ The Dwarf Noble becomes the last Aeducan (aside from distant cousins and Bhelen's son by Rica Brosca) if they put Harrowmont on the throne, as Bhelen will attack and be killed by his sibling.
	+ The Dalish Warden will become the last survivor of the Sabrae clan if they survive the events of *Origins*, and later in *Dragon Age II*, Hawke is both unable to talk the clan down and has to slaughter them all in self-defense and later kills Merrill (Hawke's companion and the only other survivor).
* The Leader: Can run the entire gambit.
* Like a God to Me:
	+ Some of the bits of party banter show that with high enough approval rating, the other party members feel this way about the Warden. Zevran calls them "an object worthy of worship."
	+ In *Awakening*, if Alistair is king and married to the human female noble, he fondly notes that "I married an indestructible goddess."
* Like Brother and Sister:
	+ The female mage PC and Jowan. He even mentions that he considers her his sister.
	+ The relationship between any Warden and a non-romanced companion of the opposite sex can be played out this way.
* Like Parent, Like Child: The Human Noble and Dwarf Noble are heavily implied to greatly take after their fathers. The City Elf is said to be very similar to their mother.
* Living Emotional Crutch: Various epilogues and the *Darkspawn Chronicles* DLC show that the group falls apart after the death of the Warden. They drift apart rather quickly even if the Warden survives to the end, but it's just because they each have things they want to do.
* Living Legend: The Warden becomes one during *Origins*, and the extent of their fame can be seen as part of the landscape of *Dragon Age II* and *Inquisition*.
* Love Hurts: Oh, does it ever.
	+ If a female Warden romances Alistair, he will most likely dump her if he's made king. Whether he does or not, she then has to convince him to sleep with a woman he hates to conceive a child so they both can live; if she doesn't, one of them faces certain death. If she brings him with her to kill the Archdemon, he takes the choice out of her hands. And, as of *Dragon Age: Inquisition*, if Alistair is a Grey Warden, he may *also* die while she's off searching for a cure so they can be together.
	+ A male Warden who romances Morrigan has to deal with knowing she was planning on just using him to rebirth an old god. Literally the day after they conceive the baby, she leaves and he has to spend a year not knowing what happened to her or their child. And again, thanks to *Dragon Age: Inquisition*, she may end up being eternally bound to Flemeth.
* Loved I Not Honour More: Wynne lampshades this, reminding the Warden that they *will* have to put their duty as a Grey Warden ahead of their romance when it comes to saving the world.
	+ If the female Warden is in a romance with Alistair, even *Morrigan* brings this up in party banter, pointing out to Alistair that "fraternization" between two Grey Wardens could be problematic if they ever have to choose between saving Ferelden or saving each other.
	+ By *Awakening,* even if the Warden previously decided to travel with their chosen love interest at the end of *Origins*, they are back in the fray serving as Warden-Commander of Ferelden only *six months later*. Yes, even if she is the Queen!
	+ Potentially subverted in *Witch Hunt*, where if romanced, the Warden can decide to leave with Morrigan and enter the Eluvian to meet their child. Of course, one could argue that since it's been a year since the end of the Blight and Ferelden is at peace, there is simply no need for the Warden anymore.
		- Another interpretation is that as a Warden, he is duty-bound to watch over the child and the Old God soul it carries. In this, he is taking full responsibility for having performed the Dark Ritual to save his own life and knows full well that if it shows signs of being malevolent, he may potentially have to slay his own child... not to mention the Old God inside of it *again*.
	+ Also subverted if Zevran is romanced. The Warden pretty much runs off to Antiva to reunite with him not long after defeating The Mother and joins him in his effort to dismantle the Antivan Crows.
	+ Further subverted if they're the queen, prince-consort or chancellor of Ferelden as they'll permanently return to court to resume their duties after *Awakening*.
* Magic Knight: Mage Wardens can become *Arcane Warriors*.
	+ Warriors can become a *Reaver* and inverted as a *Templar*.
* Manic Pixie Dream Girl: A female Warden can come off as this if the player tends towards the more snarky and quirky dialogue choices and goes out of their way to do things like break Zevran and/or Alistair out of their shells.
* Manipulative Bastard: You can be an utter douche, kicking dogs, desecrating holy artifacts and supporting crazy dwarves while still having all your most noble companions falling in love with your every word. Just make sure you have a good (and sometimes *really* good) coercion rank, a lot of gifts, and careful consideration of who you bring along with you and when.
* Magnetic Hero: You can also be this.
* Massive Numbered Siblings: The human mage Warden is one of five siblings. The other four are also mages and were sent to different Circles.
* Meaningful Name: Quite a lot of the Warden's default names and they can be remarkably appropriate.
	+ The Dwarf Noble's last name is Aeducan, deriving from the dwarven word *Aeduc*. While the precise translation hasn't been revealed, clues hint that it likely means either "Shield" or "Stone". Further, the male Dwarf Noble's default name is Duran, a Norman name which means "Enduring" - thus, the character's default name means "Enduring Shield" or "Enduring Stone," either of which is entirely appropriate for his position in society. The female's instead is Sereda, a variant of Zereda, a Hebrew name meaning "Fortress"; so her default name means either "Fortress Shield" or "Fortress Stone."
	+ The default name for the male Dalish Warden is Theron, which means "Hunter". The surname is Mahariel, which some name definition sites indicate means "Swift;" if so, then Theron Mahariel means "Swift Hunter". The female Dalish Warden's name, Lyna, instead means "Tender", so she is "Tender Hunter".
	+ The Male City Elf's default name is Darrian, a variant of the Persian name *Dariush*, meaning "Rich and Kingly" - quite fitting for a character who eventually becomes the overall leader of the Grey Wardens. The female's is Kallian, a variant of an Irish name meaning "slender and fair".
	+ The Human Noble's last name is Cousland, which is derived from the Gaelic form of *absolom*, meaning "Peace." The Couslands have been the Big Good of Ferelden since before Ferelden actually existed. The female default name is Elissa, meaning "Oath," so her default name is "Oath of Peace"; alternately, Elissa can also mean "Wanderer", thus making her "Wanderer of Peace". Whether the name suits her is up to the player, of course. In a slightly darker sense, the default male name is Aedan, a variant of an Irish name meaning "born of fire", making his full name essentially "Born of Fire, Peace".
	+ The default name of the male Human Mage is Daylen, an English name meaning "to divide, share"; the female's, Solona, instead is a Greek name meaning "Wisdom". The surname Amell may mean "Power of an Eagle", which is very fitting considering that they're not-too-distantly related to the Hawke family.
	+ The default name for the male Elf Mage is Alim, meaning "learned", "expert", or "scholar" in Arabic, befitting the quality education mages receive and the general badassery of Wardens. The female's, Neria, means "Lamp of God" in Hebrew; this fitting since many characters mention in this game and later ones that the Warden was a light in the darkness.
	+ The Male Dwarf Commoner's name, Faren, is a French name and variant of *Ferrant*, meaning "Iron-Grey", which leads to a dwarf essentially named "Grey" joins the Grey Wardens; the female's name, Natia, is a Georgian name meaning "Light, Bright".
* The Mistress: One outcome of Alistair's romance - the non-Human Noble Warden can become this for him if he's hardened and king. (The Human Noble can, too, but she also has the option to marry him and become queen.)
* Mistaken for Gay: Possibly for a female Warden. Gossips in *Witch Hunt* seem to think that the female Warden is gay/bisexual and something happened between her and Isabela, even if no such encounter took place and the Warden was played as completely straight or asexual.
* Modest Royalty: The Dwarf Noble can be played like an amiable person who doesn't look down on people below them, and who only plays along with the dwarven caste system and all its restrictions because dwarven society expects it of them. Younger brother Bhelen is this way as well, having a surprising lack of disdain for the casteless. Older brother Trian, on the other hand...
	+ The Cousland family counts as well, as seen with the Human Noble. While they are the most powerful and respected noble family under the actual royal family, they still frequently talk to each other and allies informally. The Human Noble often has the option to ask other Nobles to just use their given name in lieu of a title when they recognize you as being a Cousland.
* Morality Chain: Jowan is implied to be this to a Mage Warden who acts like a remorseless jerkass to everyone (including him) but still willingly risks their life to free him. Notably, you can tell First Enchanter Irving and Knight-Commander Greagoir afterwards that you'd do it again even knowing Jowan's deception and abandonment, and later you have the chance to save Jowan in Redcliffe.
	+ Rica can easily be played this way for a Dwarf Commoner Warden. The Dwarf Commoner Origin gives plenty of opportunities to "rub everyone's noses in how you're the meanest thing with a blade," yet show unconditional love to your older sister. If you're a complete bastard to everyone else but make it clear you're only obeying Beraht, joining the Wardens, and/or supporting Bhelen for her, Rica can easily come across as the only reason the Dwarf Commoner hasn't descended into complete self-serving thuggery.
* Morality Pet: The Warden can be this for the more morally-dubious characters (like Morrigan and Zevran) should he or she befriend or romance them.
* Mr. Exposition: In *Witch Hunt*, the Warden has several dialogue options that allude to their previous visits to various locations and allow them to explain important plot elements. Justified as Finn and Ariane weren't around to witness any of these things, while Dog, who *was* there for most or all of them, naturally isn't able to speak of them.
* Muggle Born of Mages: The Dalish Warden, whose father is mentioned as having been the Keeper of the Sabrae Clan before Marethari.
* Multiple-Choice Past: Surana alone doesn't have a clearly defined past of all the Wardens (Amell didn't either, until their past was retconned in *DA2*), since they were brought to the Circle young. Surana can tell Eadric in the Circle library that they're from Highever, Denerim, Lothering, or else that they don't remember, but otherwise it's left to the player's imagination.
* My Significance Sense Is Tingling: The Joining allows all Grey Wardens to sense Darkspawn. Warden: Warden-senses tingling.
	+ If the Warden has the Templar specialisation, a conversation with Ser Otto reveals the Warden also has the ability to sense demons.
* Mythology Gag: In *Awakening*, you are now called Warden-Commander - similar to what they call that other guy from that other Bioware game. It also sounds similar to the Knight-Commander of Crossroad Keep.

   N-Z

* Never Accepted in His Hometown: Except for the Dalish Elf, each Warden initially suffers this as a result of their respective Origin. The Human Noble's home was seized by Arl Howe, the Dwarf Noble was exiled from Orzammar, the City Elf and the Dwarf Commoner were wanted criminals in Denerim and Orzammar respectively, and Templars are not particularly thrilled to see the Mage Warden again.
	+ Played for Laughs in *Witch Hunt*; while Finn recognises the Mage Warden immediately, he still launches into his lecture that just because they left the Circle to join the Wardens, defeated the Archdemon and saved the country, it *doesn't* give them the right to mishandle books in the Circle Library!
* Nice Job Breaking It, Hero: Depending on your options, this can definitely occur more than once.
	+ The Warden is indirectly responsible for the Mage-Templar War, having canonically recruited Anders and the Spirit of Justice in *Awakening*. This takes on a much darker tone after the events of *Dragon Age II* when Anders, who has become Justice's new host, ends up blowing up the Kirkwall Chantry in order to force a confrontation between the Mages and the Templars, setting up the means for *every* Circle in Thedas to rise up in rebellion. It's made worse by the fact that this was likely due to the Grey Wardens' philosophy teaching him that Utopia Justifies the Means.
* Noble Fugitive: If of the Human Noble or the Dwarf Noble origin.
* Noble Savage: Invoked about a heroic Dalish Warden by Leliana, who admits to being glad the stories of Dalish being savages aren't true and expresses her admiration of their people's closeness to the land. You can respond by pointing out the rather racist undertones to this, causing her to apologise for her rather sheltered worldview.
* Noble Top Enforcer: The Dwarf Commoner can be this in their origin as a high-ranking member of the Carta, with sufficient persuasion. The Commoner can politely negotiate for a bribe and let an embezzling smuggler escape to the surface; then, when Beraht confronts them about people witnessing the smuggler leaving the tavern alone after an exchange, they persuade him that they shook the guy down, handing over a *single* piece of lyrium as proof, then allowed him to leave Tapster's in view of the public so that when they pushed him into the lava out of view, no one would know.
* Not So Stoic: The Warden, who generally is given no expression in cutscenes, looks absolutely horrified after Duncan stabs Ser Jory, and will be visibly surprised at seeing Wynne collapse. In both cases, however, facial expressions are largely limited to the mouth, which can come off as Dull Surprise for the player.
	+ A Human Noble Warden looks completely heartbroken upon finding the dead bodies of their sister-in-law and nephew during the origin story, and any Warden looks genuinely distraught when the party finds Cailan's body in the *Return to Ostagar* DLC. Both of these are done much more believably than the above examples.
* Occult Detective: While the darkspawn are their primary concern, the Wardens do train themselves to be able to deal with *any* threat.
* Odd Friendship: With *everyone* in the party, aside from your fellow Warden and your dog. When your closest friends include a Qunari Warrior, a Stone Golem, the daughter of *Flemeth*, a member of the Antivan Crows, an elderly Mage kept alive by a Fade Spirit, a Femme Fatale Spy who had a Heel–Faith Turn, a constantly drunk Dwarf, and potentially the Fallen Hero who left your King to die and blamed your fallen comrades for it, it's worth considering the possibility that *you* are the odd person in this friendship. The Warden can lampshade it when recruiting the dwarf: Warden: Don't I have enough armed lunatics following me around already?
	+ The trait carries over to the Ragtag Bunch of Misfits recruited in the *Awakening* expansion. This includes a Howe who tried to murder you to avenge his father, an apostate mage on his seventh escape attempt from the Circle, a perky female Dwarf from the Legion of the Dead, a rather prickly Dalish First searching for her kidnapped sister, the corpse of a Grey Warden inhabited by a Spirit of Justice, and the return of the constantly drunk Dwarf.
		- Nathaniel Howe is a particularly Odd Friendship for a Human Noble Warden (or, to a lesser extent, the City Elf Warden), as he's the son of the man who murdered their entire family (or purged their alienage and sold their family into slavery). Giving the Howes a chance to redeem themselves seems to be a Cousland trait. However, unlike his predecessors, Nathaniel's actually a very deserving fellow and, if befriended, grows quite fond of the Warden-Commander, leading to arguably the least odd of the odd friendships.
	+ In *Golems of Amgarrak*, the party includes a Dwarf Beastmaster who is searching for his brother and the secrets of Amgarrak, his brother who went mad from what he found there, and a salvaged Runic Golem.
	+ In *Witch Hunt*, the party includes an impish Dalish warrior searching for an Ancient Tome stolen from her clan by Morrigan, and a bookish Circle Mage Afraid of Blood and dirt, as well as the return of your faithful dog, who's finally finished repopulating Ferelden's Mabari kennels.
	+ The recruitments of Zevran, Nathaniel, and potentially Loghain fall into this. As the Warden can casually remark in *Awakening*: Warden: You'd be surprised how many of my closest friends have tried to kill me at some point.
* Old Hero, New Pals: Imported Wardens in *Awakening* trade in one Ragtag Bunch of Misfits for another, with Oghren only staying due to his lack of screentime in the main game. It happens again in *Witch Hunt* as well, with just the Dog still around from the original group.
* One Degree of Separation: The Warden to the other "potential" Wardens from the other Origins.
	+ A good example can be found in the Dwarf Noble origin, where the first person encountered is Bhelen's secret concubine, Rica Brosca, the sister of the Dwarf Commoner. It's similarly implied that the Dwarf Commoner origin takes place a few days beforehand, with the Proving they won being voided after they were unmasked as a Casteless, leading to another being arranged in which the Dwarf Noble has the option to compete.
	+ Additionally, every Warden has one degree of separation from every other "potential" Warden in the form of Dog. Canonically, Dog is/was the loyal companion of the Human Noble; however, in the other five origins, Dog imprints on the Warden in question after the Human Noble died during/after the trek to Ostagar with big brother Fergus. This is implied by the kennel master, who observes that Dog formerly belonged to a young noble who died.
* Only Sane Employee: Given that the only other Warden in Ferelden is *Alistair*, the Warden frequently comes across as this. Or not, if you play your Warden just as snarky as Alistair.
* One-Man Army: The tales of the First Blight say that every Grey Warden is able to fight ten or twenty darkspawn at once. The Warden is The Dreaded because of this. Duncan states, if you ask about the danger of the Joining, that he wouldn't have recruited you unless he thought you could handle it, implying good Warden recruiters look specifically for people who have the rare fortitude that affords them a chance at surviving the ritual. While this doesn't directly translate into combat prowess, it certainly would help. All the potential Wardens were superlative badasses before they were recruited.
* Only Sane Man: Dialogue choices can have the PC repeatedly be the voice of reason amidst selfish political infighting and other craziness happening during a Blight.
* The Paragon: The Warden can be played as one.
	+ The Dwarf Noble or Dwarf Commoner Warden will be literally declared one by the Orzammar Assembly, becoming a "Living Ancestor."
* The Paragon Always Rebels: The reaction of many in Orzammar when the Dwarf Noble gets exiled for committing fratricide. Played straight if they actually *did* kill Trian, but subverted if they were merely framed for the crime.
* Parental Abandonment: With only a few exceptions, really bad things tend to happen to the Warden's parents in every origin, if they were even present at all:
	+ The *Human Noble* origin is the only one that starts out with both of the player character's parents alive and well; they are both likable, genuinely good people who clearly love their children and each other very much. Naturally, they both end up being brutally murdered by Arl Howe's forces.
	+ In either *Mage* origin, this is played completely straight, but is also well explained and justified. When a person is found to have magical ability, which they usually display at a very young age, then by law they must be shipped off to the Tower of Magi for the rest of their life; those of noble birth also automatically lose all rights to their parents' lands and titles. Very few mages will ever see or have any contact with their families again, and the player character is no exception. Some of the Mage Warden's dialogue can imply that Irving and/or Wynne have served as Parental Substitutes.
	+ The *Dwarf Commoner's* mother is an angsty, abusive and emotionally distant alcoholic. The player's father is never seen, but it is implied that he simply abandoned the family and left for the surface when the player character and their sister were very young.
	+ The *Dwarf Noble's* father plays a central role in the plot during the origin story, but after that he is never seen again, because when the player returns to Orzammar later on, they learn that he has already passed away. The player's mother is briefly mentioned in the past tense in a single line of dialogue with Lady Helmi, implying that she is dead - later confirmed when the subject comes up in a conversation with Morrigan; a Dwarf Noble player has the unique option of simply telling her that their mother died a long time ago.
	+ The *City Elf’s* mother was murdered by humans some time prior to the beginning of the story. Their father is still alive and well, and actually *doesn't* end up dying, but after the prologue he isn't seen again until very near the end of the story, because the Alienage is closed off and inaccessible for most of the game. If the player chooses to abandon Shianni to be raped by Vaughn in the prologue, he will completely disown the PC and refuse to speak to them ever again.
	+ The *Dalish Elf's* father was killed before they were born and their heartbroken mother disappeared sometime when they were small, leaving Ashalle as a Parental Substitute.
* Parental Favoritism: Actually on the *receiving* end if playing the Dwarf Noble Origin. In this case, it turns out the PC is actually favored child of the king, which leads to its Cain and Abel plotline.
	+ The Human Noble is also implied to be Bryce Cousland's favorite child; but unlike the Dwarf Noble's brothers, big brother Fergus doesn't seem to be remotely distressed by this fact.
	+ The Dwarf Commoner's mother Kalah is implied to favor their older sister Rica. As she's a drunken abuser who beat you two as children, still verbally abuses you now, and spends all her time drinking under the table while your sister noble hunts and you crack skulls for a smuggler to make ends meet, the DC isn't too bothered.
* Physical God: A dwarf Warden will always be unanimously proclaimed a Paragon at the end, essentially becoming the a living Ancestor - the closest thing dwarves have to gods.
* Pragmatic Hero: The Warden can be played as such.
	+ A good example of this is the "Trial of Crows" questline. While the Warden still has a price on their head and the Antivan Crows *never* abandon a contract, by agreeing to carry out assassinations on disreputable individuals for them, they will have earned enough favour that if the Guildmaster after them calls for aid in performing the hit, the other cells will be less inclined to agree.
	+ In *Awakening,* if the Warden decides to ally with the Architect, a difficult speech check allows them to justify their decision as being this, depending on whether any of the companions present objected. The epilogue reveals that while many of the other senior Grey Wardens also question this decision, they do notice the mysterious drop in darkspawn activity all across the Deep Roads as a result.
* Princess in Rags: The female Dwarf Noble and Human Noble origin. The Dwarf Noble is the exiled daughter of the King; the Human Noble's family is slaughtered and their lands and titles usurped.
* Protagonist Without a Past: Inverted. Every origin has a clearly-defined past, complete with friends and relatives that have their own part in the story.
* Proud Warrior Race Guy: The Dalish Elf and Dwarf Noble are given plenty of options to act like this.
* Punch-Clock Villain: The Dwarf Commoner, having been forced to work for the crime lord Beraht.
* The Quest: The Warden's quest is to end the Blight by destroying the Archdemon, and to unite Ferelden using the Grey Warden treaties so that there's an army to do it with. Along the way the player can complete this quest in whatever way, and with whatever kinds of companions, they choose.
* Rags to Riches: A City Elf can become the Denerim Alienage's first-ever bann; a Dwarf Commoner will be named Paragon and their family will live in Orzammar's Royal Palace if Bhelen is king; and any origin can succeed Loghain as Teyrn of Gwaren. In the Human and Dwarf Noble's cases, it's riches to rags and back again. For the Human Noble, it's especially so you become queen by marrying Alistair or prince-consort by marrying Anora.
* Refusal of the Second Call: Even if they survive, the Warden is never seen again after *Dragon Age: Origins*, despite the fact that the plot of Inquisition seems right up their alley. The Inquisitor can send them a letter asking for help, but they will reply that they are busy on their own unrelated mission.
* Retired Badass:
	+ Between *Origins* and *Awakening*, though it's only a Six Month Retirement.
	+ In *Witch Hunt*, since Ferelden is at peace, Amaranthine is prospering and the Blight is over, a male Warden who romanced Morrigan can decide that he is no longer needed. He can then choose to depart through the Eluvian with Morrigan to see their child.
* Revenge Before Reason: The Human Noble may invoke this numerous times when discussing Arl Howe.
* Riches to Rags: The Human Noble and Dwarf Noble are former royalty/nobility who lost most of their family members and became exiled. The Human Mage (and, as revealed in the sequel, their siblings) is also revealed to be this in the sequel, as their magic caused the prominent Amell family to lose political favour in Kirkwall.
* Right Man in the Wrong Place: All possible Wardens begin as well-trained but (mostly) unimportant figures, and rise to their station through skill and pure luck.
* Roaring Rampage of Rescue:
	+ The male City Elf Origin has your character going on one of these in order to rescue his betrothed and the other women taken. There's plenty of vengeance to be had against Vaughan and his men as well for killing Nola and raping Shianni, and in the case of the female City Elf.
	+ The mission to rescue Anora is a big one of these for the Human Noble or City Elf, in no small part due to the main bad guy of the mission being none other than Arl Rendon Howe, the bastard responsible for massacring the Couslands in the Human Noble origin, and leading a violent purge against the alienage for the City Elf.
* Rookie Red Ranger: Becomes the leader of the Grey Wardens of Ferelden one day after joining. Granted, it's just because the only other surviving Warden doesn't want the responsibility of leading, but still.
* Royal Brat: A Dwarf Noble can be this in spades. A Human Noble can be implied to be this too, but has fewer opportunities to show it.
* Royals Who Actually Do Something:
	+ As a scion of House Cousland, second-highest in precedence among the noble houses of Ferelden, the Human Noble is just one step under being a prince(ss) (and can actually become royalty by marrying Alistair or Anora). The Dwarf Noble *is* royalty, the second child of King Endrin Aeducan of Orzammar and the exiled former-Commander of Orzammar's Army.
	+ The Human Mage is also part of the Amell nobility of Kirkwall, but is unaware of this because mages are legally forbidden to hold titles.
	+ Wardens imported into *Awakening* automatically become this, being declared Arl/Arlessa of Amaranthine as part of their role as Warden-Commander.
* Schrödinger's Player Character:
	+ Generally averted. No matter which of the origin stories you choose to play, you'll come across hints in the main storyline that the others played out, with only the fact that Duncan happened to be around during your chosen origin story determining which of the potential player characters became the protagonist. Probably the most obvious example of this is the existence of Dog - unless you are playing the Human Noble origin, the kennel master in Ostagar will say that Dog used to belong to a young noble who died.
	+ The one time this is played straight is in the Magi origin. If the Warden is human, there is no indication that an elven mage from the Surana family is present, and if the Warden is an elf, there is no indication that a human mage from the Amell family is present.
* Seen It All: In *Awakening*, when Anders and Nathaniel bring up the strangeness factor of getting into fights with dragons, demons and darkspawn on a semi-regular basis, the Warden's dialogue seems to suggest that they really *have* stopped being fazed by it at this point: Warden: Stick around, this happens all the time!
* Sex God: Morrigan compliments the Warden for being such a... *virile* lover. Apparently it's a trait all Grey Wardens share, as she also mentions people telling stories about their "legendary stamina".
* Shut Up, Hannibal!: The Human Noble's defiant response during their final confrontation with Arl Howe. Human Noble: You lie, Howe. To yourself most of all. I am a Grey Warden! Howe: There it is, right there. That damned look in the eye that marked every Cousland success that held me back! It seems you have made something of yourself after all. Your father would be proud. I, on the other hand, want you dead more than ever.
	+ A City Elf Warden can calmly shut down his taunting over how he sees elves as animals by calling him a talking ass.
* Silent Protagonist: Inconsistently played straight; you can select your PC's voice from a short list, and sometimes hear comments in battle and exploration. But in any cutscene where the player has dialogue choices, the lines go unvoiced.
* Sink or Swim Mentor: Often can be seen as both this and Trickster Mentor in regards to Alistair, keeping him from falling apart after the loss of Duncan and the Wardens at Ostagar, as well as if they put him forward as King during the Landsmeet.
* Spare to the Throne: The Human Noble in their origin. While Bryce doesn't come out in say it, the reason he leaves the Human Noble in charge of Castle Cousland is to leave an heir behind if the worst happens at the Battle of Ostagar. Both Bryce and older brother Fergus plan to fight in the battle. This would also explain why Bryce is reluctant to have his younger child join the Wardens *before* Ostagar, but is willing to entertain the notion after he comes home.
* The Stoic
* Suspiciously Specific Denial: A male Warden can lapse into this frequently in *Witch Hunt* when Ariane asks about their relationship with Morrigan. Particularly interesting is the conversation when she asks if the Warden realises he unconsciously plays with the ring he was given by Morrigan, when he thinks no one is looking. Ariane proceeds to ask if her knowledge of the significance of two people sharing rings in human culture is accurate. Warden: We're *not* married, if that's what you're asking.
* Teacher's Pet: The star pupil, though he lacks the personality of a teacher's pet.
* Troll: Just like that other Bioware fantasy protagonist, the Warden gets some troll-ish dialogue of the nasty variety. Warden: Sounds like a deal. The treasure for your freedom. Treasure Hunter: Thank you! My life is worth more than this. Take the blasted thing! Warden: And now you die anyway. *[pushes him into a lava pit]*
* The Unfettered:
	+ The Grey Wardens encourage their members to be this, and you can choose to fully embrace this mantra.
	+ One of the possible default histories for the Warden in *Dragon Age II* is appropriately titled "Ruthless".
* Unscrupulous Hero: The Warden can fall into this, particularly if you're attempting for 100% completion. Doing every sidequest will mean having to engage in murder, blackmail, assassinations, coverups, bribery and petty larceny. On the other hand, most of the people to whom you do all those things had it coming.
* The Unwanted Harem: Saying nice things to your party members can be enough to convince them that they are becoming your Love Interest. This can lead to awkwardness when one of the Betty and Veronica pair forces you to choose between them; sometimes, being forced into making that choice is the first time you'll even be aware of the situation.
* Villain Protagonist: Having materialistic motives for doing anything resembling a good deed.
* Weapon of Choice: Depending on your class, your Warden will have longswords, greatswords, shields, daggers, bows, crossbows, and staves from which to choose.
* Well-Intentioned Extremist: Particularly ruthless Wardens tend to exemplify this, seeking to end the Blight at any cost. Even a heroic Warden will fall into this in *Awakening*, if choosing to ally with the Architect at the end.
* World's Best Warrior: The Warden is legendary by the time of *Dragon Age: Inquisition*. Even as early as *Awakening*, several distressed characters immediately feel that their horribly bleak situations are going to be okay simply because the Warden has shown up. Because of this exalted reputation, s/he was Divine Justinia's first choice to lead the Inquisition. By that point, however, the Warden has disappeared to whereabouts unknown to try and achieve something most believe to be impossible (curing the inevitable corruption every Grey Warden will eventually endure). Every person who knows him/her shows absolutely no doubt that they will find a way to succeed at this seemingly insurmountable task.

1. He passed his exams and became a full-fledged mage at only age 15.
2. At age 17, he advanced to become an enchanter and, much to his dismay, is saddled with a dull and idiotic (compared to him) apprentice.
3. A year later, after brutally teaching his apprentice, who has passed to another teacher, he is made a senior member, the youngest yet.
4. After discovering a fellow mage was engaging in forbidden magic, he coerced him into teaching him as payment for concealing his crime, and the two go their separate ways.