For example, taking your sibling into the Deep Roads can end in a few ways. For this reason it's an option for pragmatic Wardens as well as those given to murder for murder's sake. Click on a playthrough state to see a small preview of the choices and heroes associated with that state. Criminal-minded (or mage-minded) Wardens may help a dwarf ship illicit supplies of lyrium to the Circle tower. Depending on how you go about things at the Landsmeet, Alistair could end up dead, estranged, or even become the king of Ferelden. The Warden can leave him to it or kill him, and if the latter then you're given a range of options for determining exactly what his mother is told. Killing him outright is the potential choice of a pro-Templar Hawke or a heartbroken mage supporter - or someone who, for whatever reason, really doesn't want to lose Sebastian. You also have a few options for freeing him: pick the lock, or persuade/intimidate the Revered Mother of Lothering's Chantry. In a later quest you help clear out a run-down house haunted by shades. Who doesn't like shops? This is because the universe course-corrects to ensure that the party always has a mage in it. You're asked to track down a young half-elven man who has just discovered his magic. And though it's awesome to be able to revisit the plot points in those games and transfer my story to Dragon Age: Inquisition, selecting my choices on DragonAgeKeep.com Tapestry exactly the way I did it in the previous games was a bit challenging. How you deal with him is an early barometer of your Warden's personality - ruthless, cruel, pragmatic, diplomatic, or simply willing to spend money to solve problems. Discovering a lost tome in the Deep Roads, you can either hand it over to them or sell it for coin depending on how merecenary you're feeling. This is therefore less likely to be an option for Wardens who were close to Alistair, but the ultimate compromise would likely be Alistair and Anora jointly ruling with Loghain surviving in disgrace, which can only happen if Alistair is hardened. Receive news and offers from our other brands? For this reason, a vengeful noble Warden might have him executed outright. In short: a good Warden will likely leave the Urn alone, while a bad Warden will get all up in them ashes (or whatever defiling ashes actually entails.). This will help ensure you don't get your playthroughs mixed up. So basically, my question is; Telling Sighard about him earns the Bann's support during the Landsmeet itself, but is otherwise a rather neutral decision. If Hawke blames Merrill, the clan lets them go - which is kind of a trap for pro-Merrill players who may be inclined to be more diplomatic. Unless you're roleplaying as a Warden in a hurry, you probably found him. In short: is the Warden friendly to mages and not an asshole? Future US, Inc. 11 West 42nd Street, 15th Floor, This is one of Dragon Age's most multifaceted problems, which is why you'll be asked this question over and over again for the next two games. The majority of players will be inclined to put Alistair on the throne, here, as he's a popular party member - but if you're roleplaying a ruthless Warden then kicking him out and marrying Anora yourself is an option. Afterwards she'll regret her obsession and destroy the mirror. There was a problem. In short: is the Warden friendly to mages and not an asshole? The main choice revolves around whether or not you free a sentient and malevolent darkspawn named Corypheus. Alistair can rule alone or with Anora if you opt for a political alliance; he can also rule alongside the Warden if she's a human noble. Do you trust imprisoned-for-their-own-good wizards to go it alone, or do you put your faith instead in their jackbooted jailors? The villain for most of the game, Loghain can be recruited if he's spared at the climactic Landsmeet - though this usually means killing or exiling Alistair. A brutally pragmatic Warden might take this approach. Really, it's about ethics. I presume that most players chose to fight because Isabella is one of the most fun characters in the game to have around, but a serious, no-fun Hawke might choose to give her up here. Easy to miss, this. His death is presumed to occur if Hawke ignores the quest, whereas saving him is guaranteed if you take it on. The dwarves in the Dragon Age world have a ton of problems. If recruited, he can survive the game or be killed defeating the Archdemon at the conclusion. © 2020 Electronic Arts Inc. On the eve of the final battle, Morrigan offers the Warden a chance to avoid the inevitable sacrifice of Grey Warden life that comes with killing an Archdemon. You can refuse, and if you help then you'll find that she's not exactly happy to see him. If you're not planning on choosing a custom Warden imported via the old BioWare Social Network website (see the Keep forums for more details) then the most important choice here is the Warden's origin and gender - class is secondary. There's a sick deer-like creature in the Dalish camp. Her father wants her to condemn the child to the Deep Roads. Another 'are you a dick?' Of all of the apostates that Meredith asks you to track down, Emile is the only harmless one. Spectres run across your field of vision and vanish. There's a sick Mabari hound in camp, and you can either ignore him or find herbs to cure him. You can also add a custom description and name to a playthrough state by clicking the pencil icons. Later on, the Warden may be forced to kill her if they opt to defile the Urn of Sacred Ashes. On the other hand, this means killing him in cold blood against the wishes of a powerful man. Please refresh the page and try again. Once it's loaded in the Keep, you can return to the Tapestry. 'Not making her angry' means forgiving her duplicity and helping her achieve her original objective; the opposite means you refused to trust her, even if ultimately Hawke still solves the crisis. At the end of Awakening you have the option to protect either the Warden stronghold of Vigil's Keep, or the city of Amaranthine, from darkspawn assault - though it is also possible to save both if you've been diligent about clearing sidequests throughout the game. Ultimately, you'll be asked to choose between the mages and Templars at the corrupt Fereldan circle tower. A fight is quite a likely outcome here, given what a tremendous asshole he is. Do you want a dog? If you're still mad at Morrigan for trying to get you to knock her up on the eve of the biggest battle of your life, you can stab her and watch as she stumbles back through the portal. The golden rule for not turning into a monster in Thedas is 'don't put that in your mouth you moron'. Alistair will ask you to find his sister in Denerim. The grimoire is an item that belongs to Morrigan’s “mother,” Flemeth. A Blighted former Warden commander with a shady history, Larius, implores you to free Corypheus and kill him once and for all. Nathaniel is a potential companion in the Awakening expansion. Regardless of your choice, you still must fight and defeat Corypheus. The hope is that it'll help you establish your world … If you help them to survive, that is. If you played Dragon Age: Origins or Dragon Age II, you probably remember your major decisions. If you don't resolve the quest, Saemus dies. If you'd prefer to receive the guide as a video - or even just listen to it like a podcast - you can find that right here: Skip to specific games by following the links below.