Justice

"What else am I if not a seeker of justice?"

Justice is a companion in Dragon Age: Origins - Awakening and a returning character in Dragon Age II.

Background
Not all the denizens of the Fade identify with darker emotions like rage and pride. Some embody the nobler qualities found in humanity: faith, hope, compassion, valor, and justice. Justice is not a name, it is an identity. A victim of magic gone awry, Justice has been torn from the Fade against his will and trapped in the body of a dead Grey Warden. Lost and disoriented, he seeks a guide to help make sense of this alien world and demonstrate what it means to be human.

Dragon Age: Origins - Awakening
{{SpoilerDAOA| Justice is first encountered in the The Blackmarsh Undying after finding Kristoff's body during Shadows of the Blackmarsh. He is located in the village that was abandoned, but in the Fade is a home for the spirits imprisoned by The Baroness. As spirits have no definite shape in the Fade, for visual convenience he takes the form of a fully armored (but transparent) templar. Justice asks the Wardens to aid the attack against the Baroness. The Warden can reject or accept. If accepted, Justice leads the villagers in breaking down the mansion gates and attacking the Baroness. If the Warden declines Justice does not push the issue, but should the Warden side with the Baroness instead, the spirit allies with the intelligent darkspawn the First and admonishes the Wardens for their decision. Regardless, Justice fights the Baroness on the balcony while the Wardens fight the First in the courtyard. After the fight, the Baroness sends everyone back to the mortal world by using the First as a source of power, killing him in the process. Justice finds himself housed in Kristoff's body and asks the Warden to kill the Baroness once and for all, for some reason not turning on the Warden if they blatantly sided against him. Once Justice finds the Baroness, the conversation leads to a fight in which the Baroness turns into a Pride Demon. After the battle, the Warden can ask Justice to join the party.

When returning to Vigil's Keep, Kristoff's wife, Aura, recognizes Justice as her dead husband and believes that a demon took over his soul. This begins the quest Justice for Kristoff which ends with Justice promising Aura that her husband will be avenged.

Unlike the other companions, Justice does not undergo the Joining as his host is already a Warden and being a spirit he cannot become a Warden on his own.

Epilogue
}}
 * If left to defend the Keep, and the Warden chooses to save the city of Amaranthine, Justice will fight valiantly, but, before the victory horn is sounded, a darkspawn sword removes Kristoff's head. It is unknown whether the spirit perishes or simply departs. At the least, Kristoff's wife, Aura, is finally able to claim her husband's ashes.
 * If Vigil's Keep is saved, Justice serves with the Order for many years, keeping in touch with Kristoff's wife, Aura, during his stay. Eventually however, Aura informs him that she can no longer tolerate her husband's rotting body. Justice bids her goodbye, and Kristoff's body slumps to the ground. Where the spirit goes, no one knows.
 * If Vigil's Keep is saved, and Justice's quest is completed, he will serve the Order for many years, fighting darkspawn resistance pockets; appearing at Aura's doorstep one day smiling, and fall over dead. It is unknown if the spirit completed his quest, or whether he died, or simply passed back into the Fade.
 * Once the darkspawn threat was ended, Justice left the Grey Wardens to pursue other injustices. Years later he appeared on the doorstep of Kristoff's widow and, smiling, simply dropped dead. Aura finally had a body to mourn. If the spirit remains alive, it has not shown itself.
 * If Vigil's Keep is not saved and Aura not visited in Amaranthine, Justice will stand in the ruins of Vigil's Keep looking in to the sun and saying "Now I know what to do." The ghost then disappears leaving behind the rotten body of Kristoff.
 * If not recruited, a mysterious figure in Grey Warden armor is occasionally seen in the marsh, erecting gravestones to honor villagers of old. In time, those sightings cease.

Gifts
Justice likes tokens that remind him of the Fade as well as items that provide insight into Kristoff's life.

Dragon Age: Origins - Awakening
Class: Warrior

Specialization: Spirit Warrior

Skills: Master Combat Training, Vitality

Starting Talents:

Warrior: Powerful, Precise Striking, Taunt

Spirit Warrior: Beyond the Veil

Shield Bash tree: Shield Bash, Shield Pummel, Overpower

Shield Defense tree: Shield Defense, Shield Balance, Shield Wall, Shield Expertise

Shield Block tree: Shield Block, Shield Cover, Shield Tactics

Plot skills
As you befriend Justice and gain his approval, he will gain additional skills:

Dialogue points
Below are the spots where you can initiate dialogue with Justice. On the PC, it can be hard to find the correct spot to click; make sure to hit "tab" and rotate the camera if it's not letting you click on it.


 * Vigil's Keep: The chest, right behind him.
 * The Wending Wood: The dead elf in Velanna's camp
 * City of Amaranthine: Statue in front of the Chantry

Quotes

 * "A world so full of beauty that beauty goes overlooked."
 * "Foul sorceress! You will release these poor folk and submit yourself to justice."
 * "On this matter, mortal. I think that my experience outweighs your valor." - Said regarding the Baroness.
 * "I am a spirit of Justice. I have watched for too long, and have seethed at the atrocities committed on these souls."
 * "These Darkspawn are a cancer in the heart of this world."
 * "A world ruled by order, static and unchanging. I like it!"
 * (To Sigrun) "I understand you are dead, dwarf, the body I inhabit is also dead.
 * (As Vengeance, to Templars) "You will never take another mage as you took him!"
 * (As Vengeance) "They will die! I will have every last templar for these abuses! Every one of them will feel Justice's burn!"
 * (As Vengeance) "Justice... answers to nobody!"
 * (About Torpor) "A demon of sloth. It exists to make men forget their purpose and their pride. Do not relax around it."


 * (If Hawke convinces Anders to give up his plan) Justice: "Leave! This does not concern you!"
 * Hawke: "This is Anders' decision, not yours!"

Bugs

 * The first time the Warden gains approval from Justice, it is possible to max the rating out and prevent any ability bonus. Sigrun appears to share the same bug.
 * workaround: Through conversation(s) bring Justice's approval lower than 90 - that should "activate" the plot skill; even though they still won't show up in the skill screen, you can see/compare Justice's constitution score and notice that the bonus is there. Then, through gifts and/or conversations you can max out his approval again (or, at least, get it higher than 90 again).
 * It is possible to get only +5 approval with his gifts, even personal ones. Velanna and Oghren appear to share the bug with fixed approval boosts of +5 and +6 respectively.
 * In order to not get the +100 approval bug with any of the characters, you need to do the "blight orphans" quests or "chantry board" quests, that give (dis)approval to a character, only after you recruit that character. For example, if you do the "From the living wood" quest that normally gives -1 approval to Velanna before actually recruiting her, that will get you the +100 approval bug with Velanna. Same goes for the quests for the "blight orphans". If you do quests that give (dis)approval to Justice or Sigrun before recruiting them, that will lead to the bug with them. (Tested on PC)


 * If you equip Justice with any defensive equipment (Helmet, Armor, etc.), and kill the Baroness, the equipment will disappear. For example, if you equip him with the Sentinel set that is found in the Blackmarsh and kill the Baroness, Justice will talk to you without it. With the Sentinel Set, the equipment might go back into the Iron chests. (Tested on PC, just with Sentinel set and no new weapons) (Edit: Corrections have been made based upon interpretation of this bug, as it was difficult to understand.)
 * When Kristoff is first found, it is possible that he will be "alive" and on his feet, looking about. The tag above his head will say "Kristoff", not "Justice". If the player interacts with Kristoff, the cutscene will begin; in the cutscene Kristoff will be lying on the ground as he should be. What causes this glitch is currently unknown.