Justice

"I am a spirit of Justice. I have watched for too long, and have seethed at the atrocities committed on these souls."

Justice is a companion in Dragon Age: Origins - Awakening.

Background
"Justice" is not a name, it is an identity. 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. A victim of magic gone awry, Justice has been torn from the Fade against its will and trapped in the body of a dead Grey Warden. Lost and disoriented, it seeks a guide to help make sense of this alien world and demonstrate what it means to be human.

Although spirits have no definite shape in the Fade, Justice takes the form of an armoured figure and chooses in place of a name, the virtue to which it aspires; Justice.

Dragon Age: Origins - Awakening
{{SpoilerDAOA| Justice is first encountered by The Warden-Commander in The Blackmarsh Undying after they and the Grey Wardens are transported to the Fade upon finding Kristoff's body and being trapped by an intelligent darkspawn,The First. Justice is in the midst of rallying the spirits of the village that was abandoned and are now imprisoned by the Baroness. Justice asks the Wardens for aid in the attack against the Baroness. The Warden-Commander can either 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-Commander side with the Baroness instead, the spirit allies with the First and admonishes the Wardens for their decision. Regardless, Justice fights the Baroness on the balcony while the Wardens confront 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 it in the process. Justice finds itself housed in Kristoff's body and asks the Warden-Commander for help with killing the Baroness once and for all. This happens regardless of whether or not the Warden-Commander blatantly sided against Justice in the Fade. Once Justice finds the Baroness, their conversation leads to a fight in which the Baroness turns into a pride demon but is eventually slain. After the battle, the Warden-Commander can ask Justice to join the party.

When returning to Vigil's Keep, Kristoff's wife, Aura, recognizes Justice as her husband, and realises he is dead. Disgusted by what was done to his body, she runs away. Justice realizes that, intentional or otherwise, Justice has done Aura a great injustice and asks for the Warden-Commander's aid in gaining Justice for Kristoff and making amends with Aura.

If the Warden-Commander agrees to a truce with The Architect, Justice will object but will be easily persuaded if its approval of the Warden-Commander is high enough and the matter with Kristoff's widow has been resolved. Otherwise Justice will turn on the Wardens and must be slain.

Unlike the other companions, Justice does not undergo the Joining as its host is already a Warden.

Epilogue
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 * 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 its stay. Eventually however, Aura informs it 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, it will serve the Order for many years, fighting darkspawn resistance pockets; appearing at Aura's doorstep one day smiling, and falling over dead. It is unknown if the spirit completed its quest, or whether it 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 it 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 a 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 it of the Fade as well as items that provide insight into Kristoff's life.

Skills
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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 Justice.
 * The Wending Wood: The dead elf in Velanna's camp
 * City of Amaranthine: Statue in front of the Chantry

Dragon Age: Origins - Awakening

 * "What else am I if not a seeker of justice?"
 * "A world so full of beauty that beauty goes overlooked."
 * "Foul sorceress! You will release these poor folk and submit yourself to justice."
 * "These Darkspawn are a cancer in the heart of this world."
 * "A world ruled by order, static and unchanging. I like it!"
 * "How odd that mortals find so many differences to hate when you have so very much in common."

Dragon Age II

 * (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!"

Dialogue

 * (If Hawke convinces Anders to give up his plan) Vengeance: "Leave! This does not concern you!"
 * Hawke: "This is Anders' decision, not yours!"
 * Vengeance: "I am Anders! You have given into sloth. You would stand by while mages are abducted and tortured. Go. Anders has no need of you."

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 it 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)
 * 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.