Epilogue (Awakening)

This page will reveal the various endings that occur in the epilogue of Dragon Age: Origins - Awakening. Naturally, there are spoilers here.

The Warden

 * The Warden can eventually step down as Warden-Commander, since the Blight is trully over. A year after, there are sights of him in Denerim in the company of his love interest from Dragon Age: Origins.

Companions
Outcomes are not only dependent on the choices the Warden makes during the course of the game, but also dependent on the approval ratings of his/her companions at game's end.

Anders

 * Anders will remain with the Grey Wardens to tutor newly the recruted mages. When he is invited by the Circle of Magi to give a lecture on the Darkspawn, he decides his time is up and informs the Warden he will be leaving the Order. However, after two months, he returns to Vigil's Keep to serve with the Wardens

Justice

 * If left to defend the Keep, and the Warden chooses to save the city of Amaranthine, Justice will fight fiercely but is eventually beheaded by one of the Darkspawn. It is unknown whether the spirit simply leaves the body or returns to the Fade.

Nathaniel

 * Nathaniel will dedicate himself to the Order and fights to restore his family's name. If the Warden is of the Human Noble origin, he will save Teyrn Fergus Cousland from a group of highwaymen. In recognition, a portion of Amaranthine is given back to the Howes. Nathaniel chooses give this land to his sister Delihah's son. A statue is build in his honor.

Oghren

 * If left to defend the Keep, and the Warden chooses to save the city of Amaranthine, takes on two Armored Ogres by himself, allowing the Keep's soldiers to mount one last defense. He eventually passes out from blood loss and wakes up a week later. He stays with the Order and tells stories of his prowess in both battle and bed to the new recruits. He also organises drinking games, in one of them determinng a recruit to say he'd rather go through the Joining again than drink another mug of ale.

Sigrun

 * Sigrun will remain at Vigil's Keep for a time, until one day she vanishes and is never seen again. Some say she heard the Calling and went to battle Darkspawn.

Velanna

 * If left to defend the Keep, and the Warden chooses to save the city of Amaranthine, Velanna will be eventually burried by a massive rock falling on her, but, inexplicably, her body is never found.

City of Amaranthine

 * If the Warden helped the militia against the smugglers and the saved the city, goods from recovered the smugglers will distributed to the survivors. After one year, Amaranthine recovers and trading fluorishes.

Vigil's Keep

 * If all the upgrades are made to the Keep, it will hold against the Darkspawn army for days in a row before eventually falling. Although greatly outnumbered, the soldiers' silverite armor allow them to kill a dozen darkspawn each before falling. In five years, the Keep recovers and becomes a major trading point.

The Architect

 * If he gains the trust of the Warden, the Architect will keep true to his word and frees the Darkspawn from their urge to answer the Old Gods call. Although Wardens from other regions are appalled to hear about this alliance, Darkspawn are rarely seen again and Dwarves from Orzammar swear that Deep Roads had never been so quiet until then.

The Messenger

 * If the Warden chooses to let him go after the battle in the City of Amaranthine, he would later be sighted as a dark, hooded figure who helps travelers in danger.