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Dragon Age Wiki
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Section of the codex dealing with Culture and History in [[Dragon Age II]].
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Section of the codex dealing with the Lore in [[Dragon Age II]].
 
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{{TOC left}}
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{{:Codex entry: Adventures of the Black Fox|style=codexsummary}}
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{{:Codex entry: The Tale of Iloren|style=codexsummary}}
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{{:Codex entry: Death of a Templar|style=codexsummary}}
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{{:Codex entry: A Study of the Fifth Blight, Vol. One|style=codexsummary}}
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{{:Codex entry: The Kirkwall City Guard|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 1|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 1|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 2|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 2|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 3|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 3|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 4|style=codexsummary}}
 
{{:Codex entry: A history of Kirkwall: Chapter 4|style=codexsummary}}
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{{:Codex entry: Vallaslin: Blood Writing|style=codexsummary}}
[[Category:Dragon Age II codex entries]]
 
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{{:Codex entry: The Amell Family|style=codexsummary}}
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{{:Codex entry: The City Elves|style=codexsummary}}
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{{:Codex entry: Arlathan: Part One|style=codexsummary}}
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{{:Codex entry: The Dalish Elves|style=codexsummary}}
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{{:Codex entry: The Carta|style=codexsummary}}
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{{:Codex entry: The Enigma of Kirkwall|style=codexsummary}}
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{{:Codex entry: The Llomerryn Accords|style=codexsummary}}
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{{:Codex entry: Deathroot|style=codexsummary}}
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{{:Codex entry: Deep Mushroom|style=codexsummary}}
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{{:Codex entry: Elfroot|style=codexsummary}}
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{{:Codex entry: Embrium|style=codexsummary}}
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{{:Codex entry: Glitterdust|style=codexsummary}}
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{{:Codex entry: Orichalcum|style=codexsummary}}
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{{:Codex entry: Silverite|style=codexsummary}}
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{{:Codex entry: Spindleweed|style=codexsummary}}
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{{:Codex entry: Deep Roads|style=codexsummary}}
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{{:Codex entry: The Qunari - Asit tal-eb|style=codexsummary}}
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{{:Codex entry: The Qunari - Saarebas|style=codexsummary}}
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{{:Codex entry: The Qunari|style=codexsummary}}
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{{:Codex entry: The Raiders of the Waking Sea|style=codexsummary}}
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{{:Codex entry: Tal-Vashoth|style=codexsummary}}
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{{:Codex entry: Slavery in the Tevinter Imperium|style=codexsummary}}
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{{:Codex entry: The Coterie|style=codexsummary}}
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{{:Codex entry: The Grey Wardens|style=codexsummary}}
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{{:Codex entry: An Honest Answer Regarding Apostates|style=codexsummary}}
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{{:Codex entry: The Commandments of the Maker|style=codexsummary}}
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{{:Codex entry: The Maker|style=codexsummary}}
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{{:Codex entry: Chantry Hierarchy|style=codexsummary}}
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{{:Codex entry: Hierarchy of the Circle|style=codexsummary}}
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{{:Codex entry: History of the Circle|style=codexsummary}}
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{{:Codex entry: Darkspawn|style=codexsummary}}
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{{:Codex entry: Lyrium|style=codexsummary}}
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{{:Codex entry: Maleficarum|style=codexsummary}}
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{{:Codex entry: Demonic Possession|style=codexsummary}}
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{{:Codex entry: The Qun|style=codexsummary}}
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{{:Codex entry: The Cardinal Rules of Magic|style=codexsummary}}
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{{:Codex entry: Blood Magic: The Forbidden School|style=codexsummary}}
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{{:Codex entry: The Tranquil|style=codexsummary}}
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{{:Codex entry: The Veil|style=codexsummary}}
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{{:Codex entry: Adder of Antiva|style=codexsummary}}
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{{:Codex entry: Apostate's Courage|style=codexsummary}}
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{{:Codex entry: Ring of Resilience|style=codexsummary}}
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{{:Codex entry: Seeker's Bulwark|style=codexsummary}}
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{{:Codex entry: Might of the Sten|style=codexsummary}}
 
[[Category:Codex sections (Dragon Age II)]]

Revision as of 23:26, 17 March 2011

Section of the codex dealing with the Lore in Dragon Age II.

Adventures of the Black Fox

Main article: Codex entry: Adventures of the Black Fox
See also: Character: Black Fox

Born Lord Remi Vascal in 8:63 Blessed, the Black Fox was a dashing thief and rogue who went on to inspire so many tales of his exploits that it is nearly impossible to determine today which are true and which are merely fabricated legend. Despite coming from nobility, he has become something of a hero of the common people.

His initial exploits involved ridiculing the tyrannical and powerful lord of Val Chevin. Wearing a mask, he would appear in public and disrupt the lord's plans to the point that the lord angrily put a huge bounty on the life of "this cunning fox" (the origin of the nickname, which stuck). That the primary bounty hunter who took the job, Karolis, ended up becoming Remi's lifelong partner in crime (only after nearly killing him several times) is one of the most popular tales told in taverns today. The story is often exaggerated to make Remi appear initially buffoonish, until Karolis becomes so furious at the Black Fox's inexplicable ability to survive that the cunning Remi gains the upper hand, which impresses Karolis so much that the bounty hunter joins him.

After years of terrorizing the lord's men and foiling his tax collectors (a favorite pastime of Remi's, according to the Orlesian commoners), Remi was supposedly betrayed by his lover Servana de Montfort (in some versions of the tale a mage of the Circle, no less) and was captured. After more than a year of torture, Remi was rescued from prison by his compatriots (including a repentant Servana), and together they escaped Orlais. In this period of Remi's adventures, he appears almost everywhere in Thedas: As his legend grew, more innkeepers and merchants were happy to claim that the Black Fox had visited their village or establishment and performed some legendary feat. If the tales are to be believed, Remi led the lord's men on a merry chase. He became embroiled in political intrigue in Nevarra, was hunted by the Crows of Antiva, and then kidnapped by a powerful mage in Tevinter. In each situation, Remi escaped death at the last moment, foiled the evil-doer, and improved life for the poor and downtrodden. Then, inevitably, he rejoined his band of adventurers and moved on to the next land. His companions Karolis and Servana, the wise dwarf Bolek, and the tempestuous knight Ser Clementis have each spawned their own individual legends over the years.

The stories all agree that, at some point, the Black Fox disappeared: He and his fellow adventurers voyaged into the heart of the Arlathan forest seeking the sunken city of the elves and never returned. Many more are the tales that expand on what ultimately happened to them in that forest and postulate on how they could someday be rescued.

—From the Adventures of the Black Fox, by Gaston Gerrault, 9:11 Dragon

The Tale of Iloren

Main article: Codex entry: The Tale of Iloren

In the days after the rising of Zazikel, the dark ones covered every corner of the land. The archdemon drove all the nations of the world before him, shemlen and elvhen alike.

In the far north, where the hills wander the plains and the earth is eternally baked beneath the uncaring sun, the lands which the shemlen call Anderfels, a clan of our people lived, struggling to survive the Blight.

Iloren was their keeper. A hunter in his younger days, crafty as any wolf, he led his people always just ahead of the darkspawn who chased them. But the old hunter knew that even halla cannot run forever. They must turn and fight, or be run down.

At the foot of the Merdaine, the darkspawn cornered Illoren's clan. That night, the moon was strangled by clouds, the earth concealed by a dread mist that rose out of nowhere, so that the elvhen could not tell up from down. In the confusion, the darkspawn attacked.

But Iloren had prepared for them. All around the camp, the hunters had strewn dry grass, brush and brambles. When the sound of rustling footfalls began, Iloren and the other hahren called upon the old magic. They struck out with lightning, and though the bolts missed the darkspawn, they hit their target all the same. The sea of kindling lit, and not one of the dark creatures made it through the fire to reach Iloren's clan.

—From The Tale of Iloren, written by Zathrian, as it has been passed down from keeper to keeper from generations

Death of a Templar

Main article: Codex entry: Death of a Templar

The dry, dusty earth swallows up salty drops that splatter its surface. A tiny insect pauses, sensing the vibrations, and scurries off, leaving behind its invisible enemy. As the drops fall, the dark circles merge together, expressing a mirror to their creator.

The primal emotions of bloodlust and sorrow blend into a lethal cocktail that breaks the strongest of men. The jurisdiction of strength must be left to the spirit, not arm nor chest. Only the wisest turn to His inner sanctuary to partition the mind from an all-consuming madness. Seductive voices whispering promise of glory waiting down the weaker path of the flesh, bringing a death far worse than that of hot lead or steel. These blank, hollow promises will echo the unfathomable eternally.

Living comfortably amongst material possessions, it is easy to misunderstand the true meaning of uncontrollable hate. Failing to understand the power of fighting against pure, unfaltering beliefs, against foes that listen only to their soul. Uncontrollable hate. Influenced and thus removed from innocence. The scar is permanent and internal.

The rain, now red, feeds the debt owed for actions passed. Seeking further into the earth, as the mind draws slower. What was it that drew him, himself to this situation? The mind ebbs and parts to a lingering memory of true innocence. He entered war as a newborn enters the world, unknowing of both the horrors and light of the Maker that will save him.

The sound of metal sliding along leather comes from above him. From the second he was born, to his soon-to-be dying breath, his mind was processing and analyzing knowledge and experiences. It is true that he thought he could be wise in his own eyes, but only the most humble recognizes that he knows very little. Bias, speculation and all of false pretenses make way to the sound of the sweeping steel, and then finally, his soul, as ready as his eyes dry from this final understanding, enters His promise of its purist form.

—From Death of a Templar, by Ser Andrew, Knight of Andraste and Templar Archivist, 9:4 Dragon

A Study of the Fifth Blight, Vol. One

Main article: Codex entry: A Study of the Fifth Blight, Vol. One

While some of my contemporaries dispute whether the Fifth Blight was a true Blight or merely a large darkspawn resurgence, historians agree that it began in the swamps of the Korcari Wilds on the southeastern border of Ferelden in the year 9:30 Dragon.

King Cailan Theirin was swift in responding to the threat, gathering the royal army, every Grey Warden in his country, and sending a call for aid to the Ferelden nobility. The assembled armies laid a trap in the ruins of Ostagar, hoping to crush the force before it reached civilization. But they failed.

Darkspawn overran the defenders of Ostagar and decimated the king and his army. They continued their advance into Ferelden unopposed. Only two Grey Wardens managed to escape the slaughter. And somehow, they came into possession of ancient treaties, which compelled the races of men to join arms against the massing horde.


This section contains spoilers for:
Dragon Age II.


If the Hero of Ferelden (preset) or Martyr (preset) is selected or imported from a save where the mages were recruited:
The surviving Wardens made their way to Kinloch Hold, home of the Ferelden Circle, and conscripted the mages.
If the No Compromise (preset) is selected or imported from a save where the Templars were recruited:
The surviving Wardens made their way to Kinloch Hold, and assisted in annulling the Fereldan Circle of Magi, which had fallen to abominations. With the end of that tragic disaster, the Wardens conscripted the templars.
If the Hero of Ferelden (preset) or Martyr (preset) is selected or imported from a save where the Dalish Elves were recruited:
In desperation to find more allies, the Wardens journeyed into the Brecilian Forest, seeking the Dalish. The elves, too, joined the growing army.
If the No Compromise (preset) is selected or imported from a save where the Werewolves were recruited:
In desperation to find more allies, the Wardens journeyed into the Brecilian Forest, seeking the Dalish. The elves failed to uphold their treaty, but another answered in their place: Werewolves, straight out of Fereldan folktales, joined the growing army.
A Paragon of Her Kind-Supported Paragon and Fate of The Anvil of the Void...
If the Hero of Ferelden (preset) is selected or imported from a save where the Anvil of the Void is destroyed:
Into the Deep Roads the surviving Wardens went, searching for Paragon Branka in hopes she could settle the unrest in Orzammar and unite the dwarves in the battle against the Archdemon. Branka could not be located, but another Paragon was found: the legendary Caridin, who forged a crown that ended all question of succession.
If the Martyr (preset) is selected or imported from a save where Branka commits suicide:
Into the Deep Roads the survivors went, searching for Paragon Branka in hopes she could settle the unrest in Orzammar and unite the dwarves in the battle against the Archdemon. They found her, and she forged a crown that played a key role in sorting out the royal succession.
If the No Compromise (preset) is selected or imported from a save where the Anvil of the Void was reclaimed:
Into the Deep Roads the surviving Wardens went, searching for Paragon Branka in hopes she could settle the unrest in Orzammar and unite the dwarves in the battle against the Archdemon. Not only did the Paragon settle the matter of royal succession, but she also reclaimed the lost secrets of golem manufacture. An army of stone and steel joined the war effort.
A Paragon of Her Kind-Ruler of Orzammar...
If the Martyr (preset) is selected or imported from a save where Prince Bhelen is crowned king:
Bhelen Aeducan was crowned king of Orzammar, and the dwarven armies marched for the surface.
If the Hero of Ferelden (preset) or No Compromise (preset) is selected or imported from a save where Lord Harrowmont is crowned king:
Pyral Harrowmont was crowned king of Orzammar, and the dwarven armies marched for the surface.


Despite their successes, though, greater challenges were yet to come.

—From A Study of the Fifth Blight, by Sister Petrine, Chantry scholar

The Kirkwall City Guard

Main article: Codex entry: The Kirkwall City Guard

It is with pride that I, your viscount, grant the authority of law and civil enforcement upon the guardsmen of an independent Kirkwall.

No more will we defer to the will of foreign troops or draw a holy order into tasks unbefitting their mandate. These proud men and women will be of the people and will enforce the laws we have elected for a civil and ordered society. And should the specter of invasion return, the noble guardsmen will conscript from the population, for who better to amass the people's will than the constables of law charged with its inspection?

This is a great day, fair Kirkwall, and I am honored to appoint the first guard-captain. Long may he serve the will of a free people.

—From Orlesian Legacy: How Institutions of the Oppressors Linger, the speeches of Viscount Michel Lafaille, collected by Philliam, a Bard!

History of Kirkwall: Chapter 1

Main article: Codex entry: History of Kirkwall: Chapter 1
See also: Tevinter Imperium

It's difficult for many to comprehend today, but there was a time when Kirkwall was believed to be the very edge of the world.

It was Emerius then, named after its founder Magister Emerius Krayvan, and it was but one outpost on the very fringe of the Tevinter Imperium. There the magister's serfs worked the quarries for the jet stone needed for the mighty temples of Minrathous. After a slave rebellion nearly burned the temple to the ground in the great city, it was determined that a center for the slave trade would need to be established well away from the more civilized parts of the Imperium. (Though this account may be exaggerated, since the notorious Vanarius Issar narrowly escaped assassination at the hands of an elven slave at the time.)

Because the new slave outpost would become wealthy beyond imagining, competition among prospects reportedly took over twenty years to resolve, resulting in great bloodshed in the frontier, well away from the archon's eyes. Magister took arms against magister, mostly in the form of small armies of serfs and mercenaries. Over half the slaves in existence allegedly died in these battles before Emerius was finally chosen, thanks to the marriage of Krayvan's son to the archon's daughter.

Within a mere decade, the mighty fortress was erected on the cliff where Kirkwall now stands. Over one million slaves passed through its gates before the Imperium eventually fell, an unimaginable number by today's standards. The Krayvan family itself became patrons of the next three archons and was one of the driving forces behind the extension of the Imperial Highway into the Fereldan Valley, a move that would cost them considerable political influence after the resistance of the Alamarri tribes. During its height, Emerius was a jewel to rival the mightiest of the Imperial cities and the greatest center of civilization outside Tevinter.

—From Kirkwall: the City of Chains, by Brother Genitivi, 9:24 Dragon

Codex entry: A history of Kirkwall: Chapter 2 Codex entry: A history of Kirkwall: Chapter 3 Codex entry: A history of Kirkwall: Chapter 4

Vallaslin: Blood Writing

Main article: Codex entry: Vallaslin: Blood Writing
If the Warden is of Dalish origin...

When the children of our people came of age, they earn the privilege of wearing the vallaslin, the blood writing. It sets us apart from the shemlen, and from the elves who have thrown their lot in with them. It reminds us that we will never again surrender our traditions and beliefs.

The ritual deserves great reverence. The one who is to gain the vallaslin must prepare by meditating on the gods and the ways of our people, and by purifying the body and the skin. When the time comes, the keeper of the clan applies the blood writing. This is done in complete silence. Cries of pain are signs of weakness. If one cannot tolerate the pain of the blood writing, they are not ready to undertake the responsibilities of an adult. The keeper may stop the ritual if they decide that the one gaining the vallaslin is not ready. There is no shame in this, for all children are different, and our ancestors once took centuries to come of age.

—As told by Gisharel, Keeper of the Ralaferin clan of the Dalish elves.

Obtained in Dragon Age II or if the Warden is not of Dalish origin...

After my encounter with the Dalish elves on the road to Nevarra, I studied every book on the elves I could find. I sought out legends and myths and history and tried to make sense of it all. But there is only so much one can learn from books. I knew that in order to truly understand the Dalish, I would have to seek them out—a dreadful idea, in hindsight. In my defense, I was young—and also inebriated when the idea popped into my head. Unfortunately, even after I had regained some measure of sobriety, the idea still held appeal. It proved remarkably resistant to my attempts to ignore it.

I gave in after months of that nagging thought at the back of my head and set out to learn about the Dalish first-hand. I tramped through the forests bordering Orlais for weeks before I finally found—or was found by—a Dalish hunter. I stumbled into one of his traps and suddenly was hanging from a tree with a rope about my ankles.

So there I was, defenseless, upside down with my robe over my head, my underclothes on display. Descriptions of my predicament might elicit laughter these days, but trust me when I say it was a situation I would not wish on anyone. Thankfully, my ridiculous appearance may have caused my captor to stay his hand—what threat is a silly human with his pants showing?

And so he sat, made a small fire, and began to skin the deer he had caught. I soon mustered the courage to speak. I tried to assure him that I was not there to harm him—but he laughed at this and replied that if I were there to harm him, I had failed terribly. Eventually we got to talking, and when I say talking, I mean that I asked him questions, and occasionally he would deign to answer.

He told me that while some Dalish actively seek out human travelers to rob or frighten, most of his people would rather be left alone. He seemed to believe that punishing the humans for past actions only led to more violence. I asked him about the intricate tattoos on his face; he told me they were called vallaslin—"blood writing." His were symbols of Andruil the Huntress, one of the most highly revered elven goddesses. He said the Dalish mark themselves to stand out from humans and from those of their kin who have chosen to live under human rule. He said the vallaslin remind his people that they must never again surrender their beliefs.

When he finished skinning the deer, he cut me down. By the time I had righted myself and conquered the dizziness of all the blood rushing out of my head, he was gone.

I do not recommend that my readers seek out the Dalish for themselves. I was very lucky to have met the man that I did, and to have walked away from our meeting unscathed. Perhaps the Maker watches over those who seek knowledge with an open heart; I certainly would like to think so.

—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi

The Amell Family

Main article: Codex entry: The Amell Family

It's truly sad what happened to the Amells, isn't it? I still remember Grandmother talking about the balls that Lord Aristide used to hold at their estate and the Antivan violin players and dancers from Afsaana. No expense was spared and no one would dare miss it, lest someone think they weren't worthy of an invitation.

And then poor Revka had the child. Magical talent, running in one of Kirkwall's most prominent families? The templars had considered Lord Aristide to be viscount after Threnhold's arrest. Can you imagine the scandal had he been chosen? They whisked the child away to the Circle, and the Amells simply had no luck after that. Leandra ran off with a Fereldan mage and then Damion was accused of smuggling. Poor Lord Fausten almost bankrupted his family trying to get the charges dropped, but I hear Viscount Marlowe simply wanted the Amells out of the picture. And it worked, too, didn't it? By the time Lord Fausten got sick, there was only young Gamlen left and a mountain of debt.

I spoke to Dulci just the other day, and apparently Gamlen is now living in some Lowtown shack—sounds like the sort of character you'd cross a street to avoid! And let's not even talk about the estate.

Mother says we should remember the Amells because that sort of thing could happen to any of us. You know the old saying: "A Marcher's fortune rises and falls with the tide." If you ask me, this is just another misfortune that magic brings to honest folk. Andraste help that poor family, whatever lies in store for them.

—Excerpt from a letter written by Lady Amelie de Montfort

The City Elves

Main article: Codex entry: The City Elves
If the Warden is a City Elf...

The humans tell tales of Andraste, and to them, she was a prophet. To our people, however, she was an inspiration. Her rebellion against Tevinter gave our people a window through which to see the sun, and we reached toward it with all our strength. The rebellion was brief but successful; even after the death of the prophetess, we fought on for independence as the human Imperium began to crumble. In the end, we won freedom and the southern land known as the Dales, and we began the Long Walk to our new homeland.

There, in the Dales, our people revived the lost lore as best we could. We called the first city Halamshiral, "end of the journey," and founded a new nation, isolated as elves were meant to be, this time patrolled by an order of Emerald Knights charged with watching the borders for trouble from humans.

But you already know that something went wrong. A small elven raiding party attacked the nearby human village of Red Crossing, an act of anger that prompted the Chantry to retaliate and, with their superior numbers, conquer the Dales.

We were not enslaved as we had been before, but our worship of the ancient gods was now forbidden. We were allowed to live among the humans only as second-class citizens who worshipped their Maker, forgetting once more the scraps of lore we had maintained through the centuries.

The Rise and Fall of the Dales, as told by Sarethia, hahren of the Highever alienage

If the Warden is a Dalish Elf...

It is hard to tell our children about those of our people who have decided to live in the shemlen's cities. They ask, "Why would anyone want to be treated like that?" And sometimes I do not know what to say. I do not understand it myself. They were freed, but they have returned to live in the service of their former masters. They are housed like animals in walled sections of the shemlen's cities. They do the meanest of tasks and are rewarded with nothing. Why? I do not know.

We tell the children that the elvhen are strong, that we are a proud people, but they hear of these city elves who choose to toil under the humans' heavy hand. How do we teach them pride when they know there are others who would allow themselves to be trampled into the dust? So we tell them that these city elves are to be pitied, that they have given up on their people, given up their heritage. We tell them that some people are so used to being controlled that, when freed, they know not what to do with themselves. They are weak and afraid--afraid of the unfamiliar, afraid of our life of wandering. Above all, they are afraid even to hope that one day we may have a home of our own.

Gisharel, keeper of the Ralaferin clan of the Dalish elves.

If the Warden is a not of Elven origin or if the entry is obtained in Dragon Age II...

When the holy Exalted March of the Dales resulted in the dissolution of the elven kingdom, leaving a great many elves homeless once again, the Divine Renata I declared that all lands loyal to the Chantry must give the elves refuge within their own walls. Considering the atrocities committed by the elves at Red Crossing, this was a great testament to the Chantry's charity. There was one condition, however--the elves were to lay aside their pagan gods and live under the rule of the Chantry.

Some of the elves refused our goodwill. They banded together to form the wandering Dalish elves, keeping their old elven ways--and their hatred of humans--alive. To this day, Dalish elves still terrorize those of us who stray too close to their camps. Most of the elves, however, saw that it was wisest to live under the protection of humans.

And so we took the elves into our cities and tried to integrate them. We invited them into our own homes and gave them jobs as servants and farmhands. Here, in Denerim, the elves even have their own quarter, governed by an elven keeper. Most have proven to be productive members of society. Still, a small segment of the elven community remains dissatisfied. These troublemakers and malcontents roam the streets causing mayhem, rebelling against authority and making a general nuisance of themselves.

—From Ferelden: Folklore and History, by Sister Petrine, Chantry scholar

Arlathan: Part One

Main article: Codex entry: Arlathan: Part One
See also: Elvhenan

Before the ages were named or numbered, our people were glorious and eternal and never-changing. Like the great oak tree, they were constant in their traditions, strong in their roots, and ever reaching for the sky.

They felt no need to rush when life was endless. They worshiped their gods for months at a time. Decisions came after decades of debate, and an introduction could last for years. From time to time, our ancestors would drift into centuries-long slumber, but this was not death, for we know they wandered the Fade in dreams.

In those ages, our people called all the land Elvhenan, which in the old Elven language means "place of our people." And at the center of the world stood the great city of Arlathan, a place of knowledge and debate, where the best of the ancient elves would go to trade knowledge, greet old friends, and settle disputes that had gone on for millennia.

But while our ancestors were caught up in the forever cycle of ages, drifting through life at what we today would consider an intolerable pace, the world outside the lush forests and ancient trees was changing.

The humans first arrived from Par Vollen to the north. Called shemlen, or "quicklings," by the ancients, the humans were pitiful creatures whose lives blinked by in an instant. When they first met the elves, the humans were brash and warlike, quick to anger and quicker to fight, with no patience for the unhurried pace of elven diplomacy.

But the humans brought worse things than war with them. Our ancestors proved susceptible to human diseases, and for the first time in history, elves died of natural causes. What's more, those elves who spent time bartering and negotiating with humans found themselves aging, tainted by the humans' brash and impatient lives. Many believed that the ancient gods had judged them unworthy of their long lives and cast them down among the quicklings. Our ancestors came to look upon the humans as parasites, which I understand is similar to the way the humans see our people in the cities. The ancient elves immediately moved to close Elvhenan off from the humans, for fear that this quickening effect would crumble the civilization.

The Fall of Arlathan, as told by Gisharel, Keeper of the Ralaferin clan of the Dalish elves

The Dalish Elves

Main article: Codex entry: The Dalish Elves
Obtained in Dragon Age II (or) if either the Warden or the Inquisitor are of Dalish origin...

In time, the human empires will crumble. We have seen it happen countless times. Until then, we wait, we keep to the wild border lands, we raise halla and build aravels and present a moving target to the humans around us. We try to keep hold of the old ways, to relearn what was forgotten.

We call to the ancient gods, although they do not answer and have not heard us since before the fall of Arlathan, so that one day they might remember us: Elgar'nan the Eldest of the Sun and He Who Overthrew His Father, Mythal the Protector, Fen'Harel the Dread Wolf, Andruil the Huntress, Falon'Din the Friend of the Dead, Dirthamen the Keeper of Secrets, Ghilan'nain the Mother of Halla, June the Master of Crafts, and Sylaise the Hearthkeeper.

We gather every ten years for the Arlathvhen, to retell the ancient stories and keep them alive. For when the human kingdoms are gone, we must be ready to teach the others what it means to be elves.

Gisharel, Keeper of the Ralaferin clan of the Dalish elves

If neither the Warden or the Inquisitor is of Dalish origin...

I took the road north from Val Royeaux toward Nevarra with a merchant caravan. A scant two days past the Orlesian border, we were beset by bandits. They struck without warning from the cover of the trees, hammering our wagons with arrows, killing most of the caravan guards instantly. The few who survived the arrow storm drew their blades and charged into the trees after our attackers. We heard screams muffled by the forest, and then nothing more of those men.

After a long silence, the bandits appeared. Elves covered in tattoos and dressed in hides, they looted all the supplies and valuables they could carry from the merchants and disappeared back into the trees.

These, I was informed later, were the Dalish, the wild elves who lurk in the wilderness on the fringes of settled lands, preying upon travelers and isolated farmers. These wild elves have reverted to the worship of their false gods and are rumored to practice their own form of magic, rejecting all human society.

—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi

The Carta

Main article: Codex entry: The Carta
See also: Carta, Dwarf

The casteless dwarves of Orzammar have few prospects. Consigned to live in a crumbling ruin on the social and economic fringes of the mighty dwarven capital, most resort to begging, prostitution, or crime.

Just as all rivers eventually join the sea, all casteless who turn to crime eventually become part of the Carta. The Hero of Ferelden decimated the ranks of this ancient gang while rallying the dwarves to join in the battle against the Archdemon Urthemiel. Unable to recover the power they once had in Orzammar, they turned their attention "topside," using groups of surface-dwelling dwarves to smuggle weapons, lyrium, surface luxuries, people, and other goods between Orzammar and human lands.

Despite the flow of business, its members are still desperate and violent. With no strong leader to rein in their excesses, they have little sense of dwarven honor, and freely break their word, double-cross allies, and renege on deals.

—From The Stone and Her Children: Dwarves of the Dragon Age, by Brother Genitivi

The Enigma of Kirkwall

Main article: Codex entry: The Enigma of Kirkwall
See also: Archaeologist

Ancient Tevinter lore is hard to come by, but there's history to be had here in Kirkwall, the city once home to the Imperium's slave trade.

What answers does Kirkwall hold? Why look here instead of Perivantium or Vol Dorma? The Imperium does not give up its secrets easily. Even with the magisters centuries dead, our journey is perilous. Here on the dock of the Gallows, we renew our vows.

And should we fail, search for the markings of the Band of Three.

—A tattered letter found under a cobblestone. It has curious markings and is signed, "The Band of Three"

───────

The viscount is suspicious, but the bribe was sufficient to gain access to the restricted section of the archives. The money would have been better spent elsewhere, the archives being almost devoid of Imperium-era records.

When the slaves revolted, they hunted magisters and burned the city—at least the parts that could be burned. One account says that the streets were littered with piles of scrolls and books set aflame.

Is our quest futile? Did the slaves destroy the answer? As Maferath's armies toppled the Imperium, they sent three magisters and their legions here. They never arrived. But why march here of all places? What were they coming here for?

—Behind a panel with curious markings, signed, "The Band of Three"

───────

It is as we thought. The quarries of Kirkwall were found after the city was sacked by the Imperium and after they started constructing the city. The Imperium found the mineral wealth, not the indigenous people. The histories give conflicting accounts on who lived here before the Imperium. Some say the Alamarri. Some say the Daefads. We do know it was a barbarian people who had little need of the metals in the hills.

So why did the Imperium come here in such force? It is hard to disprove Brother Mikhel's theory that the natural harbor would be important for their armies, but magisters ruled, not common men. What barrier would a simple sea pose to them? The wars with the Alamarri wouldn't start until centuries later.

Each clue we find only leads to more questions, but we will not give up.

—Underneath a pile of small boulders carved with curious markings and signed, "The Band of Three"

───────

In the back alleys of Lowtown you can find extraordinary things. Priceless tomes of knowledge can be bought with a handful of gold: The Chant of Archon Lovias, a whole chapter of the Midnight Compendium. Some of these books were thought lost forever!

And these are no forgeries. I've verified their authenticity myself. The fences have no inkling that what they're selling has value. Where did these books come from?

After several failed attempts, I got my answer underneath the city. There is a hive of hidden passages in Kirkwall's sewers. Now and then a lucky "sewer rat" comes across an unlooted chamber, and then a cache of ancient Tevinter relics spreads through the black market. We must search below the city.

—Underneath a cobblestone with curious markings, faintly glowing. It is signed, "The Band of Three"

───────

A maze of caves, sewers, and hidden passages! We found three Tevinter chambers already looted, but today (tonight?) we found one closed. It was a small cell containing a few trinkets and a common tome, but it symbolizes hope. The magisters had hundreds of mages deep below Kirkwall. They lived and researched here, far from the scrutiny of common men.

Many ancient cities specialized in arcane research, but why did Kirkwall hide its efforts here? Why go to such great pains to keep it out of sight? Were they a cabal of renegade magisters? Or was this a special project of the archon?

—Hidden in a small fissure near curious markings and signed, "The Band of Three"

───────

A master mason made a comment that set my mind afire. She said that of all the cities she's worked in, Kirkwall was the most difficult, and that the city is almost literally a maze. Recollecting my first years in Kirkwall, I have to agree. Getting lost was commonplace. The city was a sprawling mess.

The mason showed me a plan of the city, and my heart skipped a beat. There were patterns in the intersections, back alleys, and boulevards. Some magisters believed in the power of symbols or shapes. In the oldest parts of the city, one can make out the outlines of glyphs in the very streets! What manner of magic is this?

—Underneath a cobblestone with curious markings and signed, "The Band of Three"

───────

Ironically, the Chantry has the best records on the Imperium occupation that we've found—none of the forbidden texts, which have undoubtedly been destroyed, but many administrative records. In their cold, numbered rows, misery is told. Thousands of slaves passed through the Gallows to work the mines or to be shipped elsewhere.

The list of elven children is numbing: "three maimed, two mute, and four serviceable." These numbers don't add up. For every thousand slaves that came to Kirkwall, a hundred disappeared. I checked the tax rolls, as well, and the discrepancy exists there, too, if one has the wit to see it: 203 slaves went missing in the Imperium's 312th year! That's just one year. Other records showed similar discrepancies. Over centuries, practically a whole civilization of slaves simply disappeared.

—Hidden inside the cover of a book with curious markings and signed, "The Band of Three"

───────

After pursuing another dead end, we were attacked by maleficarum. I fear V. will not make it. The fences must have tipped them off. Are they cultists trying to protect the answer? Are they after it themselves? Or was it a random attack?

The mages of Kirkwall have a more troubled history than those in other Circles. A greater percentage of them do not survive the Harrowing, and a greater percentage turn to blood magic—almost double that of Starkhaven or Ostwick. Is there a secret fraternity delving into the Tevinter secrets of this city?

Either way, we must be more careful, lest we become the Band of One. Or None.

—Hidden under a cobblestone with curious markings and signed, "The Band of Three"

───────

Access has not been easy, and I fear my disguise will not bear great scrutiny. But I saw the records the templars say do not exist. The blood of countless slaves was spilled beneath the city in sacrifice. Whole buildings were built upon lakes of blood. The sewers have grooves where blood would flow, all leading down. The scale is hard to fathom.

A blood mage can channel great power from a simple cut. At least a thousand unfortunates died here every year for centuries. For what ungodly purpose would one need so much power?

I must retreat now before I am uncovered. But the answer is close.

—Behind a panel with curious markings and signed, "The Band of Three"

───────

It is well known that the Veil is thin in Kirkwall, small wonder given the suffering in the city. But we've discovered the magisters were deliberately thinning it even further. Beneath the city, demons can contact even normal men. Did they seek the Black City to compound the madness of their previous efforts? Or was it something else? We've found a chamber where the Veil is at its thinnest, long-since looted, but the power is still there. Tonight we will go there. Pray for us. Pray for us all.

—Hidden behind a rock with curious markings and signed, "The Band of Three"

───────

A recent trove was uncovered. This one was big, perhaps the archon's visitation chambers.

And a flood of tomes is on the market. Even the simple fences know something is amiss—they've raised their prices at the frenzy of collectors. One said he sold a copy of the Fell Grimoire! I doubt he would lie; how could he know that tome is a mere legend?

If that is real, then what of the Forgotten Ones? This journey has taken us to many strange places, and made us re-evaluate many former truths. Where will it end?

—Hidden under a cobblestone with curious markings and signed, "The Band of Three"

───────

We went to the center of it all. F. is dead and I am alone and injured. I must go back and put an end to it. The maddening thing is there is still no answer. But the Forgotten One, or demon or whatever it is, must be destroyed. I fear one may already be unbound.

I foreswear my oaths. The magister's lore must be burned and the ashes scattered. No good can come of it. And Maker help us if someone does answer what we could not.

—Hidden near curious markings and signed, "The Band of Three"

The Llomerryn Accords

Main article: Codex entry: The Llomerryn Accords

50 years. That's how long it took the Imperium to drive out the Qunari occupation. But the rest of Northern Thedas was not so lucky.

Both Divines, white and black, declared Exalted Marches and for the only time since the Schism of the Chantry, they worked together. A century-long siege resulted, with the giant Qunari entrenched in Antiva and Rivain, and all of Thedas throwing armies against them.

The war drained the resources of every nation in Thedas, leaving most on the brink of collapse. For the giants, it did not appear to be the damage to their armada or the loss of their soldiers, but the terrible toll upon the Rivaini population that prompted their retreat. When the Third New Exalted March had all but massacred the people of Kont-aar without even chipping the Qunari occupying force, the giants finally withdrew.

The treaty that put an official end to the Qunari Wars was signed on the politically neutral island of Llomerryn off the southern coast of Rivain. 150 years after the assault on the mainland began, the Qunari left our shores. They received the northern archipelago in exchange for cessation of hostilities against all the nations on the accord. Only Tevinter refused to sign, and so the war continues to rage in the Imperium to the present day.

It's worth noting, however, that the Kingdom of Rivain immediately violated the treaty. Twice. Once, when the humans of northern Rivain—nearly all practitioners of the Qun and therefore by definition, "Qunari"—refused to leave their homes and go in exile to the islands. And again, when the Rivain Chantry and nationalist forces, unable to convert its people back to the worship of the Maker, tried a purge by the sword, slaughtering countless unarmed people and burying them in mass graves. It's a fortunate mystery that the leaders in Kont-aar did not alert their allies in the Northern Passage, or we'd still be fighting the giants now.

—From The Exalted Marches: An Examination of Chantry Warfare, by Sister Petrine, Chantry scholar

Deathroot

Main article: Codex entry: Deathroot
See also: Deathroot, Deathroot (Origins), Deathroot (Dragon Age II), Deathroot (Inquisition), Drugs and alcohol, Fauna and flora

Deathroot has been used in magic and potion making for centuries. It's a fragile-looking plant with a thin stalk and purple flowers, which fruits once a year developing bright red fleshy pods that cause disorientation and dizziness if ingested.

There are two varieties. The more common Arcanist Deathroot was first found by Archon Hadrianus when he discovered it growing on several dead slaves. The other, Lunatic's Deathroot, is most closely associated with the story of the courtesan Melusine, who sought revenge on a powerful magister and his family. She harvested the plant, baked it into small pies for the magister's banquet, and presented them to the magister at a banquet. All the guests were seized by terrifying hallucinations after eating the pies and tore each other to pieces.

—An excerpt from The Botanical Compendium, by Ines Arancia, botanist

Deep Mushroom

Main article: Codex entry: Deep Mushroom
See also: Deep mushroom, Deep Mushroom (Origins), Deep Mushroom (Dragon Age II), Deep Mushroom (Inquisition), Fauna and flora

"Deep mushroom" refers to the entire group of fungi that grows underground in caves and many parts of the dwarven Deep Roads. Collection can be a dangerous task, as the Deep Roads are often infested with darkspawn. Because of this, dwarven merchants often recruit "casteless" hirelings for the job, and pay them a meager percentage of what they earn selling the mushrooms to surfacers.

The most common varieties used in the herbalist's trade are the Blightcap, Ghoul's Mushroom, and Brimstone Mushroom, almost all of which tend to carry the darkspawn's corruption. While they cannot transmit the disease, this trait often makes them quite poisonous. Deep mushrooms should only be handled by experienced herbalists and should never be consumed without first being adequately cleaned and prepared. Careless consumption has been known to cause insanity, severe abdominal cramping, and even death.

—An excerpt from The Botanical Compendium, by Ines Arancia, botanist

Elfroot

Main article: Codex entry: Elfroot
See also: Elfroot, Elfroot (Inquisition), Fauna and flora

Elfroot was first used by the elves of Arlathan, hence the name. The root gave their medicines particular efficacy, so when the Imperium conquered the elves, the magisters adopted its use and its popularity spread to all corners of the empire.

Elfroot is a hardy plant with large green leaves that grows wild in many places. It's so common that it tends to show up in most gardens and fields, almost like a weed. Unlike a weed, however, most people appreciate having access to the wonderful little plant. The roots can be used with very little preparation. Rubbing some of the juice on a wound, for example, will speed up healing and numb pain. And chewing on a slice of root treats minor ailments like indigestion, flatulence, and hoarse throats.

There are several varieties, but the most useful for herbalists are the Bitter, Gossamer, and Royal Elfroots.

—An excerpt from The Botanical Compendium by Ines Arancia, botanist

Embrium

Main article: Codex entry: Embrium
See also: Embrium, Embrium (Inquisition), Fauna and flora

Embriums are flowers from the orchid family. Its therapeutic qualities were actually discovered because of the embrium's exceptional beauty.

The beloved daughter of Lord Ignace Poulenc of Orlais fell victim to a terrible sickness of the lungs, which her healers were unable to cure. Thinking the girl would soon perish, her parents surrounded her bed with brightly colored flowers, hoping that they would bring some warmth and cheer in her last days. Oddly enough, the girl began to recover from the illness, and grew stronger each day. Her parents were baffled, but overjoyed. The healers eventually learned that the fragrance of one of the flowers eased the child's breathing. The flower was an embrium, and later became known as the Salubrious Embrium.

The other variant that has certain magical properties is known as Dark Embrium.

—An excerpt from The Botanical Compendium by Ines Arancia, botanist

Glitterdust

Main article: Codex entry: Glitterdust

Glitterdust is the powdered form of a rock found along the Wounded Coast. When explorers brought the sparkling rock to the markets of the Free Marches, it became immediately popular among wealthy ladies who crushed it and applied the powder to their faces. The added brightness and lustre to the skin, however, soon paled in comparison to the developing rash and coughing fits.

As it turned out, glitterdust is dangerous if ingested or inhaled. It's also extremely flammable, as several ladies discovered after powdering their hair while standing next to a candle. Unfortunately, this resulted in a dozen deaths by conflagration.

These days, glitterdust is used sparingly, and only by experienced alchemists. The most common form of the substance is Volatile Glitterdust. If gathered from caves where darkspawn dwell, the rock produces a powder known as Tainted Glitterdust.

—An excerpt from The Alchemist's Encyclopedia, by Lord Cerastes of Marnas Pell

Orichalcum

Main article: Codex entry: Orichalcum

Like lyrium, orichalcum is a metal most commonly encountered in liquid form. Unlike lyrium, however, orichalcum forms pools and must be drawn like water rather than mined.

Deep Orichalcum is the most common type of the metal, and is often found in places where opals are mined. The rarer Crystalline Orichalcum is found in small pools in the mountains. Folk wisdom says that a drop of orichalcum mixed with wine is a potent aphrodisiac, though it has a pungent smell similar to lye, so I could not bring myself to put this legend to the test.

—An excerpt from An Alchemical Primer of Metallurgy: Volume One, by Lord Cerastes of Marnas Pell

Silverite

Main article: Codex entry: Silverite

The lustrous, white-blue silverite has long been prized by the dwarves for use in jewelry, rune making, and weapon smithing, but on the surface, it is more commonly used by apothecaries and healers. Since the metal does not rust, many traditions believe it to be proof against poison.

There is a tale passed down among the people of the Anderfels: A knight returned home after many years of war, only to be struck by an adder. His wife immediately bound the wound with a medallion of silverite pressed against the bite like a poultice. By morning, the poison had left him. And the knight lived to an old age.

—An excerpt from An Alchemical Primer of Metallurgy: Volume One, by Lord Cerastes of Marnas Pell

Spindleweed

Main article: Codex entry: Spindleweed
See also: Spindleweed, Spindleweed (Inquisition), Fauna and flora

It is an old country saying that spindleweed grows best for the sorrowful. Verdant spindleweed in a household's garden has often brought neighbors offering consolation, usually without even asking what might be wrong.

This originates from the plant's use as a seasoning for dishes meant to speed the recovery of the infirm. A person who grows much of it is likely caring for the fatally ill.

—An excerpt from The Botanical Compendium by Ines Arancia, botanist

Deep Roads

Main article: Codex entry: Deep Roads
See also: Deep Roads

There isn't a dwarf alive who remembers the Deep Roads as they once were. They were the network of tunnels that joined the thaigs together. To be honest, it isn't even right to give them such a simple term as "tunnels": They are works of art, with centuries of planning demonstrated in the geometry of their walls, with the statues of the Paragons that watch over travelers, with the flow of lava that keeps the Deep Roads lit and warm. The cloudgazers up on the surface talk of the Imperial Highway built by the magisters of old, a raised walkway that crossed thousands of miles, something that could only have been built by magic. Perhaps it is comparable to the Deep Roads, although we dwarves didn't need magic.

I suppose it doesn't matter any more. The darkspawn rule the Deep Roads now. When Orzammar sealed off the entrances to the Deep Roads, abandoning everything that lay out there, we handed over the kingdom-that-was to those black bastards forever. To think that there are genlocks crawling over Bownammar now, tearing down our statues and defiling our greatest works! Corruption covers everything we built out there. Every dwarf who goes out and comes back says that it gets worse with each passing year, the foulness spread a little further.

And the cloudgazers think the darkspawn are gone just because they aren't spilling out onto the surface? Huh. One day, when Orzammar is gone for good, they'll find out differently. Those darkspawn won't have anywhere else to go but up, and they'll do it. The surface folk will have themselves a Blight that will never end.

—Transcript of a conversation with a member of the dwarven Mining Caste, 8:90 Blessed

The Qunari - Asit tal-eb

Main article: Codex entry: The Qunari - Asit tal-eb

When the Ashkaari looked upon the destruction wrought by locusts,
He saw at last the order in the world.
A plague must cause suffering for as long as it endures,
Earthquakes must shatter the land.
They are bound by their being.
Asit tal-eb. It is to be.
For the world and the self are one.
Existence is a choice.
A self of suffering, brings only suffering to the world.
It is a choice, and we can refuse it.

—An excerpt from The Qun, Canto 4

The Qunari - Saarebas

Main article: Codex entry: The Qunari - Saarebas
See also: Saarebas

The Qun teaches that all living things have a place and a purpose, and only when they are in the correct place and in control of their self may a being attain balance. When balance is lost, suffering follows. Mastery of the self is, therefore, the first and greatest duty.

Those born with magic are at a terrible disadvantage, for demons can always rob them of their self. Because of this, the Qunari name them saarebas, meaning "dangerous thing," and treat them with the utmost caution. Saarebas must be carefully controlled by someone else, an arvaarad, "one who holds back evil," because they cannot truly control themselves. The evil is not the mage, but the loss of the mage, the loss of the mage's self, and the suffering that inevitably follows.

The Qunari pity and honor the saarebas, for striving while under constant threat from within is truly selfless, which is the highest virtue of the Qun.

—From the writings of the seer of Kont-aar, 8:41 Blessed

The Qunari

Main article: Codex entry: The Qunari
See also: Qunari

The people of the Qun are, perhaps, the least-understood group in Thedas. The Qunari Wars were brutal, but so was the Chantry Schism. So was the fall of the Imperium. Some of this misunderstanding is an accident of nature: The race we call "Qunari" are formidable. Nature has given them fierce horns and strange eyes, and the ignorant look on them and see monsters.

Some is an accident of language: Few among the Qun's people speak the common tongue, and fewer speak it well. In a culture that strives for mastery, to have only a passable degree of skill is humiliating indeed, and so they often keep quiet among foreigners, out of shame.

But much of it is a result of the culture itself. The Qunari view their whole society as a single creature: a living entity whose health and well-being is the responsibility of all. Each individual is only a tiny part of the whole, a drop of blood in its veins. Important not for itself, but for what it is to the whole creature. Because of this, the Qunari most outsiders meet belong to the army, which the Qun regards as if it were the physical body: arms, legs, eyes and ears, the things a creature needs in order to interact with the world. One cannot get to know a person solely by studying his hand or his foot, and so one cannot truly "meet" the Qunari until one has visited their cities. That is where their mind and soul dwell.

In Seheron and Par Vollen, one can truly see the Qunari in their entirety. There, the unification of the Qunari into a single being is most evident. Workers, whom the Qun calls the mind, produce everything the Qunari require. The soul, the priesthood, seeks a greater understanding of the self, the world, and exhorts the body and mind to continually strive for perfection. The body serves as the go-between for the mind, the soul, and the world. Everyone and everything has a place, decided by the Qun, in which they work for the good of the whole. It is a life of certainty, of equality, if not individuality.

—From the writings of the seer of Kont-arr, 8:41 Blessed

The Raiders of the Waking Sea

Main article: Codex entry: The Raiders of the Waking Sea
See also: Raiders of the Waking Sea

The Raiders of the Waking Sea—or simply, the Raiders—is the common name given to an association of Antivan pirates called the Felicisima Armada. These pirates were once little more than opportunists, based out of the coastal city of Llomerryn, that preyed on sea traffic. They were often targeted by Orlesian and Free Marcher cities that were bent on destroying the pirates once and for all. After each such effort, new pirates would appear to fill the vacuum.

During the New Exalted Marches, the nations of Thedas needed every ship they could muster against the massive power of the Qunari dreadnoughts. The Llomerryn pirates were faced with a difficult decision: they had to band together under one flag and fight with those they had previously preyed upon or face conversion and annihilation by the Qunari.

Thus the Armada was formed. The pirates brought their knowledge of stealth and trickery to bear, plaguing Qunari supply lines and even launching seaborne invasions against the Qunari coast. For a time it was said the Armada was the premier naval power of Thedas, and after the signing of the Llomerryn Accord, they maintained their association rather than disband as many had hoped.

Wealthy merchants now often pay the leaders of the Armada rather than risking their ships commandeered and their merchandise stolen and sold on the black market. The Armada is hardly unified, and bloody battles between Armada leaders are frequent, but when faced with an attack by outsiders, the group instantly puts aside their differences and closes ranks; the raiders have thus become far more of a threat in the last century than they ever were before.

There is many a legend told about how dashing and romantic life aboard a Raider vessel is, but don't believe it. They are scoundrels and smugglers all.

—From The Dowager's Field Guide to Good Society, by Lady Alcyone

Tal-Vashoth

Main article: Codex entry: Tal-Vashoth

Being lost in an ancient Tevinter ruin in northern Rivain is highly overrated.

And then I found myself beset by several bands of Qunari, apparently working in concert. I fled and managed to hide in a little village by the name of Vindaar. The people there, mostly humans and a few elves, were devout followers of the Qun.

It was the most organized village I ever laid eyes on. The houses were identical and arranged along perfectly orthogonal lines. The fields were well tended and apparently communal. But there were signs of damage everywhere, as if the town had suffered repeated sieges: buildings shattered, fields burned, and a great many empty houses. I spent the night in the home of Vindaar's matriarch, who introduced herself only as, "Seer." When I tried to regale my hostess with the tale of my Qunari assailants, I discovered something.

Qunari, Seer said, are people who follow the Qun. Her people. Those born into Qunari society who reject the Qun are called Vashoth, which means "gray ones." These gray ones must leave their homes, for they have no place among the Qunari. Sadly, many turn against the society that cast them out.

These outcasts call themselves Tal-Vashoth, "the true gray ones." Often, they have no skills to make an honest living, so they sell themselves into service, usually becoming mercenaries. Even the most inept fighter among the Qunari race possesses prodigious size and an intimidating visage. These, she informed me, were my attackers in the countryside, the same band that wreaked such havoc on Vindaar.

The Tal-Vashoth wage a bitter war against the Qun, the Qunari, and sometimes against order itself. They are no match for the Qunari army, so they generally strike at farms, travelers, and those who stray too far from Qunari protection. I was lucky to escape with my life.

—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi

Slavery in the Tevinter Imperium

Main article: Codex entry: Slavery in the Tevinter Imperium

Slavery still thrives in Thedas, even if the trade has been outlawed. Who hasn't heard the tales of poverty-stricken elves lured into ships by the prospect of well-paying jobs in Antiva, only to find themselves clapped in leg-irons once at sea? And humans fall prey to this, too.

If they're lucky, they end up in Orlais, which has only "servants." Most nobles treat them decently because they are afraid of admitting the truth. Orlesians go to great lengths to maintain the fiction that slavery is illegal.

Of course, the greatest consumer of slave labor is the Tevinter Imperium, which would surely crumble if not for the endless supply of slaves from all over the continent. There, they are meat, chattel. They are beaten, used as fodder in the endless war against the Qunari, and even serve as components in dark magic rituals.

—From Black City, Black Divine: A Study of the Tevinter Imperium, by Sister Petrine, Chantry scholar

The Coterie

Main article: Codex entry: The Coterie
See also: Coterie

Kirkwall is built on a solid foundation of greed and human suffering, and its underworld is a place where everything is for sale and everyone is fair game.

There are many criminal empires within the city, some of which have been around since the Imperium used Kirkwall as a hub in the slave trade. Alliances, spying, manipulation, betrayal, and open warfare is all commonplace in the never-ending struggle for power.

The Coterie is a thieves' guild that has been around for almost a century, but until recently was never a major player in the underworld. Some twenty years ago, the strongest of the local criminal empires was an ancient guild known as the Sabrathan, but its leader was betrayed from within, and during the turmoil the Coterie made a successful grab for power.

Since then, they've sunk their claws into almost every level of Kirkwall, including the city guard, the Dwarven Merchants Guild, and some of the most influential citizens in the city. It's safe to say that the Coterie gets a slice of every pie, and very little goes on in Kirkwall that escapes their notice.

—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi

The Grey Wardens

Main article: Codex entry: The Grey Wardens

The first Blight had already raged for 90 years. The world was in chaos. A god had risen, twisted and corrupted. The remaining gods of Tevinter were silent, withdrawn. What writing we have recovered from those times is filled with despair, for everyone believed, from the greatest archons to the lowliest slaves, that the world was coming to an end.

At Weisshaupt fortress in the desolate Anderfels, a meeting transpired. Soldiers of the Imperium, seasoned veterans who had known nothing their entire lifetimes except hopeless war, came together. When they left Weisshaupt, they had renounced their oaths to the Imperium. They were soldiers no longer: They were the Grey Wardens.

The Wardens began an aggressive campaign against the Blight, striking back against the darkspawn, reclaiming lands given up for lost. The Blight was far from over, but their victories brought notice, and soon they received aid from every nation in Thedas.

They grew in number as well as reputation. Finally, in the year 992 of the Tevinter Imperium, upon the Silent Plains, they met the archdemon Dumat in battle. A third of all the armies of northern Thedas were lost to the fighting, but Dumat fell and the darkspawn fled back underground.

Even that was not the end.

The Imperium once revered seven gods: Dumat, Zazikel, Toth, Andoral, Razikale, Lusacan, and Urthemiel. Four have risen as archdemons. The Grey Wardens have kept watch through the ages, well aware that peace is fleeting, and that their war continues until the last of the dragon-gods is gone.

—From Ferelden: Folklore and History, by Sister Petrine, Chantry scholar

An Honest Answer Regarding Apostates

Main article: Codex entry: An Honest Answer Regarding Apostates

A mage who does not receive the teachings of the Circle and who does not have the words of Andraste in her heart is an apostate, and a danger to us all. Without the guidance of the holy Chantry, a mage may foolishly dabble in the darker arts—blood magic, or demon summoning, thus becoming maleficarum. And a mage's mind will ever be a doorway to spirits of the Fade; without proper instruction, this doorway remains open and unsecured. If a demon should come through this doorway and possess a mage, an abomination is created. Abominations know only madness. They cannot be reasoned with and will slaughter man, woman and child without thought. Whole cities have fallen to these creatures. Thousands have died at their hands.

The Chantry and her templars have a duty to ensure that this does not happen.

If I knew a better way to deal with magic, I would seize upon it immediately. You say we should let the mages guard themselves. I tell you that this is no solution. Look at the Tevinter Imperium. Their magisters do not know restraint. Without Chantry oversight the magisters abuse their power. Those without magic are trampled underfoot and forced to serve. Slaves are slaughtered by the hundreds to feed the magisters' hunger for power. Even some mages are not spared, for in mages as in all humans, there exists a spectrum—on one end, the very powerful, on the other, those that can barely light a candle. The Empire cares only for the strongest, and those who do not compare favorably are thrown to the wolves.

Imagine your children growing up in such a world. If a mage asked it of you, you would have to give him your daughter, not knowing what his plans for her might be. You could not resist him, and neither could she. Without our templars and without the Circle, the common man would have no defense against magic. We must deny the mages certain freedoms for the common good. I wish there was another way. I tell the apprentices this is a test of their faith, that it is the will of the Maker. Many understand that we do what we do for their own good.

—Excerpt of a letter from Grand Cleric Francesca of Starkhaven to Lord Guthrie Abholz.

The Commandments of the Maker

Main article: Codex entry: The Commandments of the Maker
See also: Andrastianism, Chant of Light, Chant of Light Verses

These truths the Maker has revealed to me:
As there is but one world,
One life, one death, there is
But one god, and He is our Maker.
They are sinners, who have given their love
To false gods.

Magic exists to serve man, and never to rule over him.
Foul and corrupt are they
Who have taken His gift
And turned it against His children.
They shall be named Maleficar, accursed ones.
They shall find no rest in this world
Or beyond.

All men are the Work of our Maker's Hands,
From the lowest slaves
To the highest kings.
Those who bring harm
Without provocation to the least of His children
Are hated and accursed by the Maker.

Those who bear false witness
And work to deceive others, know this:
There is but one Truth.
All things are known to our Maker
And He shall judge their lies.

All things in this world are finite.
What one man gains, another has lost.
Those who steal from their brothers and sisters
Do harm to their livelihood and to their peace of mind.
Our Maker sees this with a heavy heart.

Transfigurations 1:1-5

The Maker

Main article: Codex entry: The Maker
See also: Andrastianism, Chant of Light

There was no word
For heaven or for earth, for sea or sky.
All that existed was silence.
Then the Voice of the Maker rang out,
The first Word,
And His Word became all that might be:
Dream and idea, hope and fear,
Endless possibilities.
And from it made his firstborn.
And he said to them:
In My image I forge you,
To you I give dominion
Over all that exists.
By your will
May all things be done.

Then in the center of heaven
He called forth
A city with towers of gold,
streets with music for cobblestones,
And banners which flew without wind.
There, He dwelled, waiting
To see the wonders
His children would create.

The children of the Maker gathered
Before his golden throne
And sang hymns of praise unending.
But their songs
Were the songs of the cobblestones.
They shone with the golden light
Reflected from the Maker's throne.
They held forth the banners
That flew on their own.

And the Voice of the Maker shook the Fade
Saying: In My image I have wrought
My firstborn. You have been given dominion
Over all that exists. By your will
All things are done.
Yet you do nothing.
The realm I have given you
Is formless, ever-changing.

And He knew he had wrought amiss.
So the Maker turned from his firstborn
And took from the Fade
A measure of its living flesh
And placed it apart from the Spirits, and spoke to it, saying:
Here, I decree
Opposition in all things:
For earth, sky
For winter, summer
For darkness, Light.
By My Will alone is Balance sundered
And the world given new life.

And no longer was it formless, ever-changing,
But held fast, immutable,
With Words for heaven and for earth, sea and sky.
At last did the Maker
From the living world
Make men. Immutable, as the substance of the earth,
With souls made of dream and idea, hope and fear,
Endless possibilities.

Then the Maker said:
To you, my second-born, I grant this gift:
In your heart shall burn
An unquenchable flame
All-consuming, and never satisfied.
From the Fade I crafted you,
And to the Fade you shall return
Each night in dreams
That you may always remember me.

And then the Maker sealed the gates
Of the Golden City
And there, He dwelled, waiting
To see the wonders
His children would create.

Threnodies 5:1-8

Chantry Hierarchy

Main article: Codex entry: Chantry Hierarchy
See also: Orlesian Chantry, Andrastianism, Maker

The Divine is the titular head of the Chantry, although since the schism split the Imperial Chantry into its own faction there are now in fact two Divines at any one time. One Divine, informally called the White Divine, is a woman housed in the Grand Cathedral in Val Royeaux. The other, known as the Black Divine, is a man housed in the Argent Spire in Minrathous.

Neither Divine recognizes the existence of the other, and the informal names are considered sacrilegious. No matter the gender, a Divine is addressed as "Most Holy" or "Your Perfection."

Beneath the rank of Divine is the grand cleric. Each grand cleric presides over numerous chantries and represents the highest religious authority for their region. They travel to Val Royeaux when the College of Clerics convenes, but otherwise remain where they are assigned. All grand clerics are addressed as "Your Grace."

Beneath the grand cleric is the mother (or, in the Imperial Chantry, the father). If a mother is in charge of a particular chantry, "revered" is appended to her title. These are the priests responsible for administering to the spiritual well-being of their flock. A mother or revered mother is addressed as "Your Reverence."

Brothers and sisters form the rank and file of the Chantry and consist of three main groups: affirmed, initiates, and clerics. Affirmed are the lay-brethren of the Chantry, those regular folk who have turned to the Chantry for succor. Often they are people who have led a difficult or irreligious life and have chosen to go into seclusion, or even orphans and similar unfortunates who were raised into the Chantry life. The affirmed take care of the Chantry and are in turn afforded a life of quiet contemplation, no questions asked.

Only those folk who take vows become initiates. These are men and women in training, whether in academic knowledge or the martial skills of a warrior. All initiates receive an academic education, although only those who seek to become templars learn how to fight in addition.

Clerics are the true academics of the Chantry, those men and women who have dedicated themselves to the pursuit of knowledge. They are often found in Chantry archives, sages presiding over libraries of books and arcane knowledge. The most senior of these clerics, placed in charge of such archives, are given the title "elder," although such a rank is still beneath that of mother. All other brothers and sisters are addressed simply by noting their title before their name, such as "Brother Genitivi."

—From a guide for ambassadors from Rivain.

Hierarchy of the Circle

Main article: Codex entry: Hierarchy of the Circle

It is no simple matter, safeguarding ordinary men from mages, and mages from themselves. Each Circle tower must have some measure of self-government, for it is ever the Maker's will that men be given the power to take responsibility for our own actions: To sin and fail, as well as to achieve the highest grace and glory on our own strength.

You, who will be tasked with the protection of the Circle, must be aware of its workings. The first enchanter is the heart of any tower. He will determine the course his Circle will take, he will choose which apprentices may be tested and made full mages, and you will work most closely with him.

Assisting the first enchanter will be the senior enchanters, a small council of the most trusted and experienced magi in the tower. From this group, the next first enchanter is always chosen. Beneath the council are the enchanters. These are the teachers and mentors of the tower, and you must get to know them in order to keep your finger on the pulse of the Circle, for the enchanters will always know what is happening among the children.

All those who have passed their Harrowing but have not taken apprentices are mages. This is where most trouble in a Circle lies, in the idleness and inexperience of youth. The untested apprentices are the most numerous denizens of any tower, but they more often pose threats to themselves, due to their lack of training, than to anyone else.

Knight-Commander Serain of the Chantry templars, in a letter to his successor.

History of the Circle

Main article: Codex entry: History of the Circle

It is a truth universally acknowledged that nothing is more successful at inspiring a person to mischief as being told not to do something. Unfortunately, the Chantry of the Divine Age had some trouble with obvious truths. Although it did not outlaw magic—quite the contrary, as the Chantry relied upon magic to kindle the eternal flame which burns in every brazier in every chantry—it relegated mages to lighting candles and lamps. Perhaps occasional dusting of rafters and eaves.

I will give my readers a moment to contemplate how well such a role satisfied the mages of the time.

It surprised absolutely no one when the mages of Val Royeaux, in protest, snuffed the sacred flames of the cathedral and barricaded themselves inside the choir loft. No one, that is, but Divine Ambrosia II, who was outraged and attempted to order an Exalted March upon her own cathedral. Even her most devout Templars discouraged that idea. For 21 days, the fires remained unlit while negotiations were conducted, legend tells us, by shouting back and forth from the loft.

The mages went cheerily into exile in a remote fortress outside of the capital, where they would be kept under the watchful eye of the Templars and a council of their own elder magi. Outside of normal society, and outside of the Chantry, the mages would form their own closed society, the Circle, separated for the first time in human history.

—From Of Fires, Circles, and Templars: A History of Magic in the Chantry, by Sister Petrine, Chantry scholar.

Darkspawn

Main article: Codex entry: Darkspawn
If the Warden is of Dwarven origin...

The surfacers claim that the first darkspawn fell from heaven. They spin tales of magic and sin. But the Children of the Stone know better. The darkspawn rose up out of the earth. For it was in the Deep Roads they first appeared. Creatures in our own likeness, armed and armored, but with no more intelligence than tezpadam, bestial and savage.

At first they were few, easily hunted and slain by our warriors. But in the recesses of the Deep Roads, they grew in numbers and in courage. Our distant thaigs came under attack, and now it was the army, not a few warriors, being sent to deal with the creatures. Victories still came easily, though, and we thought the threat would soon be over.

We were wrong.

—As told by Shaper Czibor

If the Warden is not of Dwarven origin; or if the entry is obtained in either Dragon Age II or Dragon Age: Inquisition...

Those who had sought to claim
Heaven by violence destroyed it. What was
Golden and pure turned black.
Those who had once been mage-lords,
The brightest of their age,
Were no longer men, but monsters.

Threnodies 12:1.

Sin was the midwife that ushered the darkspawn into this world. The magisters fell from the Golden City, and their fate encompassed all our world's. For they were not alone.

No one knows where the darkspawn come from. A dark mockery of men, in the darkest places they thrive, growing in numbers as a plague of locusts will. In raids, they will often take captives, dragging their victims alive into the Deep Roads, but most evidence suggests that these are eaten. Like spiders, it seems darkspawn prefer their food still breathing. Perhaps they are simply spawned by the darkness. Certainly, we know that evil has no trouble perpetuating itself.

The last Blight was in the Age of Towers, striking once again at the heart of Tevinter, spreading south into Orlais and east into the Free Marches. The plagues spread as far as Ferelden, but the withering and twisting of the land stopped well beyond our borders. Here, darkspawn have never been more than the stuff of legends. In the northern lands, however, particularly Tevinter and the Anderfels, they say darkspawn haunt the hinterlands, preying on outlying farmers and isolated villages, a constant threat.

—From Ferelden: Folklore and History, by Sister Petrine, Chantry scholar

Lyrium

Main article: Codex entry: Lyrium
See also: Lyrium

Lyrium is the king of metals. Beneath our feet, it sings. When properly refined, it is a smooth, slightly iridescent, silvery liquid. In the hands of the dwarven Smith Caste, it is mixed with steel to produce indestructible armor and blades that hold an edge for centuries. In the hands of the Shaperate, it becomes a repository for living memories. And some scholars maintain this as evidence that lyrium is, itself, alive.

It finds its most lucrative application in the hands of the Formari, who use it in conjuctionsic with baser metals like gold, silverite, veridium, or even iron to produce enchantments. Though mages, of course, consume it in a diluted form to bolster their abilities, this is not recommended. Overindulgence in lyrium can have disastrous consequences, particularly in more concentrated amounts. It is not advisable, for instance, that any reader handle raw lyrium, which in many cases can kill on contact.

—An excerpt from An Alchemical Primer of Metallurgy: Volume One by Lord Cerastes of Marnas Pell.

Maleficarum

Main article: Codex entry: Maleficarum
See also: Maleficar, Apostate

It has been asked, "What are maleficarum? How shall we know them?" I have been as troubled by this question as you. You have come to me for the wisdom of the Maker, but none have seen the Maker's heart save Beloved Andraste. And so I have done as all mortals must, and looked to the words of His prophet for answers. And there, I found respite from a troubled mind.

For she has said to us, "Magic exists to serve man, and never to rule over him." Therefore, I say to you, they who work magic which dominates the minds and hearts of others, they have transgressed the Makers law.

Also, Our Lady said to us, "Those who bring harm without provocation to the least of His children are hated and accursed by the Maker." And so it is made clear to me, as it should be to us all: That magic which fuels itself by harming others, by the letting of blood, is hated by the Maker.

Those mages who honor the Maker and keep His laws we welcome as our brothers and sisters. Those who reject the laws of the Maker and the words of His prophet are apostate. They shall be cast out, and given no place among us.

—From The Sermons of Justinia I

Demonic Possession

Main article: Codex entry: Demonic Possession

Why do demons seek to possess the living?

History claims they are malevolent spirits, the first children of the Maker, angry at their creator for turning from them and jealous of those creations he considered superior. They stare across the Veil at the living and do not understand what they see, yet they know they crave it. They desire life, they pull the living across the Veil when they sleep and prey on their psyche with nightmares. Whenever they can, they cross the Veil into our world to possess it outright.

We know that any demon will seek to possess a mage, and upon doing so will create an abomination. Most of the world does not know, however, that the strength of an abomination depends entirely on the power of the demon that possesses the mage. This is true, in fact, of all possessed creatures. One demon is not the same as any other.

Demons can, for instance, be classified. Enchanter Brahm's categorization of demons into that portion of the psyche they primarily prey upon has held since the Tower Age.

According to Brahm, the weakest and most common of demons are those of rage. They are the least intelligent and most prone to violent outbursts against the living. They expend their energies quickly, the most powerful of them exhibiting great strength and occasionally the ability to generate fire.

Next are the demons of hunger. In a living host they become cannibals and vampires, and within the dead they feed upon the living. Theirs are the powers of draining, both of life force and of mana.

Next are the demons of sloth, the first on Brahm's scale that are capable of true intelligence. In its true form, this demon is known as a shade, a thing which is nearly indistinct and invisible, for such is sloth's nature. It hides and stalks, unaware, and when confronted, it sows fatigue and apathy.

Demons of desire are amongst the most powerful, and are the ones most likely to seek out the living and actively trick them into a deal. These demons will exploit anything that can be coveted—wealth, power, lust—and they will always end up getting far more than they give. A desire demon's province is that of illusions and mind control.

Strongest of all demons are those of pride. These are the most feared creatures to loose upon the world: Masters of magic and in possession of vast intellect, they are the true schemers. It is they who seek most strongly to possess mages, and will bring other demons across the Veil in numbers to achieve their own ends—although what that might be has never been discovered. A greater pride demon, brought across the Veil, would threaten the entire world.

—From The Maker's First Children, by Bader, Senior Enchanter of Ostwick, 8:12 Blessed

The Qun

Main article: Codex entry: The Qun
See also: Qun

Long ago, the Ashkaari lived in a great city by the sea. Wealth and prosperity shone upon the city like sunlight, and still its people grumbled in discontent. The Ashkaari walked the streets of his home and saw that all around him were the signs of genius: triumphs of architecture, artistic masterpieces, the palaces of wealthy merchants, libraries, and concert halls. But he also saw signs of misery: the poor, sick, lost, frightened, and the hopeless. And the Ashkaari asked himself, "How can one people be both wise and ignorant, great and ruined, triumphant and despairing?"

So the Ashkaari left the land of his birth, seeking out other cities and nations, looking for a people who had found wisdom enough to end hopelessness and despair. He wandered for many years through empires filled with palaces and gardens, but in every nation of the wise, the great, the mighty, he found the forgotten, the abandoned, and the poor. Finally, he came to a vast desert, a wasteland of bare rock clawing at the empty sky, where he took shelter in the shadow of a towering rock, and resolved to meditate until he found his answer or perished.

Many days passed, until one night, as he gazed out from the shadow of the rocks, he saw the lifeless desert awaken. A hundred thousand locusts hatched from the barren ground, and as one, they turned south, a single wave of moving earth. The Ashkaari rose and followed in their wake: a path of devastation miles wide, the once verdant land turned to waste. And the Ashkaari's eyes were opened.

Existence is a choice.
There is no chaos in the world, only complexity.
Knowledge of the complex is wisdom.
From wisdom of the world comes wisdom of the self.
Mastery of the self is mastery of the world.
Loss of the self is the source of suffering.
Suffering is a choice, and we can refuse it.
It is in our own power to create the world, or destroy it.

And the Ashkaari went forth to his people.

—An excerpt from The Qun, Canto 1

The Cardinal Rules of Magic

Main article: Codex entry: The Cardinal Rules of Magic

You must not be under the misimpression that magic is all-powerful. There are limits, and not even the greatest mages may overcome them.

No one, for instance, has found any means of traveling—either over great distances or small ones—beyond putting one foot in front of the other. The immutable nature of the physical world prevents this. So no, you may not simply pop over to Minrathous to borrow a cup of sugar, nor may you magic the essay you "forgot" in the apprentice dormitory to your desk. You will simply have to be prepared.

Similarly, even when you send your mind into the Fade, your body remains behind. Only once has this barrier been overcome, and reputedly the spell required two-thirds of the lyrium in the Tevinter Imperium as well as the lifeblood of several hundred slaves. The results were utterly disastrous.

Finally, life is finite. A truly great healer may bring someone back from the very precipice of death, when breath and heartbeat have ceased but the spirit still clings to life. But once the spirit has fled the body, it cannot be recalled. That is no failing of your skills or power, it is simple reality.

—From The Lectures of First Enchanter Wenselus

Blood Magic: The Forbidden School

Main article: Codex entry: Blood Magic: The Forbidden School
See also: Blood magic, Blood Mage

Foul and corrupt are you
Who have taken My gift
And turned it against My children.

Transfigurations 18:10

The ancient Tevinters did not originally consider blood magic a school of its own. Rather, they saw it as a means to achieve greater power in any school of magic. The name, of course, refers to the fact that magic of this type uses life, specifically in the form of blood, instead of mana. It was common practice, at one time, for a magister to keep a number of slaves on hand so that, should he undertake the working of a spell that was physically beyond his abilities, he could use the blood of his slaves to bolster the casting.

Over time, however, the Imperium discovered types of spells that could only be worked by blood. Although lyrium will allow a mage to send his conscious mind into the Fade, blood would allow him to find the sleeping minds of others, view their dreams, and even influence or dominate their thoughts. Just as treacherous, blood magic allows the Veil to be opened completely so that demons may physically pass through it into our world.

The rise of the Chant of Light and the subsequent fall of the old Imperium has led to blood magic being all but stamped out—as it should be, for it poses nearly as great a danger to those who would practice it as to the world at large.

—From The Four Schools: A Treatise, by First Enchanter Josephus

Thought for some time to have been stamped out in the Imperium, the practice of blood magic seems to be on the rise in recent years. The current Black Divine has lifted most of the prohibitions against dreamwalking, and so many mages in the Imperium now use it openly in the name of research.

—From The Four Schools: A Treatise, Third Edition, by First Enchanter Josephus

The Tranquil

Main article: Codex entry: The Tranquil
See also: Tranquil
If either the Warden, Hawke or the Inquisitor is a mage...

Although apprentices do not know the nature of the Harrowing, all of them understand its consequences: They either pass and become full mages, or they are never seen again. Those who fear to undertake this rite of passage, or those who are deemed weak or unstable, are given the Rite of Tranquility instead.

The actual procedure, like the Harrowing, is secret, but the results are just as well known. The rite severs connection to the Fade. The Tranquil, therefore, do not dream. This removes the greatest danger that threatens a weak or unprepared mage, the potential to attract demons across the Veil. But this is the least of Tranquility's effects, for the absence of dreams brings with it the end of all magical ability, as well as all emotion.

The Tranquil, ironically, resemble sleepwalkers, never entirely awake nor asleep. They are still part of our Circle, however, and some might say they are the most critical part. They have incredible powers of concentration, for it is simply impossible to distract a Tranquil mage, and this makes them capable of becoming craftsmen of such skill that they rival even the adeptness of the dwarves. The Formari, the branch of the Circle devoted to item enchantment, is made up exclusively of Tranquil, and is the source of all the wealth that sustains our towers.

—From On Tranquility and the Role of the Fade in Human Society, by First Enchanter Josephus.

If neither the Warden, Hawke or the Inquisitor is a mage...

The Tranquil are the least understood but most visible members of the Circle. Every city of respectable size boasts a Circle of Magi shop, and every one of these shops is run by a Tranquil proprietor.

The name is a misnomer, for they are not tranquil at all; rather, they are like inanimate objects that speak. If a table wished to sell you an enchanted penknife, it could pass as one of these people. Their eyes are expressionless, their voices monotone. Incomparable craftsmen they might be, but they are hardly the sort of mages to put ordinary folk at ease.

—From In Pursuit of Knowledge: The Travels of a Chantry Scholar, by Brother Genitivi

The Veil

Main article: Codex entry: The Veil

I detest this notion that the Veil is some manner of invisible "curtain" that separates the world of the living from the world of the spirits (whether it be called the Fade or the Beyond is a matter of racial politics I refuse to indulge in at the moment). There is no "this side" and "that side" when it comes to the Veil. One cannot think of it as a physical thing or a barrier or even a "shimmering wall of holy light" (thank you very much for that image, Your Perfection).

Think of the Veil, instead, as opening one's eyes.

Before you opened them, you saw our world as you see it now: static, solid, unchanging. Now that they are open, you see our world as the spirits see it: chaotic, ever-changing, a realm where the imagined and the remembered have as much substance as that which is real—more, in fact. A spirit sees everything as defined by will and memory, and this is why they are so very lost when they cross the Veil. In our world, imagination has no substance. Objects exist independently of how we remember them or what emotions we associate with them. Mages alone possess the power to change the world with their minds, and perhaps this forms the nature of a demon's attraction to them—who can say?

Regardless, the act of passing through the Veil is much more about changing one's perceptions than a physical transition. The Veil is an idea, it is the act of transition itself, and it is only the fact that both living beings and spirits find the transition difficult that gives the Veil any credence as a physical barrier at all.

—From A Dissertation on the Fade as a Physical Manifestation, by Mareno, Senior Enchanter of the Minrathous Circle of Magi, 6:55 Steel

Adder of Antiva

Main article: Codex entry: Adder of Antiva
See also: Adder of Antiva

These brightly painted bows are prized possessions among the Antivan pirates. A rain of arrows can clear the deck of an approaching ship and light fire to its sails.

Apostate's Courage

Main article: Codex entry: Apostate's Courage
See also: Apostate's Courage, Apostate

Among the magi, some still whisper of Caleth the Renegade. Seeking freedom from beneath the templars' heel, he fled the Chantry with a cabal of his most loyal acolytes. They reached the mountains before the winter squalls and lived there as free men for one glorious season. The spring thaws brought a vast mercenary army, however, paid for and led by the Templar Order. Wanting to avoid bloodshed, Caleth and his acolytes surrendered peaceably and allowed themselves to be made Tranquil.

Ring of Resilience

Main article: Codex entry: Ring of Resilience
See also: Ring of Resilience

This faceted iron ring pulses with a mysterious energy. As the beating of your heart increases, so does the intensity of its glow.

Seeker's Bulwark

Main article: Codex entry: Seeker's Bulwark
See also: Seeker's Bulwark

Emblazoned with the symbols of the Chantry templars and greatly scarred from use, this large iron shield bears an unseen weight. It has been warded against magic, to better protect the Seekers who wield it in the pursuit of apostate mages.

Might of the Sten

Main article: Codex entry: Might of the Sten
See also: Might of the Sten

This heavy Qunari sword is exquisitely balanced. Although no nicks mar the edge, the bloodstains on the leather grip suggest that it has seen its share of battle.