On the edge of the empire, they erected a prison: Coracavus, the dark pit. Far removed from the cultural heart of the Imperium, Coracavus held and meted out punishment to local peoples who denied Tevinter's claims to the region and to so-called "loyal" citizens who believed living on the fringes of civilization would grant them immunity from the Imperium's laws..
Coracavus was used to house prisoners, whose crimes ranged from treason to public indecency, dating as far back as to before the Second Blight. Political prisoners who could not be sentenced with execution were sent to Coracavus. It was widely known that bribes bought nothing and having the right name rewarded no leniency. Individuals hearing "Coracavus" passed as a judgment begged for death, which was considered a mercy..
The prison was eventually abandoned and remained sealed until 9:41 Dragon when a Venatori expedition to the Western Approach, led by Crassius Servis, arrived and began to excavate it in search of lost Tevinter knowledge. To increase the pace of the work, the Venatori captured a Giant to take on the heavier excavating tasks.
Unbeknownst to the Venatori, the ancient Tevinters had unwittingly built Coracavus over an old entrance to the Deep Roads. The Venatori activity lured darkspawn out from the deep; they poured into the prison after workers breached a wall adjacent to one of the Roads. The Venatori sustained casualties after defeating the first wave of darkspawn; however, Servis ordered work be continued. A second wave of darkspawn followed and proved extremely challenging, they slaughtered the remaining workers forcing the Venatori to abandoned Coracavus constraining them to focus efforts elsewhere.
- Front Corridor
- Guard's Hall
- Holding Cells
- North Prisoner Entrance
- Records Room
- South Entrance
The ruins can first be entered only from the North Prisoner Entrance, which soon leads into the Guard's Hall. From here stairs can be taken down east, into the Holding Cells. Back through the hall, the path opens up into the Records Room, the center of the site with some ancillary rooms, which can be left into the Front Corridor. A door closes off the South Entrance, a large square courtyard, that is guarded by a small hall holding the South Exit into the Approach.
Freed Are Slaves 1/12 pieces:
- Behind a locked door in the Records Room.
Notable items EditSpirit Rune Schematic
Adds spirit damage to each weapon strike.
- In a torture cell to the right of the stairs in the Holding Cells.
- Demon-Slaying Rune
Inflicts bonus damage against demons and undead on each weapon strike.
+20 Damage vs. Demons - item location wanted
- Master Corrupting Rune Schematic
Inflicts bonus damage against humanoids, beasts, and animals on each weapon strike.
- Looted from a chest in Echoback Fort just after battling through Coracavus' dungeon; see side quest The Trouble with Darkspawn.
- Superb Ring of Critical Damage
+20% Critical Damage Bonus - Loot from a chest in the Records Room behind the locked door.
Codex entries Edit
Note texts Edit
- The South Entrance leads to the Echo Back Canyon Camp in the Western Approach. Just south of the camp is the Gate of Toth and the gate's release lever to open it.
- The giant is too large for the arch and will not enter the Front Corridor.