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Ferelden is a kingdom located in southeastern Thedas. It borders Orlais along the Frostback Mountains to the west, the Amaranthine Ocean to the east, the Waking Sea to the north and the Korcari Wilds to the south. Most of the nation is dominated by a vast plain known as the Bannorn. The eastern third of the nation is dominated by the Brecilian Forest, whilst the west of the nation comprises Lake Calenhad.[3] The nation is a feudal elective monarchy. It is ruled by a king or queen who is elected by the Landsmeet.[4] Its capital is Denerim.

The area now corresponding to Ferelden was first settled in -2415 Ancient by the Alamarri tribes.[5] Parts of Ferelden were for a time part of the Tevinter Imperium. Andraste, the principal figure of Andrastianism, was born in Denerim around -203 Ancient. She led the Alamarri in the First Exalted March against Tevinter.[6] During the Exalted Age, Calenhad Theirin united the Alamarri tribes and became the first king of Ferelden.[7] Orlais invaded and annexed Ferelden during the early Blessed Age. Starting during the second half of the Blessed Age and continuing into the Dragon Age, the Fereldan Rebellion under the leadership of Maric Theirin and Loghain Mac Tir was able to defeat the Orlesians and to obtain independence.[8] Ferelden was the nation most affected by the Fifth Blight in 9:30 and 9:31 Dragon, which was ultimately defeated in the Battle of Denerim.

Citizens of Ferelden are known as Fereldans.

History[]

Unification[]

Main article: Unification of Ferelden

When the Alamarri peoples first split from Neromenians, they migrated southeast and crossed the Frostback Mountains in -2415 Ancient.[9] There, they found a new homeland that would eventually become "Ferelden", which means "fertile valley" in the Alamarri tongue.[10] However, the fertile valley did not become a sovereign nation for almost 3000 years.[11] This period of time is littered with numerous wars the Alamarri tribes waged, both with foreign powers such as the Tevinter Imperium and Orlais, as well as their fellow tribes. During that time the Alamarri developed their own political system which remains largely intact to this day. With time, powerful nobles would turn their land into bannorns, then arlings, and finally teyrnirs.[4] The nobles continued the Alamarri tradition of infighting and continued to fight with each other over petty and personal matters in order to gain more power. A few of the most powerful nobles put forward their bid for kingship over the Alamarri, but without success.[12]

Then in the Exalted Age came a man named Calenhad who was born to a merchant. Through a series of events he got involved in the war for kingship, during which time he first became a servant to one of the candidates for the throne. When his master decided to use him to gain advantage against other nobles, Calenhad acted honourably; through his actions gained respect and command of the armies of his former master. He married his master's noble daughter, and became a teyrn[13]—and a candidate for king himself.

As he was leading his men more joined his side, for he was known to be more honourable than other true nobles. Calenhad also gained followers in the Circle of Magi, as well as the Ash Warriors.[7] By then, Andrastianism had become very popular in other lands. Calenhad gained the trust of those amongst the Alamarri who followed the faith, as he was said to be a devoted Andrastian himself.[14]

Art2
Art

Traditional Fereldan art

In 5:42 Exalted a Landsmeet was called and Calenhad made an appearance with his army, including mages of the Circle, templars and the Ash Warriors.[7][14] With allies at his side, Calenhad challenged the biggest threat to his rule, the most powerful noble—Simeon, the teyrn of Denerim. Calenhad was matched in combat and wounded, but ultimately Simeon was defeated by Lady Shayna. The nobles voted Calenhad to be king, and the fertile valley became the nation of Ferelden. Calenhad Theirin started the royal family of Theirins who sat on the Fereldan Throne[15] for the next three centuries.

Grey Warden rebellion[]

Main article: Battle of Soldier's Peak

In 7:5 Storm, King Arland Theirin, who earned the reputation of a tyrant, ascended to the throne. Some banns approached Warden-Commander Sophia Dryden, who previously held a claim to the throne, to intercede, and she agreed.[16] She violated the Grey Wardens' neutrality by gathering allies to rebel against the king. Arland discovered the plot and his forces eventually routed Sophia and her followers at Soldier's Peak, where the Wardens held out for a brief time, despite being outnumbered. After defeating the Wardens at Soldier's Peak, Arland banished them from Ferelden. The Order would have no presence in Ferelden for another two centuries.

Little is known of what followed Arland's rule, as a civil war for the throne occurred soon after his death. The war lasted a decade and wiped away most records of his reign.

Orlesian invasion[]

Main article: Second Orlesian Invasion of Ferelden

The nation was invaded by Orlais in 8:24 Blessed[17] and fully conquered 20 years later. The Theirins were forced into hiding, but the rebellion against the invaders persisted.[18] For the next several decades, the nation was under Orlesian occupation. Orlesian noble Meghren was installed as the king of Ferelden during the late years of the occupation.[19]

Main article: Fereldan Rebellion

Ferelden was freed through the efforts of Maric Theirin, who was the rightful heir to the throne, with the help of Loghain Mac Tir and Rowan Guerrin. They mustered the remaning rebels against the occupier. A large number of Orlesian forces was defeated at the Battle of River Dane, forcing Emperor Florian to withdraw all support for Meghren. Eventually by 9:00 Dragon,[20] King Meghren and the remnants of his court fled to and barricaded themselves inside Fort Drakon. Maric challenged Meghren to a duel and killed him in single combat, ending his rule and the Orlesian occupation. Maric then married Rowan and set out to rebuild Ferelden.[19]

Involvement[]

Dragon Age: Origins[]

Main article: Fifth Blight

This section contains spoilers for:
Dragon Age: Origins.


In 9:30 Dragon, the Grey Wardens, who had been allowed to return to Ferelden in 9:10 by King Maric, warn that a Blight is imminent and gather the King's army in the Korcari Wilds in hopes of stopping it in its infancy. But memories of the Orlesian occupation linger in many Fereldan minds, especially Teyrn Loghain's. Despite Loghain's opposition to inviting Orlesian forces to aid Ferelden against the Blight, King Cailan, Maric's son, is determined to put old hatreds aside for the sake of fighting the darkspawn. However, before the Orlesian troops can arrive, Loghain abandons Cailan and the Wardens to the darkspawn at that pivotal battle at the ruins of Ostagar. After returning to Denerim, Loghain names himself regent for his daughter Queen Anora, King Cailan's widow, claiming that the Wardens were the ones who abandoned the battle. But having seized the throne so soon after Cailan's death sparks suspicions amongst some of the nobles while others swallow the lie, leading to a civil war that threatens to leave the nation vulnerable to the Blight.

However, the two newest members of the Grey Wardens, The Warden and Alistair, having survived the massacre at Ostagar thanks to the help of the legendary Witch of the Wilds Flemeth, work to recruit an army to fight the Blight using ancient treaties signed by Orzammar, the Dalish and the Circle of Magi. Eventually, with the aid of Arl Eamon, the two Wardens are able to depose Loghain during a Landsmeet and unite Ferelden to stand against the Blight. The Landsmeet also settles the matter of succession, with either Queen Anora, Cailan's widow, or Alistair, Cailan's half-brother, claiming the throne (separately or together in marriage). The Blight soon ends with the death of the archdemon Urthemiel during the Battle of Denerim, sparing Ferelden from certain destruction. The Warden who helped stopped the Blight is named the Hero of Ferelden.


Dragon Age: Origins - Awakening[]

Main article: Amaranthine Conflict (9:31 Dragon)

This section contains spoilers for:
Dragon Age: Origins - Awakening.


In 9:31 Dragon, six months after the conclusion of the Fifth Blight, the Arling of Amaranthine—formerly the seat of Loghain's ally Arl Rendon Howe–is granted to the Grey Wardens in recognition of their service to Ferelden. The new Warden-Commander is sent there to rebuild the order and find new recruits.

Despite the death of the archdemon, the darkspawn have not retreated to the Deep Roads (as was natural following prior Blights) and there are reports of a new, highly intelligent breed of darkspawn. Through investigation, the Warden-Commander discovers that these intelligent darkspawn have broken into two warring factions, one led by the Mother and the other led by the Architect. Both amass darkspawn armies and their civil war threaten the safety of Amaranthine. The Warden-Commander has no choice but to destroy the Mother to restore peace, but has the option to either kill the Architect or allow him to live and continue his work.


Dragon Age II[]


This section contains spoilers for:
Dragon Age II.


Many Fereldans flee the Fifth Blight by crossing the Waking Sea into the Free Marches. Coastal cities such as Kirkwall are inundated with Fereldan refugees, sparking strong anti-Fereldan sentiments in the local population.

By 9:37, Ferelden is still recovering from the Blight and is at risk of invasion by Orlais, as some Orlesian nobles are looking to recover their lost province.


Dragon Age: Inquisition[]

Main article: War against the Elder One

This section contains spoilers for:
Dragon Age: Inquisition.


In 9:41 Dragon, the monarchy offers the rebel mages sanctuary in Ferelden, in the arling of Redcliffe. However, their generosity to the rebel mages draws some ire. The templar host pursue them across the border, sparking fierce skirmishes throughout the Hinterlands, while some speculate that Starkhaven placed trade sanctions against Ferelden as a sign of protest.[21] Conflict between mages and templars only worsens after the destruction of Divine Justinia V's peace conclave and the creation of the Breach.

With the help of Arl Gallagher Wulff,[22] Grand Enchanter Fiona's refuge in Redcliffe is infiltrated by Venatori agents, who spread fear and misinformation. By capitalizing on their fear, and through use of time magic, Magister Gereon Alexius is able to conscript the rebel mages into service to the Tevinter Imperium. He throws Arl Teagan out of Redcliffe, thus alienating Ferelden's monarchy. If the Inquisitor chooses to recruit the rebel mages, then Alexius is ousted from Redcliffe and Ferelden's monarch rescinds their offer of sanctuary to the mages, forcing them to join the Inquisition as either full-fledged allies or conscripted prisoners. Otherwise, the Venatori leave Redcliffe with the rebel mages as their conscripts, who later act as Corypheus' army during the attack on Haven.

Ferelden's monarch later asks the Inquisition for help in dealing with the Venatori in Denerim[23] and in arranging negotiations with Orlais' ruler after the conclusion of the peace talks in Halamshiral.[24]


Geography[]

Frostback-0

Frostback Mountains

Ferelden is located in southeast Thedas, itself located in the southern hemisphere. Its climate is harsh and varied.

Dividing Ferelden from Orlais to the west are the Frostback Mountains, where tribes of Avvar can be found. To the North, the Waking Sea separates it from the Free Marches. The southeast holds the Brecilian Forest, where clans of Dalish elves can be found (as of 9:30 Dragon). To the far south are the forbidding forests, swamps and eventually tundra of the Korcari Wilds where the Chasind still live. To the north of the Wilds lie the Southron Hills and the Hinterlands. The central region of Ferelden contains Lake Calenhad and the Bannorn. It is Ferelden's "bread-basket." In the far northern region are the Coastlands, which include more swamps and forests. To the east is the Amaranthine Ocean.

Ferelden has two islands off its northeast coast: one containing the city of Alamar and another named Brandel's Reach. Alamar is considered rather independent of Fereldan politics. This could be explained by the rocky Brandel's Reach reputedly being a haven for raiders, making Alamar an unpopular place to live or visit.[25]

Brecilian ForestEast Brecilian ForestParty CampSoldier's Peak (DLC only)DenerimArl of Redcliffe's EstateThe PearlDenerim AlienageFort DrakonFrostback MountainsOrzammarLake Calenhad DocksCircle TowerRedcliffe CastleRedcliffe VillageLotheringBrecilian OutskirtsFlemeth's HutOstagarVillage of HavenHonnleath (DLC only)Redcliffe DungeonsKorcari WildsKadan-Fe HideoutRuined TempleThe Dragon's LairOrtan ThaigCaridin's CrossOrlaisAeducan ThaigThe Dead TrenchesCivil WarBattlefieldRefugeesCaravanDalish CampWest Brecilian ForestWerewolf LairThe Elven TombsBrecilian RuinsDenerim PalaceMap - World
About this image

Click (or mouse over) any location for details.

Settlements[]

  • Alamar – island town in the Waking Sea, east of Amaranthine
  • Amaranthine – city overlooking the Waking Sea
  • Crestwood – a village north of Lake Calenhad
  • Dales End[26]
  • Denerim – Capital of Ferelden
  • Fisher's End – a small abandoned town in Fallow Mire
  • Greenfell[27][28]
  • Gwaren – woodland town in the Brecilian Forest off the coast of the Amaranthine Ocean
  • Harper's Ford – outpost town in the Coastlands
  • Haven – a town in the foothills of the Frostback Mountains
  • Highever – seat of the Coastlands and home to House Cousland
  • Honnleath – in southwestern Ferelden; part of the Arling of Redcliffe
  • Jainen – in the Waking Sea Bannorn, likely on one of the islands west of West Hill; home of a Circle of Magi[29]
  • Killarney[30]
  • Lothering – a town in Central Ferelden; devastated during the Fifth Blight
  • Merinwood – a village on the outskirts of the Korcari Wilds[31]
  • Portsmouth[32]
  • Redcliffe Village – seated in the northern area of the Hinterlands along the southern coast of Lake Calenhad and home to House Guerrin
  • Rossleigh[33]
  • South Reach – east of Lothering; part of the South Reach Arling
  • Wutherford – probably near Lake Calenhad Docks[34]
BioWare canon
The following information is only mentioned in Dragon Age Tabletop. Certain portions of this media may no longer reflect currently established lore.

  • Elmridge – a small town in West Hills[35]
  • Logerswold[36]
  • Sothmere[37] – within the Southron Hills, bordering the Hinterlands; part of Stenhold Arling
  • Vintiver[38] – within the Southron Hills
  • Wichford[37] – within the Southron Hills
  • Wulverton[37] – within the Southron Hills

Fortresses[]

  • Aeonar – a Templar-run prison that only jails suspected maleficarum apostates
  • Caer Bronach – military fort in Crestwood
  • Caer Oswin – home to House Loren located in the Bannorn
  • Castle Cousland – home to House Cousland in Highever
  • Fereldan Castle – long abandoned Castle in Ferelden
  • Fort Connor – fort in the Hinterlands overlooking the King's Highway
  • Fort Drakon – oldest and tallest fortress in Denerim
  • Grand Forest Villa – fort built in the Hinterlands during the Storm Age
  • Hargrave Keep – ruined fort in the Fallow Mire
  • Kinloch Hold – headquarters of the Circle of Magi surrounded by Lake Calenhad
  • Ostagar – ruined fort in the Korcari Wilds
  • Redcliffe Castle – home to House Guerrin and seat of Redcliffe
  • Soldier's Peak – Grey Warden fort in the Coastlands
  • Therinfal Redoubt – fortress and training facility for the Seekers of Truth
  • Vigil's Keep – a fort near Amaranthine, home formerly to House Howe, later became a headquarters for the Grey Wardens
  • West Hill – fort in the Bannorn near the Waking Sea
  • Winterwatch Tower – mountainous keep in the Hinterlands
BioWare canon
The following information is only mentioned in Dragon Age Tabletop. Certain portions of this media may no longer reflect currently established lore.

  • Stenhold – on the border of the Korcari Wilds

Regions[]

Teyrnirs[]

Arlings[]

BioWare canon
The following information is only mentioned in Dragon Age Tabletop. Certain portions of this media may no longer reflect currently established lore.

  • Stenhold

Bannorns[]

Other[]

Lakes[]

Rivers[]

  • Dane
  • Drakon
  • Hafter
  • White

Culture and society[]

Ferelden clothing

Fereldans in cold weather outfits[53]

Ferelden is a relatively temperate nation in the far southeast of Thedas, historically populated by a simple militaristic culture that has only begun to "civilize" in the last few centuries. The Chantry is now revered by the 90% of the population.[2] Fereldan cities are considered virtually anarchic by the standards of most outsiders. The Fereldan desire for freedom has engendered a cultural mistrust of law enforcement, and 'laissez-faire' attitudes in general.

While the worst offenses are quickly put down by the authorities, many others are ignored and citizens are often left to make their own justice. Petty theft is common, as guardsmen will only go out of their way to deal with serious disruptions. Commerce is given little official scrutiny as long as taxes are paid; businesses such as brothels and gambling halls are not only tolerated, but expected.[54]

The Fereldans are a puzzle. As a people, they are one bad day away from reverting to barbarism. They repelled invasions from Tevinter during the height of the Imperium with nothing but dogs and their own obstinate disposition. They are the coarse, wilful, dirty, disorganized people who somehow gave rise to our prophet, ushered in an era of enlightenment, and toppled the greatest empire in history.

There are few things you can assume safely in dealing with these people: First, they value loyalty above all things, beyond wealth, beyond power, beyond reason. Second, although they have nothing in their entire country which you are likely to think at all remarkable, they are extremely proud of their accomplishments. Third, if you insult their dogs, they are likely to declare war. And finally, the surest sign that you have underestimated the Fereldans is that you think you have come to understand them.

Empress Celene I of Orlais, in a letter to her newly appointed ambassador to Denerim[55]

Social Tiers[]

Ferelden society is descended directly from Alamarri tribal culture and its respect for skill and ability. It is most generally broken up into the nobility and commoners (including city elves). There are also crafters and crafthouses (similar to guilds), who make up a highly valued middle tier between the lowest noble and the highest common classes. They have total power over certain industries in Ferelden.[56]

Fereldan crafters Prima-Guide

Fereldan crafters

Beneath the crafthouses, the population is subdivided into common classes called "High Freemen" and "Low Freemen." High freemen are comprised of freeholders (land owners), soldiers and other employed individuals. Low freemen are made up of criminals, prostitutes and elves. For all that, all freemen are allowed to live and go where they wish, and make a living as they will. There are no serfs in Ferelden; all are paid in coin or barter for their work.[57]

Surnames[]

In Ferelden, nobles have proper last names, such as the Howes or the Couslands. Sometimes commoners will have last names that stem from noble lines, foreign origins, land ownership or titles granted to family members in the past.[58] Otherwise, most Fereldan commoners introduce themselves with a reference to the area they come from or to their trade, e.g. Gareth of Oswin or Lomo Kettlemaker.[59][60]

Alienage culture[]

For a more in-depth discussion of city elves, see Alienage.

Like many countries in Thedas, Ferelden has a large population of elves who are segregated from the rest of society and live in walled-off alienages. Unlike in other countries, however, elves in Ferelden have rights and are paid for their work. Those who do not find positions of service outside of the alienage are unable to achieve high-paying jobs, but most seem to feel that they have better lives in Ferelden than in other countries, because at least they are free and among family who look out for each other.[61]

Importance of dogs[]

Mabari War Dogs

A mabari war dog

Visitors and travelers to Ferelden are often curious about local attitudes toward dogs. Throughout Thedas dogs are employed in hunting game, keeping barns and storehouses free of vermin, herding livestock and guarding homes; in the mountains they may even be used as beasts of burden. Fereldans, however, show a particular appreciation for canine companions. The origin of this is tangled up in mythology.[62]

TSG inside cover

The Mabari is the symbol of Ferelden royalty

The ability of normal dogs to detect a werewolf even when it is in a human guise is what first led Fereldans to adopt dogs as indispensable companions in every farmhold. Fereldan lore is full of instances where werewolves plagued the countryside[63] and the humans of Ferelden had to undergo many wars to eliminate the werewolf threat.[64]

Dogs are common in Ferelden, both amongst the nobles as well as the common folk and mercenaries such as the Ash Warriors. Keeping dogs is a tradition kept since the times before Ferelden, started by the Alamarri tribes. The barbarians were introduced to mabari by the magisters, who brought the dogs with them during their invasion of the land; many of the dogs decided to stay in the occupied lands after their original masters were defeated.[65] Mabari are said to have been bred from the wolves who served the Alamarri hero Dane and anyone they are paired with are believed by Fereldans to be a person of worth. Furthermore, prominent Fereldan families think that they have a kinship with the mabari because according to Fereldan folklore, they are descendants of Dane, who was reputed to be a werewolf.[62] In addition to that, the mabari have also become an essential part of Fereldan military strategy and a formidable asset to Fereldan armies.[66]

Food[]

Fereldan food is usually described as hearty and humble, and is not known for being particularly appetizing. Fereldans are known for their ripe cheeses and rich pies,[67] as well as for their frequent use of and enthusiasm for turnips; presumably leading to the "Fereldan turnip" insult often levied against them. In Fereldan cuisine, turnips are eaten in a variety of ways, both raw and cooked. This include boiling, mashing, roasting, steaming, stir-frying or adding them into pies, soups, and stews.[68] One such a dish is turnip and mutton pie, a dish widely available in Fereldan taverns[69] that consists of turnips, chunks of lamb, and a buttery crust. Most Fereldans find it to be a comforting meal.[70] Another pie that Ferelden is known for is their Fluffy Mackerel Pudding, a combination of mackerel, eggs, onions, and celery that is often eaten on Feast Day and referred to as Feast Day Fish.[71]

Aside from turnips, other common crops in Ferelden are barley, wheat, lentil, eggplant, potato, rhubarb, and strawberries. Grains such as rice are an imported rarity in Ferelden.[72] Ram is prized for its cheese, meat, and wool,[73] in Fereldan culture. Fereldans will often eat chicken, druffalo, hart, venison, and nug as other meat sources. One type of traditional farmer's pie uses nug bacon and eggs.[74]

One popular food in Ferelden is pickled eggs; this salty, sour snack is served in nearly every tavern and are known as a common folk remedy for any ailments, ranging from aches and pains to fever, severed appendages, and when one is beginning to feel the early stages of illness.[75] Fereldan people are quick to recommend this remedy if they encounter another person who looks noticeably unwell, or when approached for health advice. Pickled eggs were even given to Cullen when he was suffering from lyrium withdrawal. However, the efficacy of these eggs as a cure is unknown.[76]

Soups and stews are also a specialty and favorite of Fereldans.[77] Typically, Fereldans prepare their soups and stews in a large pot, and say that the main traits of good stews are that they are simple, modest, and hearty. Examples of such dishes are barley soup,[78] Fereldan turnip and barley stew,[79] ram stew, turnip stew, turnip-goat stew, and Fereldan potato and leek soup (which is comprised of leeks and potatoes, usually served with a side of toasted bread, though it can also be served with chickpeas toasted to a crouton-like texture instead).[80]

Other common soups are the Fereldan dish of sweet and sour cabbage soup, a warming stew comprised of cabbage, tomatoes, and other vegetables that is typically more solid than liquid and often paired with dark bread. This soup, and cabbage stew, are associated with Fereldans so much that it is almost a stereotype, with an Orlesian theatre group set to play Fereldan characters method-acting by eating lots of it.[81][82] Another traditional stew is the Fereldan lamb and pea stew, a popular stew comprised of lamb and peas seen as being almost synonymous with the country.[81] Alistair, in a dialogue with Leliana, jests that Fereldan cuisine involves throwing all the ingredients in a pot and cooking them for as long as possible, until everything looks grey, bland, and unappetizing, though this is disputed by the chef Devon.[81]

As for drinks, ale, beer, wine, and various lagers are commonly found across Fereldan taverns.

BioWare canon
The following information is only mentioned in Dragon Age Tabletop. Certain portions of this media may no longer reflect currently established lore.

Ryott is another staple grain in Ferelden, a fickle plant only capable of being grown in the southern reaches of the nation. It is primarily grown and used to make breads and flour.[83]

Legal system[]

BioWare canon
The following information is only mentioned in Dragon Age Tabletop. Certain portions of this media may no longer reflect currently established lore.

Fereldan law is relatively unregulated compared to that of older nations, and is expected on an individual level to be supplemented by one's martial prowess. Indeed, most petty crimes like theft are overlooked by the city guard in Denerim, whose main concern is protecting their posts.[84] Consequently, the common Fereldan should not expect much help fending off criminal activity unless murder or major property damage has occurred.[84] Slavery is illegal in Ferelden, but criminals still practice it in secret.

There are no laws regulating personal behavior such as bearing arms, drinking, gambling and prostitution. This is not to say that Ferelden is lawless; quite the opposite. The king's seneschal personally appoints arbiters—judges—called "blackhallers" to hear disputes. Blackhallers adjudicate cases from the black granite seneschal's hall in Denerim—hence the name, and in the countryside, sheriffs appointed by the local bann patrol and keep track of upcoming cases for the blackhallers to hear.[84]

Given the blackhallers' busy schedules, trials can take some time to occur. A suspect may surrender an item of great value to the local sheriff and be released "on his bond" until the time of the trial rather than waiting in a dungeon. This property will be returned if the suspect returns to be judged. Otherwise, the property is retained by the sheriff and the suspect has the charge of fleeing justice added to their criminal record.[84]

As long-term imprisonment is frowned upon in general in Ferelden, punishment is often quick and violent. Common methods include public humiliation, whipping, disfigurement, fines and even executions.[84]

There's no firm rule that dictates who rules the household. Fereldans are willful and their families tend to be managed by whoever can. Usually, the oldest child inherits the majority of the property regardless of gender, but there are some cases where a younger brother or sister is named the heir simply because he or she seems more capable.[85]

Politics[]

Main article: Fereldan royalty and nobility

Unlike most kingdoms, power does not reside exclusively with the nobility. Rather, it arises from the support of the freeholders and even the king is not the unchallenged ruler. For many centuries the nobility has gathered annually to hold the Landsmeet, a council which functions as the official legislative body of Ferelden and it can even override the king or queen on any matter of law.

The royalty and nobility of Ferelden is divided into several ranks.

  • King/Queen
  • Prince/Princess
  • Teyrn/Teyrna
  • Arl/Arlessa
  • Bann
  • Lord/Lady
  • Knight
Ferelden garments

Fereldan nobles[86]

Some kingdoms ridigly define the rights of vassals and their duty to their liege. In Ferelden, a relatively new kingdom, the arls and arlessas theoretically command their arlings' banns and lords. In practice, those lessers often zealously maintain their independence.

Some Fereldan vassals must be goaded instead of ordered—swayed, not ruled. Vassals owe military obligations to their liege, yet often deny even sworn oaths and signed contracts. In contrast, the vassals expect their liege's protection despite provocation otherwise. A successful Fereldan liege applies force, persuasion, and duplicity in equal measure.

—From A Guide to Statecraft, published anonymously[87]

To our neighbors, Ferelden seems utterly chaotic. Unlike other monarchies, power does not descend from our throne. Rather, it rises from the support of the freeholders.

Each freehold chooses the bann or arl to whom it pays allegiance. Typically, this choice is based on proximity of the freehold to the lord's castle, as it's worthless to pay for the upkeep of soldiers who will arrive at your land too late to defend it. For the most part, each generation of freeholders casts its lot with the same bann as their fathers did, but things can and do change. No formal oaths are sworn, and it is not unheard of, especially in the prickly central Bannorn, for banns to court freeholders away from their neighbors—a practice which inevitably begets feuds that last for ages.

Teyrns arose from amongst the banns, warleaders who, in antiquity, had grown powerful enough to move other banns to swear fealty to them. There were many teyrns in the days before King Calenhad, but he succeeded in whittling them down to only two: Gwaren in the south, Highever in the north. These teyrns still hold the oaths of banns and arls who they may call upon in the event of war or disaster, and similarly, the teyrns still hold responsibility for defending those sworn to them.

The arls were established by the teyrns, given command of strategic fortresses that could not be overseen by the teyrns themselves. Unlike the teyrns, the arls have no banns sworn to them, and are simply somewhat more prestigious banns.

The king is, in essence, the most powerful of the teyrns. Although Denerim was originally the teyrnir of the king, it has since been reduced to an arling, as the king's domain is now all of Ferelden. But even the king's power must come from the banns.

Nowhere is this more evident than during the Landsmeet, an annual council for which all the nobles of Ferelden gather, held for almost three thousand years except odd interruptions during Blights and invasions. The sight of a king asking for—and working to win—the support of "lesser" men is a source of constant wonder to foreign ambassadors.

Notable Fereldans[]

For a complete list, see Category:Fereldans.
Note: The list below can include people of either Fereldan ancestry or Fereldan nationality.

Codex entries[]

Codex entry: Geography of Ferelden Codex entry: Geography of Ferelden
Codex entry: History of Ferelden: Chapter 1 Codex entry: History of Ferelden: Chapter 1
Codex entry: History of Ferelden: Chapter 2 Codex entry: History of Ferelden: Chapter 2
Codex entry: Politics of Ferelden Codex entry: Politics of Ferelden
Codex entry: The Noble Families of Ferelden Codex entry: The Noble Families of Ferelden
Codex entry: Culture of Ferelden Codex entry: Culture of Ferelden
Codex entry: Dogs in Ferelden Codex entry: Dogs in Ferelden
Codex entry: Ferelden After the Blight Codex entry: Ferelden After the Blight
Codex entry: How to Act Fereldan Codex entry: How to Act Fereldan

Trivia[]

  • Visiting foreigners (notably Sten and Marjolaine) have claimed that Ferelden smells of "wet dog".
  • Ferelden is approximately the size of England.[88]

Gallery[]

References[]

  1. Codex entry: The Port City of Amaranthine
  2. 2.0 2.1 Dragon Age: Origins: Prima Official Game Guide
  3. Codex entry: Geography of Ferelden
  4. 4.0 4.1 4.2 Codex entry: Politics of Ferelden
  5. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 12
  6. Codex entry: Culture of Ferelden
  7. 7.0 7.1 7.2 Codex entry: History of Ferelden: Chapter 1
  8. Codex entry: History of Ferelden: Chapter 2
  9. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 12
  10. 10.0 10.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 50
  11. Calenhad Theirin established the Kingdom of Ferelden in 5:42 Exalted, according to Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 105. It's 2957 years after the first Alamarri tribes arrived in the fertile valley.
  12. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, p. 29
  13. Codex entry: Aldenon's Vestments
  14. 14.0 14.1 Codex entry: Freedom's Promise
  15. Codex entry: The Legend of Calenhad: Chapter 2
  16. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 113
  17. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 123
  18. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 125
  19. 19.0 19.1 Dragon Age: The Stolen Throne
  20. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 133
  21. Codex entry: Ferelden After the Blight
  22. Deal with Venatori Ally
  23. Shadows over Denerim
  24. Delicate Negotiations
  25. BSN David Gaider (2010). "Is Alamar in Ferelden or the Free Marches?" . The BioWare Forum.
  26. Aveline (short story)
  27. Appears in the description of Codex entry: Orders to the Militia as the "Greenfell militia."
  28. In Witch Hunt, if the player is a female mage, it is revealed that Cullen Rutherford was sent to Greenfell to regain his composure after the events of the Broken Circle questline.
  29. See map from Dragon Age Legends
  30. Mentioned by Valena.
  31. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, p. 82
  32. Dragon Age: Knight Errant
  33. See Flemeth. BioWare wiki.
  34. Per conversation with Carroll at the docks in Dragon Age: Origins. If you resort to paying him to let you cross, he says the price is 40 sovereigns because he knows a girl in Wutherford who will only agree to see him for 40 sovereigns.
  35. Dragon Age (tabletop RPG), Blood in Ferelden: Where Eagles Lair
  36. 36.0 36.1 Dragon Age (tabletop RPG), A Bann Too Many
  37. 37.0 37.1 37.2 Dragon Age (tabletop RPG), Blood in Ferelden: Amber Rage
  38. Dragon Age (tabletop RPG), The Dalish Curse
  39. 39.0 39.1 39.2 39.3 See this image.
  40. Lord Eddelbrek is the ruler of this land.
  41. Dragon Age RPG Set 3, Game Master's Guide, p. 63
  42. Dragon Age: Knight Errant, issue 1
  43. 43.0 43.1 43.2 BSN Mary Kirby.  The BioWare Forum.
  44. War table operation The Arl's Invitation
  45. Codex entry: Denerim
  46. Mentioned by the colonel at Fort Drakon during Captured! quest.
  47. Mentioned by Ser Aaron in Dragon Age: Knight Errant, number 1
  48. Mentioned by Bann Sighard if the Warden does not ask for a reward during Tortured Noble.
  49. Mentioned as a rumor by Bodahn Feddic in the Party Camp.
  50. If the City Elf Warden survives the Fifth Blight and asks for the city elves to be treated better for their boon or if the City Elf Warden makes the ultimate sacrifice.
  51. Codex entry: Kristoff's Note
  52. Dragon Age: The Stolen Throne, Chapter 2.
  53. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 25
  54. Dragon Age: Origins: Prima Official Game Guide, p. 245
  55. Codex entry: Culture of Ferelden
  56. Dragon Age (tabletop RPG), Blood in Ferelden, pp. 14.
  57. Dragon Age (tabletop RPG), Core Rulebook, p. 157
  58. BSN David Gaider (2013). "The DA Question thread." . The BioWare Forum.
  59. Codex entry: Arms of Mac Tir
  60. Dragon Age (tabletop RPG), Player's Guide, set 1, p. 32
  61. Dragon Age (tabletop RPG), Core Rulebook, pp.159.
  62. 62.0 62.1 Codex entry: Dogs in Ferelden
  63. Codex entry: Werewolf
  64. Codex entry: Wolf
  65. According to Fenris.
  66. Codex entry: Mabari War Hound
  67. Codex entry: On Avvar Cuisine
  68. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 93
  69. Note: The Rusted Horn's Menu
  70. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 93
  71. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 23
  72. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 43
  73. Codex entry: Ram
  74. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 87
  75. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, p. 285
  76. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 35
  77. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 57
  78. The Crown and Lion
  79. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, p. 288
  80. Dragon Age: The Official Cookbook: Tastes of Thedas, p. 55
  81. 81.0 81.1 81.2 Dragon Age: The Official Cookbook: Tastes of Thedas, p. 61
  82. Codex entry: A Compendium of Orlesian Theater
  83. Dragon Age (tabletop RPG) Blood in Ferelden p. 12
  84. 84.0 84.1 84.2 84.3 84.4 Dragon Age (tabletop RPG), Player's Guide, set 1, p. 16
  85. The Human Noble, for instance, is rumored to be a strong contender to be the next Teyrn of Highever, despite the presence of an elder male sibling.
  86. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 73
  87. Codex entry: Vassals and their Liege
  88. BSN David Gaider"Map of the whole of Thedas" . The BioWare Forum. Retrieved on December 3, 2009.
  89. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 45
  90. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 46
  91. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 47
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