“What else am I, if not a seeker of justice?”
Justice is a benevolent spirit of the Fade who embodies the concept of justice. Though an involuntary guest in the mortal world, his actions have made lasting repercussions on the world of Thedas. In Dragon Age: Origins – Awakening, Justice is a companion of the Warden-Commander.
"Justice" is not a name, it is an identity. Not all the denizens of the Fade identify with darker emotions like rage and pride. Some embody the nobler qualities found in humanity: faith, hope, compassion, valor, and justice.
Although spirits have no definite shape in the Fade, Justice takes the form of an armoured figure and chooses in place of a name, the virtue to which it aspires: Justice.
Dragon Age: Origins - Awakening
Justice is first encountered by The Warden-Commander in the Blackmarsh Undying after they and the Grey Wardens are transported to the Fade upon finding Kristoff's body and being trapped by an intelligent darkspawn, The First. Justice is in the midst of rallying the spirits of the village that was abandoned and are now imprisoned by the Baroness. Justice asks the Wardens for aid in the attack against the Baroness. The Warden-Commander can either reject or accept. If accepted, Justice leads the villagers in breaking down the mansion gates and attacking the Baroness. If the Warden declines, Justice does not push the issue, but should the Warden-Commander side with the Baroness instead, the spirit allies with the First and admonishes the Wardens for their decision. Regardless, Justice fights the Baroness on the balcony while the Wardens confront the First in the courtyard. After the fight, the Baroness sends everyone back to the mortal world by using the First as a source of power, killing it in the process. Justice finds itself housed in Kristoff's body and asks the Warden-Commander for help with killing the Baroness once and for all. This happens regardless of whether or not the Warden-Commander blatantly sided against Justice in the Fade. Once Justice finds the Baroness, their conversation leads to a fight in which the Baroness turns into a pride demon but is eventually slain.
After the battle, Justice is unsure what to do next and asks the Warden-Commander to advise him. The Commander can advise Justice to continue Kristoff's mission as a Grey Warden. After recalling from Kristoff's memories that Kristoff was killed by the First and that the First's darkspawn masters who commanded the task still lives, Justice has come to the conclusion that avenging Kristoff's death would be a worthy goal. Justice will then join the party. Alternatively, the Commander can refuse to advise Justice, in which case Justice will leave the Warden-Commander's company to figure out what to do with himself.
When returning to Vigil's Keep, Kristoff's wife, Aura, recognizes Justice as her husband, and realises he is dead. Disgusted by what was done to his body, she runs away. Justice realizes that, intentional or otherwise, Justice has done Aura a great injustice and asks for the Warden-Commander's aid in gaining Justice for Kristoff and making amends with Aura.
If the Warden-Commander agrees to a truce with The Architect, Justice will object but will be easily persuaded if its approval of the Warden-Commander is high enough and the matter with Kristoff's widow has been resolved. Otherwise Justice will turn on the Wardens and must be slain.
Unlike the other companions, Justice does not undergo the Joining as its host is already a Warden.
- If left to defend the Keep, and the Warden chooses to save the city of Amaranthine, Justice will fight valiantly, but, before the victory horn is sounded, a darkspawn sword removes Kristoff's head. It is unknown whether the spirit perishes or simply departs. At the least, Kristoff's wife, Aura, is finally able to claim her husband's ashes.
- If Vigil's Keep is saved, Justice serves with the Order for many years, keeping in touch with Kristoff's wife, Aura, during its stay. Eventually however, Aura informs it that she can no longer tolerate her husband's rotting body. Justice bids her goodbye, and Kristoff's body slumps to the ground. Where the spirit goes, no one knows.
- If Vigil's Keep is saved, and Justice's quest is completed, it will serve the Order for many years, fighting darkspawn resistance pockets; appearing at Aura's doorstep one day smiling, and falling over dead. It is unknown if the spirit completed its quest or died or simply passed back into the Fade.
- Once the darkspawn threat was ended, Justice left the Grey Wardens to pursue other injustices. Years later it appeared on the doorstep of Kristoff's widow and, smiling, simply dropped dead. Aura finally had a body to mourn. If the spirit remains alive, it has not shown itself.
- If Vigil's Keep is not saved and Aura not visited in Amaranthine, Justice will stand in the ruins of Vigil's Keep looking into the sun and saying, "Now I know what to do." The spirit then disappears leaving behind the rotten body of Kristoff.
- If not recruited, a mysterious figure in a Grey Warden armor is occasionally seen in the marsh, erecting gravestones to honor villagers of old. In time, those sightings cease.
Dragon Age II
- See also: Anders (short story) Note: This story takes place after the events of Dragon Age: Origins - Awakening.
Regardless of how the Amaranthine Conflict ended, Anders was eventually recruited into the Wardens and Justice became trapped in Kristoff's corpse. Justice urged Anders to fight for the freedom of mages more actively. Anders agreed to become Justice's human host to help his friend, but afterwards Anders's suppressed anger warped Justice into a demon of Vengeance. Several Templars and Wardens attempted to kill Anders/Justice but are slain in the confrontation leading Anders to flee to the relative safety of Kirkwall in the Free Marches.
Justice tends to take over whenever Anders becomes angry at the injustices done to mages and can be difficult for Anders to control. After their merging while in the Fade Justice is the dominant controlling force.
Justice's attitude towards Hawke is dependent on whether Anders is Hawke's friend or rival. On the friendship path, Justice comes to believe that Hawke is a supporter of it and Anders's campaign for mages' freedom and forms a respect for them. On the rivalry path, however, Vengeance slowly begins to resent Hawke, seeing them as having given in to sloth and willing to stand by as mages are tortured and killed. This simmering resentment explodes when Anders is nearly convinced by Hawke to give up his plan when Vengeance seizes control, demanding that Hawke leave and declaring that Anders has no need of them.
If Hawke romances Anders, regardless of which path they are on with him, Justice disapproves of Anders's growing affection for Hawke, seeing it as a distraction from his commitment to freeing the mages; according to Anders, this is one of a small number of things they disagree on.
Friendship and rivalry also affects Justice personally. If on the friendship path with Anders, the mage eventually claims that he and Justice have merged fully and that destroying the Chantry was a decision made by the two of them. However, on the rivalry path Justice apparently becomes a true demon and as Vengeance often takes over Ander's body, apparently forcing him to blow up the Chantry.
If Anders is brought along to aid Feynriel with his Night Terrors, Justice takes control and expresses surprise at returning to the dreamworld in this manner, but concedes it feels good to breathe the air of the Fade again.
If Hawke listens to or attempts to make a deal with the sloth demon Torpor, Justice will object increasingly before turning hostile, resulting in Anders's death in the Fade. Neither is actually killed, however. If Hawke does not follow through on the deal and asks Anders why Justice couldn't have simply played along with it, Anders admits that a benign spirit is incapable of lying to maintain a ruse, and Justice is no exception.If Hawke chooses to kill Anders, it is currently unknown what happens to Justice. However, according to Solas, when a spirit dies its energy returns to the Fade and may regenerate into another spirit. If the idea giving the spirit form is strong, or if its memory has shaped other spirits, it may someday rise again. It could also rise again with a different personality with no memory of its past.
Dragon Age: Origins - Awakening
Dragon Age II
Justice likes tokens that remind it of the Fade as well as items that provide insight into Kristoff's life.
Name Notes Description
Elven Prayer for the DeadLocated: Wending Wood - Destroyed Dalish CampThis prayer implores Falon'din to guide the dead across the Veil.
Lethanavir--Friend to the Dead
Guide my feet, calm my soul,
Lead me to my rest."
Kristoff's LocketLocated: Blackmarsh - Kristoff's campThis locket contains a miniature painting of a woman and a lock of hair. An engraving reads: "Yours always, Aura." Kristoff's MementosA box of mementos that once belonged to Kristoff. Lyrium: The Voice of the MakerA book about lyrium, necessarily heavy on conjecture. Lyrium RingAcquired by gifting Lyrium Ring (gift) to Justice.An unusual ring of unrefined lyrium, toxic to most living creatures. Verses of DreamsPoetry inspired by the Fade.
- As you befriend Justice and gain its approval, it will gain the following additional skills:
Name Benefit Requirement Inspired: Minor Constitution +1 constitution 25% approval Inspired: Moderate Constitution +2 constitution 50% approval Inspired: Major Constitution +4 constitution 75% approval Inspired: Massive Constitution +6 constitution 90% approval
Below are the spots where you can initiate dialogue with Justice. On PC, it can be hard to find the correct spot to click; make sure to hit "tab" and rotate the camera if it's not letting you click on it.
- Vigil's Keep: The chest, right behind Justice.
- The Wending Wood: The dead elf in Velanna's camp
- City of Amaranthine: Statue in front of the Chantry
- Main article: Justice/Dialogue
Dragon Age: Origins - Awakening
- "What else am I if not a seeker of justice?"
- "A world so full of beauty that beauty goes overlooked."
- (Regarding the Lyrium Ring) "Of all the things I have seen in this world, this is the most precious. I shall keep it at my side as a reminder that even in misfortune, good can be found."
- "These Darkspawn are a cancer in the heart of this world."
- "A world ruled by order, static and unchanging. I like it!"
- "How odd that mortals find so many differences to hate when you have so very much in common."
Dragon Age II
- (As Vengeance, to templars) "You will never take another mage as you took him!"
- (As Vengeance) "They will die! I will have every last templar for these abuses! Every one of them will feel Justice's burn!"
- (As Vengeance) "Justice... answers to nobody!"
- (If Hawke convinces Anders to give up his plan) Vengeance: "Leave! This does not concern you!"
- Hawke: "This is Anders's decision, not yours!"
- Vengeance: "I am Anders! You have given into sloth. You would stand by while mages are abducted and tortured. Go. Anders has no need of you."
- In Amaranthine, if you approach either the Innkeeper or Sorcha at the Crown and Lion inn, you will hear a unique dialogue exchanged between them and Justice, whom they believe to be Kristoff.
- If you ally with the Architect, and Justice is in your party, and fail to convince it, it will become hostile to your party. Upon death, it doesn't yield all of its equipment. However, there is an auto-save point just before this so you may reload it to unequip Justice's gear to keep it afterwards, and make the fight easier if you know that you cannot convince him; this can easily be affected by removing any "mental resistance" gear Justice has on.
- The first time the Warden gains approval from Justice, it is possible to max the rating out and prevent any ability bonus. Sigrun appears to share the same bug.
- xbox360 workaround: Through conversation(s) bring Justice's approval lower than 90 - that should "activate" the plot skill; even though they still won't show up in the skill screen, you can see/compare Justice's constitution score and notice that the bonus is there. Then, through gifts and/or conversations you can max out his approval again (or, at least, get it higher than 90 again).
- pc It is possible to get only +5 approval with his gifts, even personal ones. Velanna and Oghren appear to share the bug with fixed approval boosts of +5 and +6 respectively.
- In order to not get the +100 approval bug with any of the characters, you need to do the "blight orphans" quests or "chantry board" quests, that give (dis)approval to a character, only after you recruit that character. For example, if you do the "From the living wood" quest that normally gives -1 approval to Velanna before actually recruiting her, that will get you the +100 approval bug with Velanna. Same goes for the quests for the "blight orphans". If you do quests that give (dis)approval to Justice or Sigrun before recruiting them, that will lead to the bug with them. (Tested on PC)
- pc If you equip Justice with any defensive equipment (Helmet, Armor, etc.), and kill the Baroness, the equipment will disappear. For example, if you equip it with the Sentinel set that is found in the Blackmarsh and kill the Baroness, Justice will talk to you without it. With the Sentinel Set, the equipment might go back into the Iron chests. (Tested on PC, just with Sentinel set and no new weapons)
- pcps3xbox360 When Kristoff is first found, it is possible that he will be "alive" and on his feet, looking about. The tag above his head will say "Kristoff", not "Justice". If the player interacts with Kristoff, the cutscene will begin; in the cutscene Kristoff will be lying on the ground as he should be. What causes this glitch is currently unknown.