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The Korcari Wilds are a cold southern expanse of forest and swamp, the extent of which is not truly known. They are home to the Chasind people. South of the Wilds lies a mysterious region that's covered in snow for most of the year, known as the Sunless Lands.[1][2] The Wilds are also home to Flemeth, the legendary "Witch of the Wilds", and her daughters.


In -1415 Ancient, the Chasind people separated from the larger Alamarri tribe and moved south into the Korcari Wilds.[3]

In -410 Ancient, a group of Qunari landed in the southern Korcari Wilds and established a colony there. This group is believed to have been eliminated during the First Blight, but beforehand, some of its females were turned into broodmothers by the darkspawn, and gave rise to the first appearance of ogres in Thedas.[4]

Korcari Wilds

Local legends state that the perpetual mist surrounding the Wilds is not natural, but rather the result of a curse. Long ago, when werewolves terrorized the country, a powerful Alamarri arl whose territory bordered the Korcari Wilds ventured into the forest, killing every wolf he could find, as well as any Chasind because he thought the local folks could be werewolves in disguise. A Chasind mother was outraged upon finding her sons dead at the soldiers' blades - one of which she stabbed into her own heart. A great mist seeped forth from this mortal wound and spread throughout the Wilds. It was so dense that the arl and his soldiers were lost inside forever.[5]

When the Grey Wardens' position in Ferelden was more influential, they maintained an outpost holding Ancient Treaties in the Wilds. The outpost has gone into ruin in recent years due to the decline of the Grey Wardens' influence.

The Wilds is a land of great trees, wet marshes and dangerous monsters.[5] Game and fish are plentiful in the wetlands, which has allowed the Chasind to thrive.[6]

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

The Wilds are native to monsters such as the giant swamp crabs.[7]


This section contains spoilers for:
Dragon Age: The Stolen Throne.

Prince Maric fled with the help of Loghain into the Korcari Wilds in order to escape from the forces of the usurper King Meghren during the Fereldan Rebellion in 8:96 Blessed. Within the Wilds, they experienced many difficulties and they felt relieved when they finally left the forest. A Dalish clan also resided within the Korcari Wilds at that time.

This section contains spoilers for:
Dragon Age: Origins.

During the Fifth Blight, the darkspawn horde emerged from the Korcari Wilds. Ferelden and the Fereldan Grey Wardens amassed at Ostagar hoping to halt the darkspawns' advance north.

  • In this region the new recruits will encounter their first hurlock emissary and hurlock alpha.
  • Interacting with a Dying Soldier (just past the wolves near the exit) triggers a cut-scene in which each party member can express their attitude towards the current mission. The soldier is the sole survivor of a scouting party ambushed by darkspawn. If The Warden kills the soldier (Ico DisAppr Heart Alistair disapproves (-3)) or leaves him to die, a low-tier armor piece or weapon will drop.
  • Missionary Jogby (the son): the corpse of a missionary can be found at the edge of the water southwest of the exit. Searching the body yields a letter and starts the side quest the Missionary.
  • Missionary Rigby (the father): another corpse, this can be found atop a hill on the mid-east side of the map, near a locked chest amongst some ruins. Looting the body will unlock a codex entry and start the side quest Last Will and Testament.
  • The Wilds Flower needed for the Mabari Hound can be found in numerous locations throughout the area, all on mossy logs; the one closest to the exit is just past the dying soldier mentioned above. (If the Warden has not acquired the appropriate side quest, examining the flower prompts Daveth to mention that the Kennel Master is offering a reward for it). Once any one of these has been picked, they all cease to be "lootable" objects.
  • The blood needed for the Tainted Blood quest will drop frequently from Hurlocks and Genlocks alike. Although the quest only requires three vials, it is possible to end up with more; however, they are still simply plot items and serve no other purpose. Once three or more have been picked up, they will cease to drop, and all the collected vials will be removed from inventory when the quest is resolved.
  • At a campsite to the northwest is a chest containing Rigby's Field Journal. Taking it will unlock a codex entry, set in motion the quest Chasind Trail Signs, and mark the first Sign on the area map, just past the arches next to the campsite. Note that the quest might not appear in the party journal until all Signs have been tracked down.
  • In the same campsite (beneath the campfire) is a hidden cache that continues the Last Will and Testament side quest (see Missionary Rigby, above; the cache will not be accessible until that quest has begun). (A note under Chasind Trail Signs charts a walkthrough for all three of the Jogby/Rigby side quests.)
  • Across the bridge in the south end (an area dense with Flimsy Leghold Traps) is the corpse of a soldier carrying a page from a book and a pouch. The ashes in the pouch can be used to summon a powerful shade at a small pile of rocks on a rise, east of the corpse. See A Pinch of Ashes for details.
  • Alistair and the recruits will eventually (in the eastern half of the map) reach the Grey Warden Outpost, where they find The Grey Wardens' Cache - or what is left of it. Examining the remains triggers the cut-scene introducing Morrigan. After a brief, possibly reciprocated interrogation, she is prepared to bring the party to Flemeth's Hut, though departure may be postponed if the party is not yet ready to proceed.
After the disastrous Battle of Ostagar, Flemeth rescued The Warden and Alistair and nursed them back to health in her hut. Once they've both recuperated, she then offers the services of her daughter, Morrigan, and some advice on how to combat the Blight before sending them on their way.


Dying Soldier


Tainted Blood Tainted Blood
The Grey Wardens' Cache The Grey Wardens' Cache
A Pinch of Ashes A Pinch of Ashes
Chasind Trail Signs Chasind Trail Signs
Last Will and Testament Last Will and Testament
The Missionary The Missionary

Hostile creatures[]





Deathroot Deathroot
Elfroot Elfroot

Notable items[]


Map of the Area

Plot Items:

Beloved Amulet Beloved Amulet
Excerpt from Local Myths and Legends Excerpt from Local Myths and Legends
Pouch of Ashes Pouch of Ashes
Rigby's Last Will and Testament Rigby's Last Will and Testament
Vial of Darkspawn Blood Vial of Darkspawn Blood
Wilds Flower Wilds Flower

Chasind Cache:

Barbarian Mace Barbarian Mace
Chasind Crusher Chasind Crusher
Chasind Robes Chasind Robes
Thane Helmet Thane Helmet
Wilds Bow Wilds Bow
Malachite Malachite
Topaz Topaz
Quartz Quartz


Chasind Flatblade Chasind Flatblade
Enchanted Dagger Enchanted Dagger
Darkspawn Staff Darkspawn Staff
Enchanter's Footing Enchanter's Footing
Mud Idol Mud Idol



Concept art

Near the wolves vs. darkspawn area

Chest (Darkspawn, Elite) - locked.
Chest (Ferelden, Normal) - locked.
Crate (Generic Armor, Critter)
Crate (Generic, Critter)
Crate (Generic, Critter)

Western camp

Chest (Barbarian, Normal) - contains Mud Idol and Rigby's Field Journal.
Sack (Generic, Critter)


Iron Chest (Ferelden, Elite) - contains Chasind Flatblade and a farewell letter.
Chasind Cache - see above.

Special objects[]

Codex entries[]

Codex entry: A Pinch of Ashes Codex entry: A Pinch of Ashes
Codex entry: Farewell Letter to Jogby Codex entry: Farewell Letter to Jogby
Codex entry: Genlock Codex entry: Genlock
Codex entry: Hurlock Codex entry: Hurlock - addenda for the Alpha and Emissary.
Codex entry: Letter to Jogby Codex entry: Letter to Jogby
Codex entry: Rigby's Last Will and Testament Codex entry: Rigby's Last Will and Testament
Codex entry: Signs of the Chasind Codex entry: Signs of the Chasind
Codex entry: Shade Codex entry: Shade - obtained from Gazarath.
Codex entry: Wolf Codex entry: Wolf


  • pcpc One of the Flimsy Leghold Traps cannot be disarmed.
  • Once the cutscene with Morrigan and Flemeth is over, it is still possible to return to the Wilds, but only before the Joining ritual has been completed. After the Joining, this area becomes permanently inaccessible.


See also[]

Codex entry: The Korcari Wilds Codex entry: The Korcari Wilds