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The quest starts after the end of the Meeting of the Lands.

First you need to get to Redcliffe Castle. As soon as the squad arrives in the village, we are met by a frightened inhabitant and said that the creatures of darkness attacked Redcliffe. After asking, you can find out that the Archdemon has not yet appeared. To continue the path, you need to kill the detachment guarding the gate to the castle. Well, the village church has a second squad, it is not necessary to kill him.

Having passed into the courtyard of the castle, we help the soldiers of Eamon to cope with the spawns. Then you will need to repel two more attacks. The first will have "meat" that dies with one blow. The second attack will be carried out by the alpha ogre. it will be more difficult to defeat him, since he has a large amount of health. When we repel this attack as well, we are escorted to Eamon.

Near the fireplace, where we met Connor in the "Earl Redcliffe" quest, we will be greeted by Eamon, Tegan and Riordan. The latter will greet us and report disturbing news - the horde is moving to Denerim and led by its Archdemon. After talking with Eamon and Tegan, Riordan will ask the Guardians to raise him to the second floor, where he will report that in order to defeat the Blight, the Gray Guard must certainly kill the Archdemon. However, there is one caveat - the Guardian who killed the Archdemon dies himself. Since from time immemorial this fate was taken on by the most senior members of the Order, Riordan takes this burden upon himself, and says that his fellows should not spare him. This is where the advice ends.

Back in the room, we see Morrigan (she will be there, even if she is kicked out of the team). She will say that she heard the conversation and knows a way to defeat the Archdemon without sacrificing the lives of the Guardians. To do this, an ancient ritual must be performed, which implies that the Morrigan must become pregnant. There are three options for the development of events:

  1. Perform the ritual yourself (MGY)
  2. Ask Alistair \ Loghain (zhGG)
  3. Give up the ritual.

This choice will determine Mohr's outcome and the corresponding achievement.

After the cutscenes, the battle for Denerim begins.

  1. City gates.

You need to kill all the creatures of darkness in the area. The Guardian will fight without partners, but they will remain as allies. It will not be difficult to interrupt, since in this location all enemies of a fairly low rank will fall from one or two hits.

Once we're done, Riordan will report that he senses the presence of two warlords in the city. He will also advise the Guardian to advance to the city with three companions, and the rest will defend the gate.

  • Shopping quarter.

One of the generals has been spotted in the trading quarter, he must be eliminated. Immediately upon arrival, two ogres and a genlock emissary will attack. Having dealt with them, we go further. Near the church we will be met by a large enemy detachment with a garlock-leader at the head. This is one of the generals, Having dealt with him, we go further.

  • Elfinage

Another was spotted in the elfinage. Shiani will meet us not far from the gate. Depending on the background and outcome of the "Riots in the elfinage" quest, you can ask her to help or let her escape. Next, you need to hold the gate. The Dalish elves will be the most effective allies here. There is a Garlock Emissary behind the gate. This is one of the generals.

Caution, the enemy has a sniper capable of killing a companion with the Killer Arrow skill

2. The palace quarter.

Entering the palace quarter, we observe the scene as Riordan tries to kill the Archdemon. The latter drops the Guardian, from a great height, however, Riordan manages to damage the wing of the creature and it falls on the roof of Fort Drakon.

Here we need to make our way to the fort. The most effective allies will be Dwarves, Golems (if Nether Anvil is saved), or Redcliffe Knights. The greatest danger is, in addition to snipers, emissaries (heal and impose a fatal curse ") and screamers. Having climbed up, we find ourselves at the foot of the fort.

3. The foot of the fort.

The entrance to the fortress is guarded by two emissaries, arrows, two dragon slaves, and some infantry. The best allies are Dalish or Mages.

4. Fort Drakkon.

You need to make your way to the roof, where the decisive battle awaits. The fortress is simply teeming with traps and difficult enemies. In addition to the usual emissaries, there are a mage-creator (summons shadows) and a werewolf. Also closer to the upper floors in the room with traps, a squad of assassins awaits. Already at the exit to the roof, an emissary is waiting with the support of two ogres.

5. The decisive battle

Going out onto the roof, we see how the Archdemon kills a small detachment of soldiers. We need to kill him. The best allies here will be Dalish or magicians. It is better not to get into close combat here, but to use ballistae. They break periodically, so it's a good idea to have a rogue in your squad. When the dragon's health is reduced to half, he will summon the darkspawn. There will also be commanders whom you did not manage to kill in the city. Most often it is a general from the trading quarter.

When health drops to 25%, spawns will be infected with a "walking bomb". When the decisive blow remains, it will be necessary to decide who will do it.

  1. If the ritual was performed, the Archdemon is killed by the GG. We get the achievement "Dark Ritual"
  2. If there was no ritual, but there was an affair with Alistair, and Loghain was executed, then Alistair strikes and dies. We get the achievement "Guardian Commander"
  3. If there was no ritual, and Loghain became a Guardian, then he inflicts a blow. We get the achievement "Redeemer"
  4. If there was no ritual, there was no romance with Alistair, Loghain is executed, then the Guardian strikes and dies. We get the achievement "The Greatest Sacrifice".

This concludes Blight and the main campaign.

Based on games, books, anime and TV series of the universe of the same name

Description

Dragon Age is a fantasy computer RPG series developed by the Canadian studio BioWare and published by the American campaign Electronic Arts.

The action of all games in the series takes place in the era of the conditional late Middle Ages, on the mainland of Thedas, lying in the southern hemisphere of an unnamed planet. Thedas is inhabited by many races, the main ones being humans, elves, gnomes and qunari. The entire territory of the mainland is divided into several independent states ruled by people, the main ones of which are Orlais and Ferelden in the south, as well as the Tevinter Empire, Anderfels and Newarra in the north. In the south-east, there are many independent city-states that have received the common name of Free Mark. In all states of people, a single Andrastian Church is recognized, honoring the bride of God, called the Creator. In almost all states, the monarchical form of government prevails. The kingdoms of the gnomes are located below the surface of the earth and cover almost the entire territory of the mainland. All the cities of the gnomes are connected by the so-called Deep Trails. Each city has its own monarch and a subordinate senate. Gnomes do not profess religions, but revere the Perfect ones, ancestors who had a huge impact on the development and prosperity of a particular city. The elven kingdoms were destroyed long ago by the Tevinter Empire, and today a small fraction of the elves are nomadic tribes of the Dalish. The rest are either enslaved or live in special city blocks. The Dalish believe in their own elven gods. Because of this, most people treat them with contempt. In the north of the mainland, from unknown lands, a race of horned giants called the Qunari began to expand. They profess the aggressive Kun religion and in the future intend to convert the entire population of the mainland to it.

In addition to the real world, there is also a world of spirits and demons, called the Shadow. Representatives of all races, except for the gnomes, during their sleep fall into the Shadow and see a distorted reflection of the real world. In the shadows, there is the Black City, in which, according to legends, the Creator himself once lived, and the city was golden.

Some members of all sentient races, except for the gnomes, have an innate ability for magic. Mages can enter the shadow while conscious, which makes them more likely to become possessed by demons. In the human states, all magicians live in the Circle of Magicians under the close supervision of the church, in the person of the templars. The only exception is the Tevinter empire, in which magicians actually rule the state. In the nomadic tribes of the Dalish elves, the magicians become the Guardians of the clan and further train their successor. For security reasons, the clan contains, in general, no more than three mages. The Qunari are more wary of magic and shackle mages, chop off their horns, and keep them under constant surveillance.

Once every few hundred years, the so-called Blight begins on the surface of the mainland, during which a huge horde of creatures of darkness under the leadership of the Archdemon climbs to the surface. Only the Order of the Gray Wardens, which includes representatives of all races, is able to combat this threat.

Chronology

Founding of the Tevinter Empire

1195 Ancient Era

In the year 1195 of the Ancient Era, Master Darinius became the first archon, transforming the Tevinter magical community into an empire, and all the masters were ranked among the aristocracy.

First Blight

395 - -203 Ancient Era

The First Blight began in AD -395 (Tevinter 800) and ended in -203 (992 TE) with the Battle of the Silent Plains, southern territories of the Tevinter Empire.

Sacred Trek of Andraste

180 - -165 Ancient era

Around -180 Ancient Era (1015 Tevinter), a huge army of Alamarri barbarians, led by Maferat and Andraste, the Creator's bride, crossed the Waking Sea from the south.

Foundation of the Church of Andraste

1: 1 Divine Age

The Church of Andraste (The Chantry of Andraste) is the dominant religious organization in Thedas, carrying the word of the Creator and having influence on almost all states of people on the continent. Based on the Song of Light, a series of teachings written by Andraste, the Creator's bride, and was created by Cordilius Drakkon, the first emperor of Orlais.

Second Blight

1: 5 - 1:95 Divine Age

The Second Blight began with the awakening in Anderfels of Zazikel, the Ancient God of Liberty and the Dragon of Chaos, in the year 1:05 of the Divine Age. It lasted 90 years and ended in 1:95 of the Divine Age.

Third Blight

3:10 - 3:25 Century of Towers

The Third Blight began in the year 3:10 of the Age of Towers, when he awoke and was converted into the Archdemon Thoth, the Ancient God of Fire. Darkspawn poured into the central regions of Thedas in unprecedented numbers.

Fourth Blight

5:12 - 5:24 Holy Age

The Fourth Blight began with the awakening in 5:12 of the Sacred Age of the Ancient God Andorhal.

Fifth Blight

9:30 - 9:31 Dragon Age

While some debate whether the Fifth Blight was a real Blight or the spontaneous emergence of a large number of darkspawn, historians agree that it began in the swamps of the Korkari Wildlands on the southeastern border of Ferelden in the 9:30th Dragon Century. The Architect provoked the beginning of the Fifth Blight by accidentally waking Urtemiel.

Breaking the Veil

9:41 Dragon Age

The Breach of the Veil enabled the demons to infiltrate from the Shadow into the waking world and bring more chaos and confusion to Thedas, already torn apart by the conflict between mages and templars and the civil war in Orlais. With each passing hour, the gaps become more and more, and the Inquisition is reviving to close them.

Table of centuries

Divine Age (1: 1-1: 99)

Justinia I became High Priestess. The official establishment of the Church of Andraste.

The Age of Glory (2: 1-2: 99)

Divination of great rebirth after devastation - The Archdemon has fallen, the Second Blight is over.

Age of Towers (3: 1-3: 99)

Completion of the Great Cathedral at Val Royeaux, whose towers are visible for miles around.

Black Age (4: 1-4: 99)

The Church calls for retribution for the "Black Priest" of the Imperial Church. A sacred campaign to eradicate heresy in Tevinter.

Sacred Age (5: 1-5: 99)

A period of ongoing war with the Tevinter Empire. The beginning of the Sacred Campaigns and Mora.

Age of Steel (6: 1-6: 99)

Queen Antiva was found slain with four steel swords in her chest.

Age of Storms (7: 1-7: 99)

The height of the war with the Qunari. Thedas leaders called for a great storm of violence to strike at the invaders and drive them out.

Blessed Age (8: 1-8: 99)

The Emperor Orlais has twins. It seemed like a century of generosity and prosperity.

Dragon Age (9: 1-9: 99)

The return of dragons long thought to be extinct. Predicted by the age of wars and cataclysms.


Game loops

The main series of computer role-playing games of the fantasy genre, developed by the Canadian studio BioWare and published by the American company Electronic Arts.

Developer: BioWare

Publisher: Electronic Arts

The events of the game take place over 7 years (including the prologue - 8) in parallel and after the events of DA: Origins. The main character is a man named Hawk, who, fleeing from Mora, flees with his family from Lothering to the Free March, where he becomes the Protector of Kirkwall. The story is told by Hawke's friend, the dwarf Varrick, who is interrogated by the Truth Seeker Cassandra, who is clearly interested in some events in Hawke's life. From the gnome's story, it becomes known how Hawke became a hero, the Protector. Hawke will have to stop the slave trade, fight the Qunari and resolve the conflict between the magicians and the templars.

Country: USA

Issues: 1

Dragon Age mini-comic series:

Dragon Age: Origins

Several of Lothering's templars seek out the Wildlands witch and kill any magess they meet along the way. One of the templars decides to oppose the murders, for which he himself is killed. And then Flemeth and Morrigan appear and prove that the apostates are not the humble mages of the Circle.

Dragon Age: Origins - Awakening

Nathaniel Howe sneaks into the Vigil Tower, which has been occupied by the Orlesian Gray Wardens.

Dragon age ii

A three-page comic strip shows the battle during the Qunari attack. Garrett Hawke and Isabela fight the Qunari and throw in meaningless phrases. The comic ends with the appearance of Arishok.

Country: USA

Issues: 6

The comic tells the story of the apostate Glim, the daughter of the Circle mage and templar.

Dragon Age: Silent Grove (Dragon Age: The Silent Grove; 2012)

Country: USA

Issues: 6

Alistair - the king of Ferelden - went in search of his father Maric to Antiva with Varric and Isabela on a tip from Claudio Valisti.

Dragon Age: The Speakers (Dragon Age: Those Who Speak; 2012)

Country: USA

Issues: 1

The story of the series continues the storyline begun in Dragon Age: The Silent Grove, in which King Alistair travels through Thedas with Isabela and Varric in an attempt to discover the fate of his father. They will travel from the familiar places of Antiva to Tevinter.

Dragon Age: While We Sleep (Dragon Age: Until We Sleep; 2013)

Country: USA

Issues: 1

Having united with the most dangerous race of warriors - with the Qunari - the pirate Isabela, the robber Varric and the King of Ferelden Alistair will clash with the evil magician responsible for the disappearance of Maric.

Dragon Age: Mage Slayer (Dragon Age: Magekiller; 2015-2016)

Country: USA

Issues: 1

Set in the capital of Tevinter, right before the start of Dragon Age: Inquisition, it follows the adventures of Maria, a titled mage hunter, and Tessa Forsycia, his assistant.

The comic also touches on the rise of the Venatori, a Tevinter cult that worships and works for the Coryphaus.

Dragon Age: Knight Errant (Dragon age: knight errant; 2017)

Country: USA

Issues: 1

Comic book from Dark Horse Comics.

During the appointment of Varric Tetras as Viceroy of Kirkwall, Wayya arrives in the city as squire of a knight. A talented thief, she took on a job that promised easy money ... but, deciding to change the terms of the deal, she found herself embroiled in a dangerous mission that will definitely bring her more than was promised.

As I went through Dragon Age and all the games associated with it, the question arose in my mind, what happens to the souls of the ancient gods, well, to those that become Archdemons.
To answer this question, first, you need to find out who the ancient gods are.
The Old Gods are beings that were worshiped by most of Thedas thousands of years ago, especially the Masters of the Tevinter Empire. According to legends, it was the Old Gods who taught the masters of magic. Archdemons are believed to be the Old Gods, awakened and corrupted by the darkspawn.

There are seven gods:
Dumat- Dragon of Silence, archdemon of the First Blight.
Zazikel- Dragon of Chaos, archdemon of the Second Blight.
That- Dragon of Fire, archdemon of the Third Blight.
Andorhal- Dragon of Slaves, archdemon of the Fourth Blight.
Urtemiel- Dragon of Beauty, archdemon of the Fifth Blight.
Razikale- Dragon of Mystery.
Lusakan- Dragon of the Night.

We know the following from history:

What the Old Gods are and what their connection with the Creator is is unknown. It is only known that the Church calls them "false." They turned mortals away from the Creator, which became the first Sin. For this, the Creator imprisoned them underground. However, their minds, like the minds of any living creature, were connected with the Shadow, and they contacted the masters and trained them in magic in the hope that they could free them. Therefore, the masters went to storm the Golden City, but as a result they called the First Blight.
The secret temples of the Old Gods were destroyed during the First Blight, but secret cults are said to still exist.
Scientists believe that the Old Gods really existed, but most are inclined to think that they were not "gods" in the literal sense of the word, but ancient higher dragons, powerful creatures so impressive that the ancient people began to worship them in fear and proclaimed gods. Someone even claims that the dream of dragons has nothing to do with the Creator, it's just a kind of suspended animation.
That's actually all that is known about these series of guys. It is known that the creatures of darkness reached five, and accordingly there were 5 pestilences. Where the remaining two are unknown. Actually, it’s not about them. The point is in the first five. I don’t believe something, that the end of the ancient god is like that, a generation comes, desecrates it, a gray guard comes and wets it. I think this is far from the end for God. What if a god transmigrates into someone's body, or, even more likely, is reborn under the guise of a mortal.

And here it is worth remembering the most mysterious Dragon Age characters.

And so, let's take a closer look at the gods. First in line

Dumat, the dragon of silence.

What is known about him.

He was the first and most powerful of the Old Gods, dragons, which the Creator imprisoned underground. Dumat turned people away from the truth of religion given by the Creator, and appeared to the one who taught the archon Talsian, the founder of the Tevinter empire, blood magic.
After the fall of the masters, the first Spawn of Darkness found Dumat imprisoned underground and desecrated him, thereby turning him into the first archdemon, who then led their army. Dumat was killed by the Gray Wardens in the Battle of the Fields of Silence after 200 years of plague. This happened approximately 1000 years before the events of Dragon Age: Origins.

In addition, it is known that in Dragon Age II - Legacy, Luminary says that Dumat promised him and the rest of the masters Golden City, but was deceived and returned one of the first creatures of darkness. During the final battle, the Coryphaus cries out to the Old God several times with the words "Dumat, grant me your strength." As a result, the Corypheus actually gains strength. If during the quest " Altar of Dumat", make sacrifices, then you can get the amulet Penitent's chain... All this indicates that Dumat, despite the fact that he was killed, is still in the world in an unknown form.



And so we found out that at least one of the gods is alive, but the question arises, where is he?
The dragon of silence thinks. Personally, from the whole Dragon Age, I have only one character associated with silence,

Sandal.


What we know about this guy, but practically nothing. Outwardly, Sandal is a mentally retarded gnome.
For starters, Sandal is not Bodan's biological son, he found him on the Deep Roads on one of his travels and cares for him like a real father. Bodan believes Sandal may have been struck by lyrium on the Deep Roads.

If my memory serves me, then the gnomes have no magic, precisely because they constantly live near lyrium, why is it suddenly such an effect, and by the way, what did the young man do, and a not very mentally developed gnome on deep trails why he was not devoured by the creatures, how he got there, there are no answers to these questions.

In games, we see that with almost every appearance, he takes out the brain the antagonist and the whole company.
Here's what happened to Sandal in Dragon Age Origins:

The Guardian saves Sandala and his father from the spawn of darkness at the exit from Lothering.

If allowed to join, he will offer his services as an enchanter and travel with the Guardian. He can always be found in the camp.

We will meet Sandal again during the climax in Denerim at Fort Drakon, covered in blood, surrounded by dead creatures of darkness.

To the question "What happened here," he will answer with his ingenious phrase: "Witchcraft!" and will offer to enchant the weapon. The question arises: how was Sandal able to cope with the enemies and why was he there, in Denerim?


Sandal does not disappear from our field of vision for a long time. We meet him again at the Tower of the Circle, during " Witch hunts"selling and enchanting items under the jurisdiction of Hadley and the Templars.

His vocabulary has expanded slightly since his last meeting with the Guardian. How did Sandal end up in the circle tower, what did he forget, and where is his father?

Isn't it more than strange Dragon age 2 does not give an answer to the question of who Sandal is, but, on the contrary, adds new growths. Here's what we learn about him in the second part.

Bodan and Sandal appear in Dragon Age II, playing the same role as in Dragon Age: Origins as a merchant and runecaster. They accompany Hawke and his comrades on Bartrand's expedition to the Deep Roads. There, Sandal will once again reveal himself in unexpected ways.

While searching for a new passage on the trails, Hawk and his friends find Sandal surrounded by dead spawn of darkness and next to a frozen ogre.

Again he doesn't explain anything, just shakes his head and says: "Not witchcraft."

After our gallant hero regains his place under the sun in the Upper City, namely, he gets the Amell estate back, Bodan and Sandal move to his / her home. Sandal is now always at hand, in the house you can always ask him to put a rune on a weapon or armor. Looks like this couple just have a nose for heroes! First the Gray Warden is the Hero of Ferelden, now the Protector of Kirkwall.

Sandal is not a greedy boy. He even gives you his special rune. And always ready to enchant weapons and armor. Sandal is not as simple as it sounds. He was able to cope with the power of the lyrium shard, processing it into a strong, but mind-safe rune, while Varric almost lost his mind, just touching the shard, and his brother, Bartrand, went completely insane.

The last time we meet Sandal is in the Casemates, where he offers to dull with goods, as well as enchant things after "killing" several magicians, templars, demons and even the demon of pride.

In addition to all this, in Dragon Age 2 there was a very interesting dialogue between Sandal and his father, here it is:

Sandal: "One day the magic will return. Everyone will be what they are. The shadows will move apart and the sky will open wide."
Bodan: "M? What is this?"
Sandal: "When he is erected, everyone will see it."
Bodan: "In the name of the ancestors, what has come over you, my boy?"
Sandal: "Witchcraft?"
Bodan: "Pf-f-f. Looks like that." (Translator's mistake. The original was "This is better").

What's this? Delirium of a Madman or Prediction of the Future?

In the recently released trailer Dragon age: inquisition clearly shows that at least one part "prophecies" Sandala came true exactly, namely "and the sky will open wide"... The sky is really very wide opened up.

In my opinion, all the above is too cool for a mentally retarded gnome. Based on all this, it can be assumed that Sandal is not a gnome, but something else what exactly is not yet known, but why it cannot be the reborn ancient god Dumat.


Okay, let's move on to the next god.

Next in line

Zazikel, Dragon of Chaos.

We know little about him, that's what is known. One of the Old Gods. He was awakened by the darkspawn in 1: 5 of the Divine Age and turned into an archdemon who led the Second Blight. It was only after the fall of the town of Nordbotten in Anderfels that the confrontation with the pestilence began. Zazikel was killed by the Gray Warden Corin at the Battle of Starhaven at 1:95 Divine Age.

Sandal is silent, so he can be the dragon of silence, and who can be the dragon of chaos? There is one character that the word chaos fits the best. This character

Flemeth.

So what do we know about Flemeth, the witch of the wild lands. If you believe Morrigan, she is possessed or in a symbiotic relationship with the demon, thus referring to the "possessed", although this is strange - the appearance of a man-possessed.

How Flemeth showed herself in games.
This is what she did in Dragon Age Origins.
In Dragon Age: Origins, the Gray Warden meets Flemeth in the Korkari Wilds when Morrigan brings him to her.

They must find treaties signed by other races in which they promise to aid the Gray Wardens as needed. The Guardian and Aleister meet Flemeth again when she rescues them from the Tower of Ishal. When the Gray Wardens hit the road, Morrigan goes with them at the behest of his mother and against his own wishes.
In the tower of the Circle, Morrigan asks to find black grimoire Flemeth supposedly stored there.

You can find the grimoire in the office of the First Arcanist Irving on the third floor of the tower even before this request.
After receiving the grimoire, Morrigan will be pleased, and upon returning to camp, she will tell what she learned from the reading. It turns out that the book describes how Flemeth managed to live for so long - when she grows old, she raises her daughter and at some point moves into her body.
Morrigan does not want to be the next victim and asks to go to Flemeth's hut, kill her and find the real Flemeth grimoire in the house.
Flemeth, of course, will guess why the Guardian appeared in the Wildlands, and will offer an alternative - to let her escape, and Morrigan to deceive.

In both cases, the loot will be the same: a real grimoire and the best clothing for the Morrigan, but if you spare Flemeth, the party members will react differently to the deception. Choosing a fight, you have to fight with dragon which will turn into Flemeth.

In the Witch Hunt expansion before Morrigan uses Eluvian to enter the world "beyond this world, beyond the Shadow", she states that Flemeth is not a blood mage, not possessed, or even human.

If Flemeth is not human, then who is she?

In the same way as with Sandal in Dragon Age 2, nothing is explained about Flemeth, but on the contrary, even more questions arise.

Flemeth returns in Dragon Age II. What are her goals and intentions is still not known. She is known to save Hawke's life during a fight with a group of Garlocks.

She offers Hawk a deal: a safe way to deliver the Dalish Guardian amulet to Keeper Maretari, whose clan has settled near Kirkwall. This is the Sabre clan from Dragon Age: Origins when playing as a Dalish. Before Hawke / Aveline kills Wesley, Flemeth notes that the only cure for the corruption is to become the Gray Warden. Hawke already knows about what happened under Ostagar and says that all the Guardians are dead. Flemeth then replies: "Not all are dead, but those remaining are out of reach."
After that, Maretari will ask you to perform a ritual on the Shattered Mountain. Merril will help us in this, It turns out that there was a piece of Flemeth's soul in the medallion, and he allowed her to be reborn if the Guardian killed her on the instructions of Morrigan. If not, then she will say that it was just a precaution, utter a couple of vague prophecies and fly away, turning into a dragon.

Based on all of the above, we can conclude that Flemeth is not a man, which means he can be anyone, which means that he can be a reborn god.

Okay, let's move on.

The next god is

He, the god of fire.

Here's what we know about him.
One of the Old Gods. He was awakened at the 3:10th century of the Towers and led the armies of the darkspawn of the Third Blight. After 15 years of war, Thoth was killed at Hunter's Mountain by the combined armies of the Gray Wardens, Orlesians, and Tevinters.

That's all we know about him, not much. This is the only god that I have not been able to identify as any reborn character. If you have any idea who might be, write in the comments.

The next god is

Andorhal, Dragon of Slaves.

Here's what we know about him, one of the Old Gods. He was awakened at 5:12 of the Sublime Age and transformed into an archdemon who led the armies of the darkspawn during the Fourth Blight. Antiva was destroyed and the capital of Anderfels was besieged. In the Battle of Islay 5:24 Exalted Age, the combined armies of Orlais, Anderfels, and the Free Marches led by the Gray Wardens defeated the darkspawn, and Andorhal was slain by the Gray Warden, the elf Garahel.

Yes, a little information, but this is a common disease for all ancient gods. Based on the fact that he is a dragon of slaves, there is only one character, turned on slaves, or rather on attempts to free them. This is of course

Architect.

Here's what we know about him.

Architect- the first spawn of darkness, self-willed... An outcast who does not obey the call of the Old Gods, who are subject to the creatures of darkness. Although the Architect is very intelligent, he has little understanding of humanity.

That he has his own will this is already abnormal to create darkness. And the fact that he does not obey the call of the gods, it's not clear at all, because even the gray guards begin to hear the call over time.

The architect from birth was very different from his brothers, the creatures of darkness. Unlike other creatures, he is capable of think independently from the group consciousness of the creatures of darkness and resist the call of the Old Gods. His goal is to establish peace between the darkspawn and the other races of Thedas at any cost. He hopes to find a middle ground between the two races and believes that this middle is in the Gray Wardens, as they are slowly transforming due to the influence of the filth.
By using Bregan, the first sorcerer Remile and his mages, to spread the corruption through enchantment and magic exclusively to the emissaries, the Architect hoped to infect everyone in Thedas with the corruption, despite the fact that this would entail many deaths for those who could not accept the corruption and that it could change the darkspawn as hybrids. His compromise is that he will use the call of the Old Gods to find and destroy them before the darkspawn find them and turn them into archdemons, thereby ending all future Blights. That is why Bregan and Genevieve agreed to help him.
Due to the fact that the Architect does not depend on the call of the Old Gods, his brothers of the darkspawn look at him with fear, although they obey commands. His control over the other spawn is uncertain, as he was able to keep the other spawn from pursuing Genevieve and her group. However, if their bloodlust gets to the point, he has no power to control them.

V Dragon age awakening The Sentinel Commander meets the Architect for the first time in the Silverite Mines. He is accompanied by Uta, the silent sister, and also the sister of Velanna Seranni, of Vending Forest.


Upon entering the mine, the Architect puts the Guardian and his companions to sleep and imprisons them. When the Guardian and his team wake up, they are stripped of all possessions and must flee.

Second meeting with the Architect will take place towards the end of the game.

This time, he invites the Guardian to work together to prevent future Blights. After the Call, he realized that the blood of the Gray Guardian could break the connection between the spawn of Darkness and the Old Gods, and if all spawn were influenced by the blood of the Guardians, they would not be able to start Blight. If the Commander refuses to side with the Architect, he will have to kill the Architect and Utu ...
If the Guardian takes his side, then at the final battle, the Mother will tell you that it was the Architect who provoked the last Blight, accidentally waking Urtemiel.
It was the Architect who created the Mother. He gave her reason, and she gave the offspring of thinking creatures of darkness. She calls him "Father", and he calls himself "Architect".

Agree why intelligent spawn darkness that does not obey the call of the gods cannot be the reincarnation of one of the ancient gods.

Okay, let's move on to the next and last Old God.

Urtemiel, Dragon of Beauty.

Here's what we know about him.
One of the ancient Gods worshiped in the Tevinter Empire. In 9:30 of the Dragon Age, the Architect found Urtemiel, intending to kill him, but instead awakened and became the culprit of the Fifth Blight, which is narrated by Dragon Age: Origins.
Among the Old Gods worshiped by the Tevinter, Urthamiel was the most beautiful. In the guise of an archdemon, he became a terrible caricature of the beautiful god he once was. Some of his worshipers believed that he had a daughter, Urzar.
Urtemiel is the main antagonist in Dragon Age: Origins, although his name is only mentioned in Dragon Age: Origins - Awakening, and before that he was known only as an archdemon. In Dragon Age: Origins, you can perform a ritual with Morrigan and save the life of the Archdemon by rebirth him in the body of a child. But the Guardian and Morrigan's child will not be tainted with the foul.

And this, perhaps, the only thing confirmation of my theory. Although, probably, this is not quite the case, because, according to my theory of the souls of the gods reincarnate, that means they first die, and then reborn in the body of a mortal. In this case the soul moved to another body, not reborn, even though this body was conceived last night. Well, anyway, I'm sure the Morrigan child will also give a light to the whole Thedas.

This is my theory about the transmigration of the souls of the ancient gods. Agree or not, you decide.
Leave your comments and considerations below. Especially on the subject of who might be the reincarnation of Thoth the dragon of fire.

Chronicles of the Archdemon.


Seven Old Gods.

Old Gods are beings worshiped by a significant number of Thedosians, especially the mages of the Tevinter Empire, thousands of years ago. Mages worshiped Gods in the guise of dragons (hence the opinion that the Gods were dragons, which is not entirely correct). Legends say that it was the Old Gods who told the magicians how to use magic. Some believe that the archdemons are the sleeping Old Gods, corrupted by the darkspawn.

M Agistra of the great Empire worshiped the seven Old Gods. *

* The very name Old Gods may be a reference to the works of Howard Philip Lovecraft. In particular, to his Old Gods (Old Ones), whom he describes as ancient, often evil deities with enormous physical and spiritual powers that can drive a person crazy and not only.

NS The first - and chief among them - was called Dumat, the Dragon of Silence. According to scientists, Dumat was the first Old God, turned into an archdemon and as a result destroyed during the First Blight.


The Connection Between the Old Gods and the Dark Beasts

V The book "Dragon Age: The Calling" tells about the existence of a specific connection between the Spawn of Darkness and the sleeping Old Gods. The filth of the creatures of darkness is associated with the ancient dragons, all creatures of darkness constantly hear the call of the Old Gods. Supposedly, when the fall of the Masters (Invasion of the Golden City) occurred - and they were turned into the first spawn of darkness - the connection between them and the insidious Old Gods, who involved them in a conspiracy against the Creator, intensified.

WITH Lysha call, the creatures of darkness are constantly looking for the Old Gods. When they find one, they will desecrate him, and he will turn into an archdemon who will gather them into hordes and unleash a new Blight.

A The rhitector, the sentient emissary of the darkspawn in Dragon Age: The Calling, describes the call of the Old Gods as "a terrifyingly beautiful sound." He reflects on the essence of the creatures of darkness and believes that their search for ancient dragons is nothing more than an endless pursuit of perfection, which they will never achieve, since the filth consumes them the moment they come into contact with it.

T It is also said that some time after the Initiation, the Gray Wardens also begin to hear this call. The Summoning is the moment when the Gray Wardens realize that they must descend to the Deep Paths in order to find their death in battle. Otherwise, the filth will consume them, and they will turn into soulless monsters, akin to ghouls.


Chronicles of Plague

AND so, archdemons are the Old Gods, embodied in the form of powerful and terrifying dragons and defiled by the creatures of darkness. They are much more intelligent than ordinary dragons, and they are the embodiment of evil.

B Most of the time, the darkspawn exist on the principle of a hive, concerned only with increasing numbers. They rarely appear on the surface, except in raids and minor incursions. However, the Pestilence begins when the creatures of darkness find and desecrate the Ancient God, who unites them into huge hordes and releases them to the surface in a wave of darkness and destruction. The Archdemon is their leader, and the Pestilence will not end until it is destroyed.

Have four Blights passed, led by the archdemons Dumat, Zazikel, Thoth and Andorhal. Since the Dwarves learned to fend off the incursions of the Darkspawn from the Deep Trails after the First Blight, no archdemon has turned the Blight against them. Though the Abyssal Trails are busy with the darkspawn, during the pestilence they come to the surface. As a result, the gnomes view Pestilence as a respite, when all the activity of the darkspawn is directed towards the terrestrial world.


1st Pestilence - The Phenomenon of Dumat.

Dumat * or "Dragon of Silence", was the first of the Old Gods, ancient dragons imprisoned underground by the Creator, for seizing power and deceiving his followers. The people believed that Dumat was the most powerful of the Old Gods and that it was he who taught blood magic to Archon Talsian, founder of the Tevinter Empire. After the fall of the Masters, in -395 Antiquity (800 TE), the first creatures of darkness reached the underground prison of Dumat, where the essence of the Old God was distorted and transformed into the first archdemon, thereby starting the first Blight. Dumat was destroyed by the Gray Warden at the Battle of the Silent Hills in -203 Antiquity (992 TE), after nearly two hundred years of Blight and about a thousand years before the events of Dragon Age: Origins.

* The name Dumat may be a reference to Dumah, the "angel of silence" in Jewish mythology.


2nd Blight - Zazikel's Phenomenon.

Zazikel or "Dragon of Chaos" was one of the Old Gods. He was awakened in 1: 5 Divine Age (1199 TU) by the darkspawn and was reborn as an archdemon to lead the second Blight, destroying the city of Nordbotten in Anderfels before the world reacted to his appearance.

Zazikel was destroyed at the Battle of Furious Haven at 1:95 Divine Age (1289 TE).

3rd Pestilence - Appearance of Thoth.

That* or "Dragon of Fire" was one of the Old Gods. He was awakened by the darkspawn at 3:10 of the Age of Towers, starting the third Pestilence.

NS After fifteen years of fighting, Thoth was destroyed on Hunter's Mountain by the combined forces of the Gray Wardens, Orlais, and the Tevinter Empire at 3:25 of the Tower Age.

* Toth, archdemon of the third Blight, may be a reference to the deities Azathoth or Yog-Sothoth, two Other Gods from Howard Lovecraft's Cthulhu myths. Also, the name Thoth may be a reference to the ancient Egyptian deity Thoth, the god of wisdom and knowledge.

4th Blight - The Phenomenon of Andorhal.

Andorhal * or "Dragon of Chains", one of the Old Gods. He was awakened at 5.12 of the Exalted Age by the creatures of darkness and was reborn as an archdemon who led the fourth Blight, during which Antiva was completely captured and the siege of the capital of Anderfels began.

V At the Battle of Eisley at 5:24 Exalted Age, the combined armies of Orlais, Anderfels, and the Free Marches under the banner of the Gray Wardens defeated the hordes of Andorhal, while the archdemon was defeated by the elven hero Garachel.

* Andoral - Possibly a reference to Andorhal, a World of Warcraft city that suffered from the plague of the undead and is under the control of the Scourge, one of the two main factions of the undead. Representatives of the undead were once living beings, in a new form, moved by supernatural power (does it look like anything?).

5th Blight - Appearance of Urtemiel

Urtemiel or "Dragon of Beauty", one of the Old Gods, was a dragon-like creature who was worshiped as the god of beauty in the Empire. Urtemiel was awakened by the darkspawn and transformed into an archdemon at 9:30 Dragon Age, shortly before the events of Dragon Age: Origins, which centers on the fifth Blight.

Codex entry:

Urtemiel - Tevinter god of beauty, in ancient times he was worshiped by musicians, artists and poets. The Urtemiel Festival was the largest of the year and lasted for twelve full days. Plays and whole symphonies were composed in his honor. Now he is just a crazy semblance of his former self, possessed by only one desire - to destroy all living things.


A trace in the history of Thedas.

B The departed archdemons, even when they were just Gods, had a great influence on the life and culture of Thedas. Until now, travelers find shards of the great past of the Tevinter Empire, including things named after the Old Gods.

E If you look at the map, kindly provided by the developers of the game, you can see that the Old Gods had some influence on the toponymy of the continent, in particular, they were immortalized in the names:

Arl Dumat and Urtemiel Plateau south of Tirashan.

The source of Andorhal is in the west of Orlais.


Unawakened:

WITH there are two still sleeping gods:

Razikeil, "Dragon of Mystery" and Lucasan, "Dragon of the Night".

N No one knows what will happen if they are awakened.


When preparing the material used

Through the captured Denerim, allies who were gathered before the decisive battle will help to fight with him. The number of allies and the size of their armies depend on the one transferred through the emissaries in the main camp. The maximum number of soldiers in one army is 50. Each army is represented in the upper right corner, under the mini-map, icon and the number of available soldiers. Each army can only be deployed once and only in one selected area. If the selected army is defeated, then another army can be deployed in the area. Who exactly will be in the allies depends on the choice made during the passage of the game. For example, if, then in the final battle golems will help. If, support will be provided by the templars. If, werewolves appear.

  • Redcliffe soldiers are brave foot soldiers loyal to Earl Eamon. They are good against men at arms, but do not have ranged weapons.
  • Orzammar Dwarfs- battle-hardened infantrymen. They are good at defense, but lack long-range weapons.
  • Golems incredibly strong in melee, and not bad in long-range. It is very, very difficult to overcome them.
  • Werewolves from the Brecilian forest are deadly in attack, but poor in defense.
  • Dalish elves- skillful archers, but in close combat they are inferior to other troops.
  • Templars- an elite army, jack of all trades. Because templars are capable of suppressing magic, they are the perfect weapon against mages.
  • Circle Mages inflict serious damage with spells at any distance, but are weak in melee.
The decisive battle with the archdemon will take place on the roof of Fort Drakon, where he will fall along with Riordan. The main weapon of the enemy is strikes and grabs with limbs, as well as fire. To cope with the fire, a blacksmith from Denerim, created from dragon scales, and balms will help. The fight will be easier if there is a healing magician in the squad, for example, Wynn. We direct warriors and robbers into the thick of events, when the archdemon grabs a companion, a blow with a shield or hilt, as well as a stone fist, will help to free himself from the capture. Ballistae are installed along the edges of the platform, which can and should be used against the archdemon. When he moves out of reach, to a remote site, ballista is simply indispensable, although the magicians will be able to smoke him from the site, but it will take a long time.

Sometimes the mechanism can jam, in such cases the skill "Making traps" will help out. The archdemon, like any dragon, is vulnerable to cold attacks, and is resistant to fire, so all spells related to cold, as well as runes that deal damage from cold, will be most useful in battle. The fight can end in three different ways: first - the Gray Wardens survive if; the second - the main character will die; third - Alistair or Loghain McTeer will sacrifice themselves. The last two outcomes are available in case of refusal to help Morrigan. Depending on the choice made, one of the achievements "Supreme Sacrifice", "Guardian Commander", "Redeemer" or "Dark Deal" is unlocked. With the death of the archdemon, the Pestilence will end, and they will return home.