Dialogues with Alistair approval. Dragon age: origins: how to win friends - game tactics and tips from the masters

Companions

Companions

And having good relations with companions is very useful - it gives bonuses to characteristics, opens additional quests and dialogues, and besides, it helps in "moments of crisis".

B onuses with increased Influence are called inspiration - for Sten, Inspiration increases Strength (at a maximum - +4), for Morrigan and Wynn - Magic Power, for Leliana - cunning, for Zevran - dexterity, etc. Bonuses are obtained at Influence +25, +50, +75, +90.

FROM ama ratio scale in negative and positive registers is as follows:

– 100: crisis (hatred for Alistair, for others it is a signal to attack or leave (sometimes companions can be dissuaded from this with high Persuasion).

– 99 - – 26: dislike

– 25 – 25: neutral

D friendship:

26 - 75 - warm (the first additional dialogues about the past of comrades-in-arms are initiated, they can open a specialization, and are also capable of issuing a personal quest under certain conditions)

76 - 100 - friendship (they will thank for the support, and they can give something).

Novel:

26 - 50 - interest (in addition to the usual "friendly" bonuses, followers start flirting)

51-70 - care

71 - 90 - attraction

91-100 - love

Companions


Companions

H To turn the relationship into a romantic one, you must complete his/her personal quest. All followers (except Alistair) will leave you if their approval drops to -100, and you have the opportunity to kick them out of the group at any time. There are also certain moments of crisis - in certain situations, the character is able to rebel and attack, or leave your group on their own.

AT each major location has a point of initiation of a conversation between your companions taken in a group (most often two characters are talking, occasionally all three are involved in the conversation). These points are located in the following places: at the entrance to Lothering (after descending from the Road and on the bridge), on the first bridge in Redcliffe, in the north of the Denerim Trade Quarter, Orzammar bridge to the arena, the first floor of the Tower of Mages, at the entrance to the Dalish camp. The point only works once, to initiate a new dialogue, you need to re-enter the location.

AT your Guardian can also talk to his companions, and more conversations are available in the camp. Sometimes a comrade-in-arms may approach you in the camp and start a conversation. In its course, you can open a secret quest (for example, the Orzammar "Nag for Leliana"), as well as increase or decrease Influence.

Companions


Companions

D For all associates, there are gifts that can increase influence on the recipient. Most often, gifts are preferred by one comrade-in-arms, and touch others a little. For example, Leliana is delighted with church symbols, while Morrigan will accept them with coolness. You can find out what a particular companion prefers from the Code when increasing Influence to 25 or from dialogues. Some gifts are special and a special dialogue will start after being presented. All companions, except for the one to whom it is intended, will refuse it. There are also a number of gifts that are not intended for anyone specifically.

Z and the first presented gift will raise the approval by 10 points, for the second - 9, and for each subsequent - 1 point less than the previous one (but not less than 1). Special gifts can raise Approval by more than 10. This usually happens when a follower asks you for a certain thing - for example, Zevran for donating Dalish gloves after the appropriate dialogue can increase influence by 12 points.

H non-specialized gifts have a primary value of +5, and for giving an item to a follower with a negative attitude, the influence points for him are halved (but remain at least 1).

P the easiest way to increase Influence is through dialogue or during the course of the game (followers can increase or decrease Approval for some of your choices), and a companion in which your Guardian has a romantic interest can raise it to 100 very quickly. Gifts in such cases are worth holding , in order to use them to bring the necessary influence points to the marks that initiate a new dialogue or quest, or to make up for disapproval of your choice in a given situation.

AT summaries below Special Gifts are in bold type (tables are clickable).

And information about the exact location of gifts is best found in posts with the passage of the corresponding locations, and detailed information about personal quests - in posts dedicated to a particular companion.

ALISTER

Companions


Companions

BUT the lister will join you in the story in Ostagar and is the only companion who will not leave the group even at -100 attitude, and it will not be possible to kick him out until his personal moment of crisis. With high Approval, Alistair will teach your Guardian how to be a Templar.

Companions

Companions

Personal Quest - Alistair's Family

Companions


Companions

P The first time you visit Radcliffe, Alistair will tell you his biography, and if Approval is high enough, the next time you talk, he will mention a sister named Goldanna and ask you to visit her in Denerim. Goldanna's house is located in the Trade Quarter next to Wade's forge and is not initially marked on the map - in order for the entrance to appear, come closer to it with Alistair.

AT inside you will have a small conversation with Goldanna, and nothing depends on your answers. At the exit, Alistair will try to discuss what happened. If you select the “Every man for himself…” option and in the ensuing conversation in the camp confirm that this is what you meant, then you will “toughen up” Alistair’s character, which may affect some of the final moments of the game for a female Sentinel who has a romance with Alistair.

moment of crisis

Companions


Companions

BUT the lister will only leave the group if you let Loghain live at the Gathering of the Lands. If you toughened him up, Alistair can remain king, otherwise he will be required to be executed by Anor. Agree with her or not - it doesn't matter anymore, one way or another, Alistair will not appear again.

Alistair as a romantic interest

Companions


Companions

BUT lister as a heart companion is of interest only to a female Guardian, and there are enough opportunities to start an affair with him in the game - you just need to flirt a little. With a properly developing romance, Alistair will give you a rose as a gift.

M You can invite him to the tent, but it's better to wait until his Approval is at the "love" level, and Alistair himself will offer to spend the night together.

R Oman with Alistair can have several endings.

1. Warden-Kusland may end up marrying Alistair the King.

2. Guardian with any other backstory, if Alistair is not tougher, is doomed to break the relationship.

3. A guardian with any backstory can stay with the “hardened” Alistair as a lover, and he himself can choose a woman more suitable for state reasons as his wife (marry Anora or remain a bachelor for the time being).

4. If you did not make Alistair king, but he remained Gray Warden, then it will stay with your character.

MORRIGAN

Companions


Companions

M Orrigan will join your party at Flemeth's insistence after rescuing the Guardians from the Tower of Ishal. She can be driven away, but if she stays, it will reveal additional options for the game's ending. She can also teach you the Weremage specialization.

E I like it when the Guardian acts tough, and does not like to help everyone in a row. You can “toughen up” (and in this case, soften) Morrigan after the Golden Mirror is presented, asking in return to be kinder to people. After that, she will reduce your Approval less for altruistic impulses.

Companions

Companions

Personal Quest - Grimoire Flemeth

Companions


Companions

P After visiting the Tower of Mages, Morrigan will tell you that in the past some templar stole an important Black Grimmoire from her mother and ask him to find it. The book is in a chest in Irving's office.

P The next time you enter the camp, Morrigan will ask you to kill Flemeth, find her real grimoire, and tell you what she learned from this book. You can now return to Flemeth's Hut. Her mistress can simply give the book and ask Morrigan to tell that you killed her, and if you do not agree, you will have a fight with Flemeth the dragon. As a bonus for the last one, you will receive a new robe for the Morrigan. Returning the grimoire to the witch will complete this quest.

Morrigan as a romantic interest

Companions


Companions

R Managing her is only possible for a male Guardian, and it's easy to start - just talk to Morrigan about Flemeth, and when Influence reaches 30, you can invite her to the tent, although the witch can do the same herself. After handing the Grimmoire to Flemeth, she confesses her feelings and refuses to share a bed with you. Her gift as a sign of feelings is a magic ring. There is no happy ending with Morrigan in the game.

moment of crisis

Companions


Companions

P The first such moment will occur before the final battle. Morrigan will make you a tempting offer, and if you refuse it, he will immediately leave you. If you agree to the ritual, then Morrigan will leave immediately after defeating the Archdemon.

FROM Trazh can go looking for her after the end of the game in the Witch Hunt DLC, and the ending there can also be quite ambiguous.

LELIANA

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Companions

L Eliana will be asked to join the group in the Lothering tavern after a skirmish with Loghain's soldiers. She can reveal the Bard's specialty to you. A charming Naga will help to catch the Idle Dwarf - see the passage of Orzammar for more details.

Companions


Companions

Personal quest - Leliana's Past

Companions


Companions

D To begin with, you need to talk with Leliana about the Orlesian bards, and the next time you visit the Camp, about Marjoline, her mentor. After that, when moving around the world map, there will be a random encounter-skirmish with a detachment of robbers, whose leader will tell the battlefield that he was hired to kill Leliana. The Bard will suggest that Marjoline is behind the attack and will ask you to find her in Denerim (it will be a house in the Trade Quarter). A conversation with Marjoline can end peacefully or in battle, and then Leliana will say that she needs to think.

AT camp, she will share with you her doubts about the resemblance to Marjoline. If you want to “toughen up” her, claim that the pleasure of defeating her opponents is part of herself, and this is not worth denying. Tightening can slightly affect the ending for Leliana, as well as allowing you to coax her into a night out with a threesome with your Guardian and Isabella, or a foursome with your Guardian, Isabella and Zevran in the Denerim Jewel. Details about the reasons for Leliana's quarrel with Marjoline can be found in the Leliana's Song DLC.

Leliana as a romantic interest

Companions

Companions

L eliana is a romantic interest for a guardian of either gender, and gives only two opportunities to start a relationship. A male Guardian who reaches an Influence score of 25 should ask "what a girl like that was doing at Lothering Church" and compliment her appearance. The female Guardian needs to reach 50 Influence and when Leliana says she likes your character's hairstyle, start developing the theme. As a result, you will have the option to ask if Leliana has always liked the company of other women, the field of which the bard will ask in response how you would react to this if it were so. The romance will begin if you answer that you would only giggle to look modest.

P With a properly developing romance, Leliana will give you a ring.

E If you missed the first opportunity (or ended the relationship for the sake of flirting with another companion), then you can start dating again after completion personal quest Leliana - in a conversation-discussion of what happened, tell her that people change over time. When she notices that your Guardian reminds her of her former mentor, you can make sure that her relationship is back on the Roman scale. Leliana will invite you to spend the night together when the relationship with her reaches the "love" mark - you will not be able to invite her to the tent yourself.

moment of crisis

P will happen in the Glove (quest "Urn of Sacred Ashes") - if you desecrate the Ashes and Leliana is in a group, then she will attack you. If she stayed at the camp, she will try to leave when you return (if you have a leveled Persuasion, you can persuade her not to leave). Hardened Leliana will not leave the group even if the Urn is defiled.

ZEVRAN

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Companions

G A group of mercenaries led by Zevran will attack you when crossing the world map after completing one of the story quests. After dealing with the attackers, you can finish off Zevran or take him to the group. He can teach you the Assassin specialization.

Companions

Companions

moment of crisis

Companions

Companions

P Zevran does not have a personal quest. The moment of crisis occurs towards the end of the game when moving between the Denerim mini-locations (having Zevran in the group is optional), when you stumble upon a former ally of Zevran named Talisen, who will offer him to return to the Ravens, having completed his last task. If Zevran's attitude towards you is low or negative, he will join the mercenaries and attack you. If it is more or less positive, then Zevran will step aside, leaving you to deal with Talisen on your own. If the Influence on the former assassin is high enough (and even more so in the case of a romance), Zevran will fight alongside you.

E If the relationship with Zevran is friendly, after the fight he will try to leave the group. You can persuade him to stay for the sake of the treasures you find during your travels, or, if his attitude is higher, just as a friend. If you have an affair with Zevran, then he will not try to leave. However, if you break the romance at the "love" mark, Zevran will leave the group.

Zevran as a romantic interest

Companions


Companions

Z evran is a romantic interest for a Guardian of either gender, and you can invite him to the tent after a couple of compliments. If you want an elf to make the first move, you'll have to wait until Approval reaches 75. The relationship will turn into "love" after meeting Talisen if Approval is high enough. After that, Zevran will refuse another offer to the tent in order to be able to think, but unlike Morrigan, in the end he will not refuse to share a bed.

P With high approval, Zevran will try to give you an earring as a token of sympathy. You can refuse, and then the elf will soon try again, and the earring will already be a veiled marriage proposal.

E If your Guardian is Cusland and has married Anora/Alister, Zevran will stay with you without much persuasion.

MABARI

Companions


Companions

E If you are playing as a Nobleman, then you will receive mabari in the prologue. In all other cases, the dog will join you (if you do not drive him away) after completing the Houndmaster quest in Ostagar, when moving from Flemeth's Hut to Lothering. The second opportunity to take the dog is in the Return to Ostagar DLC.

Companions


Companions

O Mabari's fertilizer will initially be 100, so you can give him edible gifts just like that. Also, the dog can bring you gifts for other companions, books with pages from the Codex, a magic staff or part of a set of armor.

P in almost every location there is a landmark that the mabari can mark, which will provide him with an increase in characteristics in this territory. Actually, there are no dialogues with the mabari, but the rest of your companions now and then communicate with your dog. Another “feature” of the mabari is that after the battle you can order him to lick the Guardian, and his armor will again shine with cleanliness.

STEN

Companions


Companions

FROM the ten can be rescued from the cage in Lothering, where he sits without food and water, serving a sentence for the murder of a peasant family, and called to atone for his sins in the battle with the Creatures of Darkness. You can pick the lock or get the key from the Reverend Mother.

Companions

Companions

Personal Quest - Beresaad's Sword

Companions


Companions

R after asking Stan about the reasons for the massacre, he will tell you that he was insanely upset by the loss of his sword, without which he cannot return to his homeland. To find the sword, first talk to the marauder at Calenhad Lake, then to the merchant Farin at the entrance to Orzammar, and finally to the dwarf Dvin in Redcliffe. The sword can be claimed, redeemed, or, if the dwarf died, taken from the chest in his house.

moment of crisis

Companions


Companions

E If Sten accompanies you to the village of Refuge (quest "Urn of Sacred Ashes"), he will express his dissatisfaction with the waste of time on all sorts of nonsense. If you fail to convince Stan that a visit here is necessary, he will challenge you to a duel. If you lose, he will leave the squad, and if you win, he will stay. If Sten's Approval is high, then he will decide not to leave, and even if you agree to a duel, he will not raise his sword against the Guardian.

WINN

Companions


Companions

AT inn can join the squad in the Tower of Mages, where you will go on the story quest "Broken Circle". To do this, you need to take the side of the magicians, or at least offer to sort it out on the spot. If you want to have templar allies and don't want to lose Wynn, then you can let the Demon of Pride destroy Irving and the rest of the mages or save him, and then suggest to Gregor to isolate the remnants of the Circle.

Companions


Companions

Personal Quest - Wynn's Regret

Companions


Companions

P As you move around the world map, you will encounter an ambush of the Darkspawn, and after the battle, Wynn will faint. After regaining consciousness, she admits that for a moment she thought that everything was already over. If asked what she meant by that, Wynn will promise to tell the story at the next stop. The next time you enter the camp, Wynn will talk about what happened to her recently, after which you will have the opportunity to ask if Wynn is afraid of death, and if she regrets anything in her life. As a result, Wynn will tell you another story - about his student Aneurin.


Alistair is a young Gray Warden recruited by Duncan six months before the Blight began. Alistair lost his mother in early childhood and that's why he grew up in Radcliffe Castle. There he received religious education and became a warrior of a holy order that controls the activities of the Circle of Magi and hunts apostates and heretics.

But... Aleister clearly did not feel much attraction to religion and divine service. His irreverence and rather "offbeat" sense of humor often created awkward situations with teachers and mentors. When Duncan found him, Alistair had already abandoned his knightly vows and was generally in an extremely deplorable state. Feeling that the guy had a kind and generous heart, Duncan used the Right of Initiation and took the novice away from the holy order. Alistair became a Gray Warden - since then his life has changed a lot.

"One day Duncan, the Gray Warden, came to choose from among the novices of the Order of the Templars the one who would follow him in the fight against Blight. The competition for such a high honor was dedicated to the name and glory of the prophetess Andraste, and Knight-Commander Glavin of Denerim himself watched him .

And a tournament was held in honor of the Gray Wardens to best warriors were able to show themselves. Templars from all over Ferelden filled the courtyard in gleaming armor and righteous light, and the will of the Maker was felt throughout that day. Duncan sat next to the Knight Commander, looking like a wolf for the man who would be his recruit.

As the fighting progressed, three templars stood out among the others. It was Sir Calvin of Denerim. Even Antiva's duelists could not boast of a more talented swordsmanship. And there was Sir Erin, a woman of Highever who wielded sword and shield with consummate grace. And also Sir Talrew of Lothering, whose skill brought victory in many campaigns against the Hasinds in the lands of Korcari. These three warriors impressed the Gray Warden, but he seemed puzzled nonetheless. This did not escape the sight of the Knight Commander, and he asked:

My friend Guardian, why are you so gloomy?

To which Duncan replied:

I saw a lot of fine warriors today with a brave heart, but there, on the other side of the arena, I see one templar who was not called to battle.

The Knight Commander looked over and, seeing the young acolyte Alistair, sighed:

He's a troublemaker here. With his conversations and attitude, he betrays our beliefs, which only harms his fellows. He is not worthy to fight today for such an honor.

I have come to find the best of you,” replied the Gray Warden, “not the most well-mannered. Let him fight.

And the Knight Commander nodded reluctantly to young Alistair, who in turn seemed surprised. He glanced from the Commander to the Gray Warden and, as if to confirm, saw a satisfied smile on Duncan's face.

And so, young Alistair in armor and with weapons entered the battle. Angered cries were heard that the newcomer had joined too late, and their desire to exclude him from the competition was obvious. But Alistair's reaction was quite peculiar: those whom he excelled in battle, he extended his hand to help them up, and there was a mischievous grin on his face. If he was refused, this gesture was immediately accompanied by the chuckle of the crowd. Often his opponent would leave the battlefield in a rage, and Alistair would simply turn to Duncan and shrug his shoulders, smiling even wider.

But Alistair was far from the most experienced warrior in the arena. He was outclassed by Sir Calvin's swift blade. He was outsmarted by Sir Erin's skills. He was defeated by Sir Talrew's endurance. Even so, when the tournament was over, Duncan turned to the Knight Commander and said: I choose Alistair. The Commander was offended by this decision, but could not resist, since the Gray Wardens hold the Right of Summoning. Obeying, he announced Duncan's choice, and they entered the arena to meet the young winner, who was watched by a sullen, indignant crowd. However, no one was more surprised than Alistair himself.

But I didn't even win the tournament! he exclaimed.

I didn't ask to win the tournament, Duncan replied. "Just like he didn't offer to be my recruit as a prize." I came here in search of a man with the character of a warrior, and I believe I have found him.

Alistair seemed rather pleasantly taken aback by this answer. He stood surprised until Duncan, with a barely perceptible smile, suggested to the young man that he should go and collect his equipment, as they were leaving immediately. Alistair ran away with such speed that the crowd followed him with understanding looks.

There has been no news from Alistair since that evening, which is quite unusual when it comes to the Gray Wardens. However, what is known for sure is that the templar barracks are much, much quieter without him."

excerpt from the journal of Brother Tevius, minister of the Order of the Templars in Redcliffe"

Alistair joins you at Ostagar before the Gray Warden Initiation.

Alistair fights with a sword and shield, for your group he can be a great "tank". His Templar specialization can also serve you well if you take care of it.

In addition, it is worth paying attention to his unusual sense of humor: "Well, let's do ritual dismemberment? Oh, wait, today is not Tuesday!" - and a very vulnerable soul: "Yes, I was raised by a flock of slobbery flying mabari!".

Alistair is a romantic interest for female characters. Romancing him unlocks the "First Knight" achievement.


In order to receive the quest of any of the companions, in addition to other individual conditions, you definitely need an approval level of more than 25, that is, “warmth”. In order for your comrade's attitude to jump to "friendship" (or "love" in the case of romance), in addition to a high approval scale, you must also complete his/her personal quest.

Almost all of your comrades-in-arms have so-called “moments of crisis” - depending on their disposition towards you and your decisions on certain issues, they can either leave the group forever, or even attack you if you don’t please them at all. Almost all of them will decide to leave you if their attitude drops to -100. You can also kick most of them out of the group at any time if you wish.

In almost every important location there is a place, at the intersection of which dialogues between allies always (or almost always) begin. These are the bridge in Orzammar leading to the Arena, the bridge in Redcliffe (the one you met Thomas on), the bridge in Lothering, the north street in the Trade District in Denerim, the corridor on the first floor of the Mage Tower (after it was cleared of demons), the border of the camp Dalish (when moving to this location from the world map, you only need to take a few steps for the companions to initiate a dialogue). You need to leave the location and return to it if you want to listen to more conversations.

Talk to your teammates more often - this will help you gain their respect (or lower it), besides, they sometimes give really helpful tips. Most of the conversation options they have in the camp, but in other locations it is quite possible to talk with them.

For most associates, there are special gifts that, when presented, initiate a dialogue of gratitude. They can only be given to one companion - the rest will refuse them. In addition to special gifts, everyone has their own kind of preferred gifts that raise the attitude of a particular follower higher than others, although they can be given to others too. You can find out what kind of gifts this or that companion prefers from conversations with them and when reading the Code, which is updated every time your relationship moves to a new stage.

If, out of principle, you decide to bring the ratio of all your allies to +100, I recommend buying gifts from all merchants, but not giving them right away, but waiting and seeing how high the ratio of allies towards you will rise during natural events. (For example, your romantic interest can go up to 100 pretty quickly with no gifts at all.) If you have the Fortress of the Guardians add-on, then store gifts in a chest so that they do not take up space in your inventory. Of course, you can give special gifts whenever you want, because they are suitable only for one ally and are useless for the rest, and besides, they are often an object personal quest.

In this case, in the second half of the game, you should have accumulated enough gifts that you can manipulate, raising the attitudes of those who have fallen behind the rest. Do not forget that with the exception of special gifts that initiate dialogue, the rest can be given to anyone - if you accumulate enough of them, this will be enough. For example, if Alistair's attitude towards you is already at a hundred, there is no reason not to give something from his assortment of gifts to someone else whose attitude towards you has not yet reached the maximum.

And, of course, it makes sense to keep one or two gifts for each ally in case you suddenly do something that they really don’t like, and decide to make amends for an unfavorable impression. By the middle of the game, you should already know your companions quite well to determine which of them will agree with your problem-solving style and who will not, and, accordingly, whose gifts you should save just in case.

There are "general" gifts that are not intended for anyone in particular. Their highest value will be 5 points for any companion, as opposed to favored gifts, which have a primary value of 10 for the favorer.

Each gift reduces the value of the next gift by 1 point. (That is, if upon receiving the first gift, the attitude rises by 10 points, then upon receiving the second - already by 9, etc.) Any gift must bring you at least 1 point of influence.

If the ally's attitude towards you is negative, then the value of any gift is halved (with the exception of those that raise the attitude by just one).

If a follower's attitude towards you rises above neutral, then one of his characteristics will increase under your inspiring guidance. As their positive attitude grows, this characteristic can rise to +4 - for example, Constitution for Alistair, Strength for Sten, etc.

Attitude scale:

100 - crisis (comrade will leave or attack, in some cases he can be dissuaded from this with high Persuasion).

99 - 26 - hostile.

25 - 25 - neutral.

Friendship:

26 - 75 - warm (they can teach specializations, start talking about themselves and, if other conditions are met, they will give a personal quest, if any).

76 - 100 - friendship (express gratitude for your company and moral support).

Novel:

26 - 50 - interest (they can teach specializations, start talking about themselves and, if other conditions are met, they will give a personal quest, if any, they will start flirting with you)

51-70 - care

71 - 90 - admiration

91-100 - love

Although it is possible to have affairs with three associates at the same time, sooner or later you will be given an ultimatum and asked to make a choice. This always happens if you reach Love with more than one companion, but it can happen earlier.


Alistair joins you shortly after your arrival in Ostagar. Of all the NPCs, he is the only one who plays almost the same important role in the ongoing events as the GG, and therefore, unlike the rest of your associates, he will not leave you even if his attitude towards you is -100. You will also not have the opportunity to kick him out of the group yourself until the moment of his personal crisis.

Special gifts for Alistair: Alistair's mother's amulet (in the desk in Earl Eamon's office in Redcliffe Castle) and Duncan's shield (in the Guardians' cache in the warehouse, which Riordan tells you about if you talk to him in Eamon's palace after you rescue him from Howe's dungeon, provided that that you took the documents of the Gray Wardens from there). Alistair also collects various figurines, figurines and runestones.

Alistair will teach you the Templar specialization if his attitude towards you is high enough.


Quest - Alistair's family

After you visit the village of Radcliffe for the first time, Alistair will tell you about his origins. If his attitude towards you is high enough, then the next time he talks, he will mention his sister and ask if you can visit her in Denerim with him. The sister's house will not be marked on the map - this is the building next to Wade's shop (to his left). All you need to do is approach him with Alistair in a group and he will initiate a dialogue in which he will point to the house as his sister's residence. Go inside.

Listen to the conversation with Goldanna and answer as you please. Once you're outside, you'll have a chance to "toughen up" Alistair's character. It won't really affect his behavior except for some key points at the end of the game. Female GMs who are having an affair with Alistair and who want a happy ending with him are highly recommended to toughen it up (except if you are playing a GM of noble birth - then it doesn't really matter).

In order to toughen Alistair, after talking with Goldanna, select the option "Every man for himself ... you should understand this" in the conversation, and after the conversation in the camp, where he will say that you are right and he should make his own decisions , rather than relying on others, confirm that this is what you meant. (If you tell him that's not what you meant and ask him not to change, then "tightening" will not happen.)


moment of crisis

Alistair can only leave your group on one condition - if you spare Loghain after the Gathering of the Lands. Depending on whether you hardened him during his personal quest, it depends whether he becomes king or disappears from your horizon forever. It also depends on your behavior whether Anora will execute him or let him go home, but in any case, Alistair will leave your group forever.


Alistair as a romantic interest

Alistair is a romantic interest for a female character. In conversations, you will have many opportunities to start a romance with him, the very first of which is your question "Did anyone tell you that you are good-looking?". With a high enough disposition, Alistair will give you a rose as a token of his sympathy (and a signal to you that the romance is developing in the right direction).

Alistair can be invited to the tent and the GG itself, and depending on his location towards you, he may refuse or not, but it's best to wait until he does it himself. His location should be on the Love mark - then, upon returning to the camp, he will initiate a dialogue in which he will invite you to spend the night with him.

Of all the novels, only the novel with Alistair has several variations of endings.

Provided that neither Alistair nor the GG died during the events and Alistair remained in the group:

If you are playing as a Human of Noble birth and Alistair has become King of Ferelden, you can marry him and become Queen. (To do this, you need to have a pumped Persuasion.) If you play a GG of any origin other than a noble person and you did NOT toughen Alistair during his personal quest, he will break off relations with the GG after the Gathering of the Lands, since the state interests oblige him to marry a woman capable of prolongation of the genus. If you play a GG of any background and you toughen Alistair during his personal quest, then with a high enough Persuasion he will agree to the option where he marries for reasons of state, but you remain his lover. If Alistair did not become a king, but remained a Gray Warden, then he always remains with the GG.

Note for GG of noble origin:

If you do not want to be a queen and agree to remain just a lover, then it does not matter whether Alistair marries Anora or not. If you persuade them to rule together, then you, of course, will not have the option to marry him.

The Morrigan joins the party at the request of Flemeth after the Battle of Ostagar. You can kick her out of the group if you want, but if she stays with you until the end, it will give you additional options for the game's endings.

Morrigan's special gift, in addition to the Black Grimoire and Grimoire Flemeth involved in her personal quest, is a Golden Mirror (sold in Orzammar in the Unholy District). Morrigan is also very fond of jewelry.

The Morrigan can teach you the Werewolf specialization.

Morrigan adheres to the rules of "every man for himself" and "survival of the fittest", and therefore your altruistic impulses will not meet with her support. It is possible to soften her character somewhat when giving her the Golden Mirror - when she asks what she owes you for him, ask her to be kinder. After that, your good deeds will cause her less irritation.


Quest - Grimoire Flemeth

To receive this quest, you need to visit the Tower of Mages. In this case, Morrigan will mention that a certain templar in the distant past stole a black grimoire from her mother, which she treasured very much. According to Morrigan's assumptions, the grimoire, most likely, should be stored somewhere in the Mage Tower. You can find it in a chest in Irving's office.

After receiving the grimoire as a gift in the subsequent conversation (you need to leave the camp and return to activate it), Morrigan will tell you what she learned from the grimoire and ask you to help her kill Flemeth and get her real grimoire.

Go to Flemeth and talk to her without Morrigan in the group. She will offer to just give you the grimoire and tell Morrigan that you killed her. Whether you agree or not is up to you, it will not affect anything at all. If you decide to fight Flemeth, then she will turn into a dragon with the appropriate health and skills. After defeating her, take the key from her body and take the grimoire from the chest in the hut (and at the same time a great outfit for Morrigan). If you decide to avoid the fight (after all, whatever her motives are, Flemeth saved your life), Flemeth herself will give you the key.

Either way, give the grimoire to Morrigan as a gift and her quest will be over.


Morrigan as a romantic interest

The Morrigan is a romantic interest for a male character. You will have a lot of opportunities to start a romance with her - in almost any of the dialogues, especially at the beginning of the game. Morrigan will invite you to the tent even with a relatively low location (it is enough to have it above 30), but will refuse to spend nights with you if her location reaches the Love mark (yes, she is such an unusual girl). As a sign of her sympathy, she can give you a ring.

There is no happy ending with Morrigan. If you refuse her offer at the end of the game, she will immediately leave your group. If you accept her offer, she will leave you after the final battle. The maximum that the GG can do is to go in search of her after the final battle, but no one will know whether they will be successful or not (at least until the official continuation or addition).

Leliana can be found in a tavern in Lothering. She herself will ask you to take her to the group immediately after the battle, which will start automatically after your meeting.

Leliana's special gifts are"Andraste's Grace" flowers that grow in the Brecilian Forest, at the mill in Redcliffe and in Elvenage in Denerim, and a naga that the Idle Dwarf can catch for you in Dust Town. (To do this, talk to the naga hunter Boernor in the Nether Region with Leliana in the group, and then talk to her again - otherwise the option to ask the Idle Dwarf to catch the naga will not appear for you.) Of the rest, she will gladly accept religious symbols related to to Andraste, and nice shoes.

Leliana can teach you the Bard specialization.


Quest - Leliana's Past

If you've spoken to Leliana about her past, you know that she was a bard in Orlais and that her mother was from Ferelden. You must leave the camp and return to it again so that Leliana tells you about Marjolein, her former friend and mentor. After this conversation, when you travel around the world map with Leliana in a group, a squad of robbers will attack you. It will be a very narrow passage, and the group of attackers will include an elite archer and a mage (regular), so be careful. Of course, it all depends on the composition of your group, your level and your favorite tactics, but if you suddenly have problems with this meeting, I recommend taking out the magician first and at least immobilizing the archer leader while you deal with the others. (As an option - immediately throw all your strength on the leader - because when you remove almost all his lives from him, the battle will end.) The bridge there, by the way, is protected by a fireball trap.

After you deal with the attackers and almost finished with the leader, Leliana will ask you not to kill him in order to interrogate. From him you will learn that the robbers were hired specifically to kill Leliana, and you will receive an address where you can find the one who ordered the murder. After that, you can kill the mercenary or let him go to all four sides - this is your business.

Leliana will suggest that Marjolein is behind all this and offer to look for her in Denerim. If you agree, then earn Leliana's approval. In Denerim, the desired house will be marked on the map. It is located in the Trade District. You will have to fight two guards when you enter it, but they are unlikely to be a problem for you. After the fight, go into the room - and Marjolein will meet you.

The conversation with Marjolein can end peacefully or not - depending on your desire. If you tell Leliana "you know she will haunt you as long as she lives", you will have to fight her. Marjolein will summon two magicians and two warriors to help her, but if you quickly retreat to the door to the street, she will follow you, and the rest may be left behind. Mages stay in their rooms virtually always, while warriors can stay or follow Marjolein.

Marjolein is a very strong bard. I recommend not to crowd around her with the whole group - sometimes she uses the bard skill, which paralyzes all those nearby (but also the bard himself), in this case it is quite easy to kill her with that ally who did not fall into her sphere of influence.

Be careful - there is a trap in front of both rooms with magicians.

When you kill everyone (or let Marjolein go in peace), Leliana will state that she needs to think and that she will talk to you later. (Don't forget to inspect the chest in one of the rooms - it contains one of the best bows in the game, which only Leliana can use. You will receive the bow regardless of whether Marjolein remains alive or not.)

Talk to Leliana at the camp. In this conversation, you will have a chance to "toughen up" her character. It won't have much of an impact on the game - except in the Gem in Denerim you have a chance to talk her into a triangle with you and Isabella, and in very rare cases, a quadrangle with you, Isabella and Zevran. It may also affect her ending a bit. If you decide to harden her character, then when she tells you about her doubts, insist that when she takes pleasure in killing opponents, this is part of her character and should not be fought against.


moment of crisis

Like many other companions, Leliana has her own "moment of crisis" in the game. If she is in your group during the Sacred Ashes quest and you desecrate Andraste's ashes, she will attack you. If she is not in your group, she will leave you after you return to the camp (but with high Persuasion, you can persuade her to stay).

If you toughened Leliana during her personal quest, then she will not leave your group in case of desecration of the ashes.


Leliana as a romantic interest

Leliana is a romantic interest for both the male and female characters. Of all four romantic partners, it is her romance that is easiest to make a mistake, since you will have only two opportunities to start it - and if you choose the wrong answers in both cases, you will not have another chance.

If you're playing as a man, when you talk to Leliana about Lothering, ask "What did a girl like that do in the Church in Lothering" and then notice that the other novices couldn't possibly be more attractive than her. This will mark the beginning of the romance (you can spot this from Alistair's comments if you run with him and Leliana in a group at the same time).

If you're playing as a woman, you'll have to wait a little longer. A man doesn't even need to reach 25 on the approval scale, but a woman needs at least 50. In this case, Leliana will start one of the conversations with the phrase "Did I tell you that I like your hair?" Develop the topic and you will have the option to ask if she always liked the company of other women, after which you will immediately be asked what, if so, how would you react to this. Answer that you would giggle in response - and this will be the beginning of the novel.

If for some reason you missed the first opportunity, another one will appear after completing the quest with Marjolein. Ask how she feels after everything she's been through, agree that you know what she means after her answer, and in the subsequent conversation, say that people change over time. If in the end Leliana notices that you remind her of Marjolein, you are on the right track.

If you have already started and for some reason ended the romance with Leliana, then following the above dialogue, you can resume it again.

In order for Leliana to invite you to her tent, her attitude towards you must be 100 - Love. Unlike other romantic partners, you won't have the ability to initiate it yourself.

Zevran and a group of mercenaries will be waiting for you in ambush on the world map after completing the first of the four main quests - Earl of Radcliffe, Perfection Itself, Essence of the Beast or Broken Circle. The ambush will consist of Zevran (assassin), a mage, several warriors and archers located on the hills on both sides of the road. I would recommend incapacitating the mage first, Zevran right after her, and then it should be easy for you to deal with the rest.

After the fight, you have to make a choice - to kill Zevran or not. If you decide not to kill him, he will be asked to join your group. If you agree, then Alistair will not approve (with good influence and Persuasion, you can reduce the loss of influence to only 3 points) and Morrigan, but Leliana will like it, since she firmly believes in the possibility of redemption.

Zevran's special gifts are Dalish Gloves (found in a chest in the Western Brecilian Forest that spawns after defeating Shadow in the Abandoned Camp) and Antiva Boots, which can be found in a chest in the Sanctuary Village Trading Post. Zevran is also fond of precious metal bars.

Zevran can teach you the Assassin specialization.


moment of crisis

Zevran does not have a personal quest, but towards the end of the game, when you are already in Denerim on the main storyline, when moving between locations on the map of Denerim (usually this happens when moving to the palace of Earl Denerim (appears after receiving the quest "Save the Queen") or Earl of the Western Hills (appears when receiving one of the tasks of Coldry's Rogue), you will meet his old acquaintance from the Crows - Talisena (If you are in a romance with Zevran, he may have already mentioned this name before, telling you about his previous mission.) Zevran is optional in the group - he will automatically join you after starting a conversation with Talisena.

Talisen will offer Zevran to return to the Ravens - and his answer depends entirely on his attitude towards you. If you have not made friends with Zevran and his attitude towards you is negative, then he will not hesitate and accept Talisen's offer - in this case, he will leave your group and you will have to fight him. If his attitude towards you is rather neutral, he will remain on the sidelines, leaving you to deal with Talisen without his participation. And finally, if his attitude towards you is positive enough (above 33 or "interest" in the case of romance), he will refuse to join Talisen and will fight him on your side.

After the fight, Zevran will ask if you can let him out of the group. You can use Persuasion and invite him to stay for the treasures you gain along the way, or - if his attitude towards you is really high - ask him to stay just as a friend without any convictions. (If you are having an affair with Zevran, then there will be no encroachments on his part to leave.)


Zevran as a romantic interest

Zevran is a romantic interest for both the female and male characters. It is very easy to invite him to the tent (yes, even easier than Morrigan), but if you decide to wait until he makes the first move, then he will take the matter unexpectedly seriously and make you wait until his attitude towards you rises above 75. Since Zevran does not have a personal quest, the meeting with Talisen serves as a catalyst for relations instead - after it, if you have a high enough influence (above 90), it will shift to the Love mark. After that, Zevran will offer you an earring as a gift as a token of his sympathy. (If you refuse it, he will try again at the next conversation - and this time he will offer a gift not just as a sign of sympathy, but also as a veiled marriage proposal).

If you had an affair with Zevran that reached the Love mark, and you decide to break up with him, Zevran will leave your group.

When Zevran's attitude towards you reaches the Love mark, he will refuse another trip to the tent in order to think about the situation and sort out feelings that are very unexpected for himself, but, unlike Morrigan, after deliberation and a rather serious conversation, he will continue his relationship with GG .

If you're playing a nobleman/noblewoman and decide to marry Anora or Alistair, Zevran will agree to stay with you as a lover quite easily.

The mabari dog can be obtained at the very beginning of the game if you play as a nobleman, if not, then he joins you after the battle of Ostagar when moving from Flemeth's hut to Lothering and provided that you have completed the kennel manager quest in Ostagar.

The dog is 100% towards you from the very beginning, so it’s worth feeding him his favorite bones just to please the dog. You can ask him if he found anything interesting in various locations - then he will bring you all sorts of different things, ranging from a half-eaten pie to part of a set of armor (it happens in the Deep Roads).

Almost every location has a special landmark that the dog can mark, which will increase its combat ability in that particular location.

Despite the fact that the dog is not able to talk, the other members of the detachment often have very funny dialogues with him, in which he answers them to the best of his canine capabilities.

Stan is caged in Lothering without water or food as punishment for killing a family of local peasants. If you free him, he will join your group in an attempt to atone for his sins in this way. You can release him by talking to the Reverend Mother in the Church. If you make a big donation, you can convince her to let Stan go. You can also threaten her. If Leliana is in your group, then the Reverend Mother will agree to let Stan go without any persuasion.

Alternatively, you can simply pick the lock on the cage if you have the appropriate skill.

A special gift for Stan is the subject of his personal quest - his sword. Stan is also a big fan of paintings of all kinds.


Quest - Sword of Beresaad

When Stan trusts you enough to tell you what prompted him to commit bloody murders in Lothering, you will learn that after the battle with the Shadowfiends, he lost his sword - the personification of the honor and duty of the Qunari. Without the sword, Stan cannot return to his homeland.

Head to Calenhad Lake where you will find a Marauder. From him you will learn that the sword is most likely in the possession of a certain person named Farin, who in this moment is on the way to Orzammar. Follow him to Frosty Mountains. Faryn stands near the entrance to Orzammar next to the trading shops. He does not have a sword, as he has already sold it to a dwarf collector named Dvin. If you have already visited Radcliffe, then this name should be familiar to you.

Head to Dwin's house in Redcliffe and claim the sword back (much easier if Sten is in your group). If you do not want to threaten the dwarf on principle, then you can simply buy the sword from him.

If Dwin died defending Radcliffe before you received the sword from him, don't worry - you'll find it in a chest in Dwin's house.

Note - as a result of a bug, sometimes you can demand a sword from Dvin immediately after talking with the marauder, without even seeing Farin.


moment of crisis

If Stan is in your group in the village of Haven during the quest "Sacred Ashes", then he will be somewhat annoyed that you are doing extraneous - in his opinion - things instead of going to chop off the heads of the Fiends of Darkness in general and the archdemon in particular. If you cannot prove your case, he will challenge you to a duel. If you lose, he will decide to leave your group. If you win, he will stay.

If Stan's disposition towards you is very high, then even if you agree to a duel, he may decide that you are already worthy of his loyalty and remain, refusing to duel.

Wynn joins your squad if you side with the mages in the Broken Circle main quest.

If you want to have Wynn in the group, but at the same time want to attract the templars to your side, then do not tell either her or Cullen that you agree with the templars - go and save Irving, and after that, in a conversation with Gregor, offer to isolate the rest in living mages just in case. Irving will agree with your proposal - and as a result, Wynn will stay with you, and in the final battle, the templars will come to your aid.

Wynn loves books, ancient scrolls, and wine, although gifts that initiate a special dialogue do not exist for her.


Quest - Wynn's Regret

When you travel around the world map with Wynn in a group, you will be ambushed by the Shadowfiends. After the battle, Wynn will faint, and when she comes to, she will notice that for a moment it seemed to her that "it's all over." If you ask her what she meant, she will promise to tell you at the next stop.

On your next visit to the camp, Wynn will initiate a dialogue in which he will explain what exactly happened to her in the recent past in the Mage Tower. After that, in subsequent conversations, you will have the option to ask if she is afraid of death, and after that - if she regrets anything in her past. Wynn admits that he regrets only one thing and will tell you the story of his first student - an elf named Aneurin.

Go to the Dalish camp and talk to Saren, who will tell you that Aneurin is their healer and spends most of his time in the Brecilian Forest. You can find Aneirin in the Eastern part of the forest near the crazy hermit. Wynn will talk to him and this will complete her personal quest.

Note: After the first Darkspawn ambush, the next time you travel around the world map with Wynn in a group, a second ambush awaits you - this time led by Harlock Omega - the "orange" boss. Focus all your energy on him, for he is able to quickly disable the entire group with his spells of mass destruction, and without him, the rest of the Fiends should not present any problems for you.

After the end of this battle, Wynn will receive new ability, which instantly restores most of her life and mana and increases their regeneration for both Wynn herself and the rest of the group. The downside to this ability is that when it ends, Wynn will be temporarily stunned.


moment of crisis

Wynn will attack you if you agree with Cullen that the mages must be destroyed when completing the Broken Circle quest. She will also attack if she suspects that you are a Blood Mage and you cannot convince her otherwise, but this usually only happens at the very beginning, that is, in the Mage Tower. After that, you can not only demonstrate the abilities of the Blood Mage in the group in the presence of Wynn as much as you like, but also give the specialization of the Blood Mage herself (as counterintuitive as it sounds).

Wynn will attack you if she is in a group during the Sacred Ashes quest and you desecrate Andraste's ashes. If she is not in the group at this moment, she will leave you after you return to the camp.

Oghren will decide to join you at the exit from Orzammar when you go looking for Branka on the instructions of Harrowmont or Belen in the story quest "Perfection Itself".

Oghren loves alcohol. He does not have any special gifts that initiate a dialogue.

Oghren can teach you the Berserker specialization.

Quest - Old Sweetheart Oghren

When Oghren trusts you enough to tell you about his ex-lover named Felzi, go to Calenhad Lake to the Spoiled Princess Tavern.

You can go there without Oghren and talk to Felzy yourself first. If you want to extract the maximum possible amount of approval points from this quest, talk to Felzi without Oghren, and then tell him about it, assuring that you have carried out preliminary reconnaissance solely for his benefit and that you will certainly take him to Felzi next time.

When you go there with Oghren, he will start a conversation and ask you to help him return Felsi's favor. You can help him or not, and as a result, Ogren and Felzi will either make up, or Felzi will refuse Ogren reciprocity. In the latter case, as expected, Oghren's disposition towards you will drop significantly.

Depending on exactly how this quest ends, this may affect Oghren's epilogue at the end of the game.

To get a mighty golem as an ally, you need to have the Stone Prisoner add-on and complete the Honnleet Village Golem quest.

Sheila loves gems. There are no special dialogue-initiating gifts for her, but when you first equip her with one of the crystals you found or bought, she will be very pleased and ask you to get more.

Quest - Memory Stone

You can only get this quest after talking with Karidin in the "Perfection Itself" storyline. If Sheila is in the group when talking to Karidin, he will tell her a little about her past and after that she will express a desire to know more. If you did not take Sheila with you to the Void Forge, then she will complain that she was not able to talk with Karidin and decides to try to find out about her past herself. In the first case, a new location will immediately appear on the map of the Deep Roads, in the second - go to Deep Roads to any teig with Sheila in the group, and she will remember the location of the teig she needs, which will then appear on your map.

Go to thaig Kadash. There you will meet Shadowfiends and Abyssal Pursuers (which, as usual, ambush you in large numbers), and at the end, an ogre - an orange boss will be waiting for you. I recommend luring him to you on the bridge, because when crossing the bridge, if you move away from it a little, several Screamers will attack you in addition to the ogre.

After you deal with the enemy, read the inscriptions on one of the columns - and this will complete Sheila's personal quest.


moment of crisis

Sheila will leave your party and attack you if you choose to side with Branca against Caridin in the Perfection Itself story quest. If you completed this quest without Sheila in the group, then she may decide to leave when you return to the camp, but with a high Persuasion you can persuade her to stay.

Loghain only joins you if you choose to spare him after the Gathering of the Lands. (As a replacement for Alistair, since Loghain also specializes in shield and sword).

Loghain loves different geographic Maps. Gifts that initiate a special dialogue do not exist for him.

Since Loghain only joins your party towards the end of the game, he does not have a personal quest. Also, his attitude cannot be raised to the "Friendship" mark, even if you bring it to 100%.

"You know, even Mora there is one good trait. He is the one to brings together of people...!"

Alistair (English Alistair) - a cheerful and good-natured Gray Guardian, one of the companions of the protagonist in the game " dragon age: The Beginning". He is also a potential love interest for a female Guardian.

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Dialogue, gifts, and story decisions can increase Alistair's approval. Alistair doesn't mind talking about himself, although he often responds in a playful or outright lie. No approach will affect his approval. Most often, Alistair talks about Duncan and the Gray Wardens. If you speak well of Duncan and share the loss of Alistair, you can earn his favor.

When talking about the consequences of initiation, Alistair endorses an opinion similar to his. By acknowledging the nightmares, increased appetite and other things, little by little his approval will grow. When the hero speaks to Alistair about personal matters (such as sex), Alistair marvels at the answers that offer both power and experience. Do not mock him for his softness and inexperience in relationships - he perceives all this negatively, and his approval is reduced.

Quests

Present

Gifts for Alistair

Name Notes Description
Small carved figurine Found in Lothering, in a chest near Bodan and Sandal. +10 Approval. golden figurine
Alistair's mother's amulet It is located in the table of Redcliffe Castle on the 1st floor in Earl Eamon's office. +10 approval + special dialogue Silver amulet on a chain
Stone figurine of a dragon Found in a chest in Redcliffe Castle on the 3rd floor. +10 approval. Dragon figurine on a stand
Onyx figurine of a demon Found in the eastern part of the Brecilian Forest, found in a pile of bones. +10 Approval Black figurine of a demon
Stone figurine of a warrior Found in the Sanctuary (in search of Brother Genitivi). You can find it in the caves under the ruined temple in a pile of sewage. +10 to approval Statuette of a knight
Black Runestone Found in Aedukan Teig's Chest. +10 Approval Round black stone with white rune
White Runestone Located on the 3rd floor of the Tower of the circle of magicians, it can be removed from the corpse of the possessed. +10 to approval Square white stone with yellow rune
Duncan's shield Located in the Denerim shopping districts in a warehouse (you can open a warehouse by obtaining a key from Riordan) +10 approval + special dialogue Shield with the crest of the Gray Wardens
There are also gifts in the official add-on "Gifts and Lotteries"

Coal -5 Favor

Rotten Bulb - 10 Favored

Sugar Cake +5 Approval

Thoughtful Gift +10 Approval

Complete Genealogy of the Kings of Ferelden -50 Favor

Puppet Puppet Gray Guardian +50 Approval

All this can be bought in the camp from Bodan Feddik

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The collection of lands in Dragon Age: Origins is one of major events the whole game. Banns and noble families from all over the kingdom will come to Denerim to make a unified decision on the succession to the throne. The initiator of the convocation will be Earl Eamon, who, thanks to the actions of the Gray Wardens and Ashes Andraste, will quickly restore his strength. Loghain MacTeer will strongly resist attempts to encroach on the throne. How the Gathering of Lands goes, and who eventually becomes the ruler of Ferelden, depends on the preparatory stage. The more evidence against Loghain, the less support he will receive. Diplomacy is a complex matter, success depends on subtle calculation, evasiveness and resourcefulness. A properly structured dialogue will allow you to call almost all banns to your side, enlisting their support. Evidence is evidence found during the execution of tasks - letters, documents, orders, correspondence. Rogues and mages are best suited for a duel with Loghain, in which case you will have to run a lot and spin around the arena like a top. The main thing is to use paralyzing skills and spells as often as possible. You shouldn't get involved in an open fight. The enemy's health will slowly decrease and in the end he will lose the main battle of his life.

Gathering Evidence for the Gathering of Lands in Dragon Age: Origins:

  • Secret correspondence- a bundle of documents, most of which is the personal correspondence of King Kailan. Supplement "Return to Ostagar".
  • Blood Mage Jovan- Arl Eamon's poisoner.
  • Oswin, son of Bann Sigard, Irminric, brother of Bann Alfstanna, Vaughan Candles- the dungeon of the estate of Earl Denerim. After the release, you need to talk with all the banns in the Bitten Noble tavern, then they will support at the Assembly of the Lands.
  • Slave Trader's Documents- Caladrius of the Denerim Elfinage.
  • Queen Anora- a room in the estate of Earl Denerim.

Possible outcome of the Gathering of Lands in Dragon Age: Origins:

  • Alistair + Anora- Talk to both of them at Earl Eamon's estate before the Lands Meeting and convince them to get married.
  • Alistair or Anora- at the end of the Assembly of the Lands, choose who will ascend the throne.
  • Main character + Anora- before the Assembly of the Lands, talk to Anora and propose her candidacy, she will agree if main character- a person from a noble family.
  • Alistair + main character - at the Meeting of the Lands, offer your candidacy if the relationship with Alistair has reached a romantic one.
If Alistair and Anora are persuaded to marry before the Lands Meeting, and after the duel Alistair kills Loghain MacTeer, then the marriage will not take place. Anora will refuse to marry her father's killer. If you agree to Loghain's initiation into the Gray Wardens, Alistair will leave the squad forever. In it, he will appear in the Hanged Man tavern, where he will fill the grief with alcohol, as a result, Bann Tegan will come for him and take him with him. If Alistair is on the throne along with Anora or only Alistair, in Dragon Age 2, in the third chapter, the task "King Alistair" will appear, in which he will come to Kirkwall to search for allies. If Alistair is put in a duel against Loghain, at the end there will be no choice what to do, since he will personally pierce the enemy with a sword in revenge for Duncan and the perfect betrayal. If Anora is not spoken to before the Lands Meeting, she will take her father's side, and the position of the Gray Wardens will become more complicated. In any case, a duel is inevitable.

Regardless of who is chosen as the ruler of Ferelden - Alistair or Anor - things will go smoothly for the kingdom. Anora will prove to be a skilled and experienced ruler. Alistair will also become a good ruler, but he will try to avoid social life, often going on trips around the kingdom, for which he will earn the love of the people. After, if the main character survives, it will be possible to become chancellor and stay at court; it is enough to choose the correct remarks in the dialogue with Alistair or Anora. Former lands Rendon Howe, as promised, will be transferred Gray Wardens, from where the revival of the order will begin.