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The Warden

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This article is about the protagonist in Dragon Age: Origins. For Awakening, see Warden-Commander.

Character
The Warden

Default Player
Race:
Human, elf or dwarf
Gender:
Male or female
Title:
Grey Warden (Origins)
Warden-Commander (Awakening)
Hero of Ferelden
Appearances:

The Warden is the player-controlled protagonist of Dragon Age: Origins. The Warden can come from one of a wide spectrum of Ferelden's social strata, from the lowliest castes of dwarves and elves to the height of dwarven royalty and human nobility. After playing one of six unique origins, the Warden will join the Grey Wardens during the events of Dragon Age: Origins and eventually rise to the rank of Warden-Commander in Dragon Age: Origins - Awakening.

Contents

Involvement

Dragon Age: Origins

After the origin story is played out, the Warden is sought out by Duncan, the leader of Ferelden's recently reformed Grey Wardens, to join them and aid King Cailan Theirin and his troops against an incoming army of darkspawn in Ostagar. This is where the main plot of Dragon Age: Origins begins. The Warden's main task is to gather an army to defeat the Blight. However, they must also deal with political tensions threatening to distract the country from the impending Blight.

The actions of the Warden are entirely decided by the player. Unlike many other RPGs, choices are not tracked by a single meter or bar, rather each of the companions have their own meter that reflects how they feel about The Warden's actions.

Splr wh
“Phew! Am I bleeding? Oh look, a rip in my robe.” — Finn
This article contains spoilers for Witch Hunt. Click here to reveal them.

The ending of the Warden's adventures takes place in the last (chronological) DLC, Witch Hunt. The Warden's end, regardless what is chosen as the ending, is the official end of the Dragon Age: Origins/ Awakening saga. In order to find the Warden's former companion Morrigan, they need to search for some clues to find an Eluvian, a mirror which has the power to transport a person to a dimension beyond the Fade.

The Warden finds Morrigan in the Dragonbone Wastes. Here, the Warden needs to decide what to do with Morrigan.

The following are the possible endings

  • The Warden stabs Morrigan in the abdomen. Although the Warden's attack looks deadly, Morrigan falls into the portal, and it is likely that she is still alive. The Warden then finds a book in her camp, and disappears.
  • The Warden is in love with her, or is good friends with her, and wants her to stay. Regardless of the Warden's actions she will go through the portal, with or without the Warden. If the Warden is not willing to go with her, they will be forced to stay behind. Morrigan says her goodbyes in different ways, depending on the Warden's relationship with her in Origins. The Warden then finds a book in her camp, which has a great value. The Warden leaves the Dragonbone Wastes with Ariane and Finn, along with Dog.
  • The Warden wants to be with her, or see his child. (This ending is only possible with a male warden.) The Warden and Morrigan kiss each other and enter the portal, leaving everything and everyone behind.

Aftermath

Splr da2
“There are men who embrace destiny; these are the ones that change the world forever.” — Flemeth
This article contains spoilers for Dragon Age II. Click here to reveal them.

Regardless of the ending in Witch Hunt, by the time the events of Dragon Age II conclude, the Warden has disappeared without a trace. This is reported by Leliana in 9:40 Dragon, who is now searching for them on behalf of the Chantry, just like Cassandra Pentaghast is looking for Hawke in an effort to gain their assistance in stopping the Mage-Templar War. Leliana also says that it is no accident that both the Warden and the Champion disappeared, linking them to one final fate.

In Act 3, when Alistair makes an appearance for the quest King Alistair (only received if he was made King in Dragon Age: Origins), Bann Teagan mentions that the Hero of Ferelden should have arrived in Denerim by that time.
Splr wh
“Phew! Am I bleeding? Oh look, a rip in my robe.” — Finn
This article contains spoilers for Witch Hunt. Click here to reveal them.
This statement is made regardless of whether or not the Hero of Ferelden entered the Eluvian with Morrigan.

Character creation

The player begins by selecting the Warden's gender, race (human, elf or dwarf), and class (warrior, rogue or mage); the mage class is not available to dwarves and Dalish elves. The origin stories available are dependent on the race or class the player chooses. The player can then choose a first name, customize the character's appearance and portrait, and choose a voice set. Attributes and skills are selected next. If playing as a warrior or rogue, talents are selected; mages select spells instead. Finally, the player selects his or her preferred difficulty level and the story begins.

First name

A default name is offered according to the Warden's gender and origin, but this can be changed to whatever the player chooses.

Note: No one will call the Warden by name, but it does show up in some dialogue choices.

Male
  • Human Noble: Aedan
  • Human Mage: Daylen
  • Elf Mage: Alim
  • City Elf: Darrian
  • Dalish Elf: Theron
  • Dwarf Noble: Duran
  • Dwarf Commoner: Faren
Female
  • Human Noble: Elissa
  • Human Mage: Solona
  • Elf Mage: Neria
  • City Elf: Kallian
  • Dalish Elf: Lyna
  • Dwarf Noble: Sereda
  • Dwarf Commoner: Natia

Last name

While the player can select the first name of the character freely, each origin has a set surname:

  • Human Noble: Cousland
  • Human Mage: Amell
  • Elf Mage: Surana
  • City Elf: Tabris
  • Dalish Elf: Mahariel
  • Dwarf Noble: Aeducan
  • Dwarf Commoner: Brosca

Starting abilities

Each character begins the adventure with two specific skills and one talent or spell already known. Additionally, one skill and two talents or spells are chosen at character creation. The free starting abilities depend on class and origin. On the Xbox 360, in addition to other skills, the Warden also gets one additional rank in Combat Training.

ClassOriginStarting SkillsStarting Talent/Spell
WarriorDalish ElfCombat TrainingSurvivalPinning Shot
City ElfCoercionDual-Weapon Sweep
Dwarf CommonerStealing
Dwarf Noble Improved
Combat Training
Shield Bash
Human Noble
RogueDalish ElfPoison-MakingSurvivalDirty Fighting
City ElfCoercion
Dwarf CommonerStealing
Dwarf Noble Combat Training
Human Noble
MageMagiHerbalismCombat TacticsArcane Bolt

Level

As is typical for role-playing games, a character's level will display the progress of the character's career and personal power. When the character levels up, certain things are automatically increased (health and stamina/mana), while other things (talents and attributes) must be manually increased, unless Autolevel is activated. There is a "hard" level cap of 25 in Dragon Age Origins. Since enemies do not re-spawn, there is only enough content in the game (including DLC) to reach between levels 17-24, depending on how many side quests and Codex entries are completed. A well-used rogue can gain the party significant experience over the course of their adventures by picking locks and disarming traps. Level 25 can be reached with some methods, such as donating profusely to the Allied Supply Crates in the Camp.

In Dragon Age: Origins - Awakening, the level cap is raised to the level of 35. The level cap raise also affects The Golems of Amgarrak and Witch Hunt DLC.

Equipment

Player characters have the following equipment slots:

  • For general use, the Warden carries the Murder Knife with him/her at all times that is seen only during cut scenes involving the player.
  • Additionally, there is a toggle to switch between two weapon sets.
  • With the exception of Dog and Shale, the companions have the same equipment slots.

Warden specific items

Dragon Age: Origins

Ico belt
Archivist's SashArchivist's Sash
Belt
Cut from some satiny cloth, the entire surface of this belt is covered with embroidered text in the Tevinter language.

+50% XP bonus from codex
Ico amulet
Warden's OathWarden's Oath
Amulet
All Grey Wardens receive these amulets after their joining. Containing just a trace of the darkspawn blood consumed in the initiate's ritual, these amulets serve as a constant reminder of the Warden's eternal vigil against the darkspawn hordes.

+2 constitution

Dragon Age: Origins - Awakening

Ico longbow
CommissionCommission
Longbow
Dragonthorn (Tier 7)

Damage: 9.60
Critical chance: 1.60%
Armor penetration: 8.80
Strength modifier: 1.00
Rapid aim
+3% ranged critical chance
+4 attack
Ico staff
The Dragon's CallThe Dragon's Call
Staff
Dragonbone (Tier 7)
Requires: 36 magic

Damage: 6.40 (Fire)
Armor penetration: 40.00
+3 willpower
+0.25 mana regeneration in combat
+5 spellpower
Ico armor massive
Grey Warden plate armor setGrey Warden plate armor set
Item set
Silverite (Tier 6)

Armor: 33.31
Fatigue: 37.5%
+2 dexterity
+25 stamina
5% chance to dodge attacks
+4 attack
+3 defense
+5 mental resistance
+5 physical resistance
Set: +2 strength
Set: +6 constitution
Ico armor robe
Robes of the Orlesian MagisterRobes of the Orlesian Magister
Clothing
Upon your departure for Amaranthine, the empress of Orlais herself presented you with these enchanted robes.

+4 magic
+10 cold resistance
+0.5 mana regeneration in combat
+3 armor
Ico dagger
TwinbladeTwinblade
Dagger
Dragonbone (Tier 7)

Damage: 6.40
Critical chance: 4.80 %
Armor penetration: 8.00
Strength modifier: 0.85
Rune slot Rune slot Rune slot
+1% melee critical chance
+0.5 armor penetration
+2 attacks
+1 cold damage
Ico longsword
Warden's CompanionWarden's Companion
Longsword
Dragonbone (Tier 7)
Requires: 31 strength

Damage: 11.20
Critical chance: 3.20%
Armor penetration: 4.00
Strength modifier: 1.00
Rune slot Rune slot Rune slot
+2 dexterity
+0.5 armor penetration
+4 attack
+6 damage vs. darkspawn
Ico greatsword
Warden's ReachWarden's Reach
Greatsword
Dragonbone (Tier 7)
Requires: 38 strength

Damage: 17.60
Critical chance: 2.40%
Armor penetration: 6.00
Strength modifier: 1.10
Rune slot Rune slot Rune slot
+15% critical/backstab damage
+3 cold damage

Quotes

See also: The Warden/Voice Sets
───────
  • Morrigan: "'Tis cold in my tent, all alone..."
  • Warden: "Then get a thicker blanket."
───────
  • Leliana: "I think I'll retire to my tent."
  • Warden: "I think I'll stay up and write in my journal."
───────

(To Isabela)

  • Warden: "She bites too."
  • Leliana: "I do not!"
───────
  • Sten: "Interesting strategy. Tell me: Do you intend to keep going north until it becomes south, and attack the archdemon from the rear?"
  • Warden: "It'll never see this coming."
───────
  • Warden: "A Chanter says, 'What?'"
  • Chanter Devons: "What?"
  • Child: "Oh, you got him to speak!"
  • Chanter Devons: "Err... what hath man's sin wrought?"
  • Child: "Oh, he cheated!"
───────
  • Warden: "You're sort of a ruthless bitch."
  • Queen Anora: "I prefer to think of it as having staunch determination. Was there a point you wanted to make?"
  • Warden: "No, I just wanted to say it."
───────
  • Leliana: "The stars are out."
  • Warden: "So? Go help Alistair make supper."
───────

(During Oghren the Family Man)

  • Oghren: "All I'm good at is killing things."
  • Warden: "He's right. He is good at killing things."
───────
  • Warden: "They will bow before my might."
  • Guard: "Eh, Then it's good to have you sir."

Trivia

  • According to certain Circle apprentices, the Warden once bedded a lady pirate and three greased nugs, independent of whether the player actually did this.
  • Hawke is related to the human Warden from the Magi Origin through his/her mother, whose maiden name is Amell. Her first name is revealed to be "Revka" by Leandra in Dragon Age II.[1]
  • The human noble Warden and dwarf noble Warden are the only ones to have their surnames spoken by NPCs while the rest of them are simply called "(Grey) Warden" or "My Lord/Lady"). However, a Dalish Warden imported into Dragon Age II will be referred by Merrill and her clan as "Mahariel", the Dalish Warden's surname.

Alternate endings for other origins

An interesting side note is that the "potential wardens" not selected by the player seem to still exist, fulfilling other roles. Their existence is usually hinted at or made plain in dialogue with certain NPCs. It is also interesting to note that it is Duncan's influence in each origin that alters a presumably bleak fate for each of these characters.

  • Human Noble: He or she could either have been slain during the siege of Highever, along with Fergus' wife and son, or managed to escape through the secret passage in the cellar. Since Duncan does not appear until the Couslands are united in the cellar, it is quite likely that he or she managed to survive until this point. Though it is equally possible that Duncan, likely another Howe target, acted as sufficient distraction to allow the younger Cousland to reach his parents. Regardless, as it is Duncan who convinces him or her to leave Bryce and Eleanor, it is quite likely the human noble elects to die defending his/her parents without Duncan's persuasion, assuming he or she reached this point.
  • Dwarven Noble: According to many NPCs in Orzammar, the second son of King Endrin is exiled to the Deep Roads or is never heard from again. Never meeting Duncan's expedition, it is likely the dwarven noble dies there. According to Lord Harrowmont, Endrin regrets this choice of action on his deathbed.
  • Dwarven Commoner: According to Leske, he (the corpse is male in appearance) simply stops eating one day and starves to death in Beraht's prison as a result of a lost bet. The body can be searched for some loot. Note that the same corpse appears in the jail cell even while playing as a Dwarven Commoner, albeit without Leske to explain his origins.
  • Dalish Elf: According to Ariane, he or she becomes deathly ill from coming into contact with an Eluvian mirror. Without Duncan's suggestion to take the Joining to survive, he or she dies soon after of the darkspawn taint. This is also hinted at in Dragon Age II by Merrill.
  • City Elf: Lacking Duncan's weaponry, he or she fails to reach Vaughan. Soris is arrested and the City Elf is presumably executed. Shianni is later released when Vaughan is arrested by Rendon Howe's men. It is also possible that the City Elf simply took Vaughan's offer, and left Soris to take the blame.
  • Circle Mage: No mention is made of the Circle Mage, though it is very probable he or she survived the Harrowing, as Jowan would have needed help destroying his phylactery and escaping the Tower, before ending up in Redcliffe. Without Duncan's presence at the tower to invoke the Right of Conscription, the mage would have been arrested for his or her actions, and likely sent to Aeonar or executed for such. It is more likely that the Mage was punished for helping Jowan (possibly killed or imprisoned), and/or died in Uldred's rebellion. It is unclear if the potential Surana Warden exists at the same time as the potential Amell Warden, though it could be assumed to be so. If true, then one did likely die in the Harrowing, with the other surviving to help Jowan.

Gallery

See also

References

  1. - Lead Writer David Gaider forum post
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