Ferelden, a brief history...
The Chantry calendar measures time in "Ages". The first Age, called Divine Age, was marked by the creation of the Chantry. The current one is the Dragon Age, while the period before was the Blessed Age. Each Age lasts approximately a century and there have been nine so far.
Ferelden is a relatively young kingdom located in southeastern Thedas. It was formed by King Calenhad nearly four hundred years before the start of the Fifth Blight by a uniting of clans. The story goes, in 5:42 Exalted, a Landsmeet of all clan rulers was called, and Calenhad made an appearance with his army, including mages of the Circle, templars, and the Ash Warriors. With allies at his side, Calenhad challenged and defeated the biggest threat to his rule, the most powerful noble- Simeon, the teyrn of Denerim. The nobles voted Calenhad king, and the fertile valley became the nation of Ferelden. King Calenhad Theirin started the royal family of Theirins, who sat on the Fereldan Throne for the next three centuries.
In 7:5 Storm, King Arland Theirin, who earned the reputation of a tyrant, ascended to the throne. Some of the banns approached Grey Warden-Commander Sophia Dryden, a distant member of the Theirin family, to intercede, and she agreed. She violated the Grey Wardens' neutrality by gathering allies to rebel against the king. Arland discovered the plot, and his forces eventually pushed Sophia and her followers to Soldier's Peak, where the Wardens held out for a brief time, despite being outnumbered. After defeating the Wardens at Soldier's Peak, Arland banished them from Ferelden, an order that lasted for another two centuries. Little is known of what followed Arland's rule, as a civil war for the throne occurred soon after his death. The war lasted a decade and wiped away most records of his reign.
The nation was invaded by Orlais in 8:24 Blessed and fully conquered 20 years later, interrupting the line of Theirin kings and queens who had reigned for centuries. The current king was forced to flee, and for 78 years a puppet sat upon the throne. Orlesian noble Meghren was installed as the king of Ferelden during the late years of the occupation, and the Theirins were forced into hiding while keeping alive the rebellion. The Orlesian occupation was a dark blot on Ferelden's history. The people were forced to bow to Orlesian rule. The Empire declared elves property and sold them like cattle. Chevaliers routinely plundered freeholds of coin, food, and even women and children, and excused it as "taxation." And for 78 years, no Landsmeets were held, for the Imperial throne had declared Ferelden's ancient laws of government a form of treason.
Ferelden was freed through the efforts of Maric Theirin, who was the rightful heir to the throne, and a commoner, Loghain Mac Tir. Loghain, who possessed a remarkable talent for strategy, led rebels to defeat two legions of chevaliers sent to support Meghren at the Battle of River Dane, forcing Orlesian Emperor Florian to withdraw all support for Meghren. Loghain became Maric's right hand. Eventually by 9:2 Dragon, King Meghren and the remnants of his court fled to and barricaded themselves inside Fort Drakon in the royal city of Denerim. Maric challenged Meghren to a duel and killed him in single combat, ending his rule and the Orlesian occupation. Maric married a noble-lady, Rowan, and set out to rebuild Ferelden and the Theirin reign.
Now: In 9:30 Dragon, the Grey Wardens, who were allowed to return to Ferelden in 9:10 by King Maric, warned that Blight was due to occur in Ferelden and gathered the King's army in hopes of stopping it in its infancy. But memories of the Orlesian occupation lingered in many Fereldan minds, especially Loghain's, who opposed inviting Orlesian Grey Wardens to aid Ferelden against the Blight. But King Cailan, the son of the late Maric, was determined to put old hatreds aside for the sake of fighting the darkspawn.
Ferelden is a relatively young kingdom located in southeastern Thedas. It was formed by King Calenhad nearly four hundred years before the start of the Fifth Blight by a uniting of clans. The story goes, in 5:42 Exalted, a Landsmeet of all clan rulers was called, and Calenhad made an appearance with his army, including mages of the Circle, templars, and the Ash Warriors. With allies at his side, Calenhad challenged and defeated the biggest threat to his rule, the most powerful noble- Simeon, the teyrn of Denerim. The nobles voted Calenhad king, and the fertile valley became the nation of Ferelden. King Calenhad Theirin started the royal family of Theirins, who sat on the Fereldan Throne for the next three centuries.
In 7:5 Storm, King Arland Theirin, who earned the reputation of a tyrant, ascended to the throne. Some of the banns approached Grey Warden-Commander Sophia Dryden, a distant member of the Theirin family, to intercede, and she agreed. She violated the Grey Wardens' neutrality by gathering allies to rebel against the king. Arland discovered the plot, and his forces eventually pushed Sophia and her followers to Soldier's Peak, where the Wardens held out for a brief time, despite being outnumbered. After defeating the Wardens at Soldier's Peak, Arland banished them from Ferelden, an order that lasted for another two centuries. Little is known of what followed Arland's rule, as a civil war for the throne occurred soon after his death. The war lasted a decade and wiped away most records of his reign.
The nation was invaded by Orlais in 8:24 Blessed and fully conquered 20 years later, interrupting the line of Theirin kings and queens who had reigned for centuries. The current king was forced to flee, and for 78 years a puppet sat upon the throne. Orlesian noble Meghren was installed as the king of Ferelden during the late years of the occupation, and the Theirins were forced into hiding while keeping alive the rebellion. The Orlesian occupation was a dark blot on Ferelden's history. The people were forced to bow to Orlesian rule. The Empire declared elves property and sold them like cattle. Chevaliers routinely plundered freeholds of coin, food, and even women and children, and excused it as "taxation." And for 78 years, no Landsmeets were held, for the Imperial throne had declared Ferelden's ancient laws of government a form of treason.
Ferelden was freed through the efforts of Maric Theirin, who was the rightful heir to the throne, and a commoner, Loghain Mac Tir. Loghain, who possessed a remarkable talent for strategy, led rebels to defeat two legions of chevaliers sent to support Meghren at the Battle of River Dane, forcing Orlesian Emperor Florian to withdraw all support for Meghren. Loghain became Maric's right hand. Eventually by 9:2 Dragon, King Meghren and the remnants of his court fled to and barricaded themselves inside Fort Drakon in the royal city of Denerim. Maric challenged Meghren to a duel and killed him in single combat, ending his rule and the Orlesian occupation. Maric married a noble-lady, Rowan, and set out to rebuild Ferelden and the Theirin reign.
Now: In 9:30 Dragon, the Grey Wardens, who were allowed to return to Ferelden in 9:10 by King Maric, warned that Blight was due to occur in Ferelden and gathered the King's army in hopes of stopping it in its infancy. But memories of the Orlesian occupation lingered in many Fereldan minds, especially Loghain's, who opposed inviting Orlesian Grey Wardens to aid Ferelden against the Blight. But King Cailan, the son of the late Maric, was determined to put old hatreds aside for the sake of fighting the darkspawn.
What is "The Blight"?
A Blight is distinct from the occasional darkspawn raids (in which the darkspawn are few, scattered, and disorganized), and are helmed by a mighty Archdemon, the source of all corruption. There is no unified consensus about what the Blights really are or why they happen. The prevailing belief, that originated in the Chantry, is that Blights are the punishment of the Maker upon the old magisters of Tevinter who breached and corrupted the Golden City, and that the Archdemons are the Old Gods worshiped in the ancient Tevinter Imperium, tainted by corruption. Grey Warden scholars believe that the Blight is a spiritual corruption that pervades all that it touches, and that all Archdemons must be destroyed in order to stop any future Blights.
First Blight (800–992 TE) The Chantry teaches that it is the hubris of men that brought the darkspawn into existence. The mage rulers of the Tevinter Imperium sought to usurp the Golden City created by the Maker but were cast out, twisted with corruption, and returned as monsters – the first darkspawn. In their depravity, they sought the Old Gods, and, finding Dumat slumbering deep within the earth, awoke Dumat and began the First Blight. The result was catastrophic. Thedas was nearly overrun and the dwarven race nearly extinguished (to this day only Orzammar and Kal-Sharok still stand against the darkspawn). Only with the founding of the Grey Wardens in 890 TE the tide turned. Even then, it required a hundred years until Dumat was finally slain at the Battle of the Silent Plains in 992 TE. The Tevinter Imperium was left severely weakened, and was subsequently overthrown by a mass movement led by the Maker's prophet, Andraste.
Second Blight (1:5–95 Divine) Zazikel awoke in 1:5 Divine and the Second Blight began, with darkspawn coming out of the mountains in all corners of the continent. They slaughtered the entire cities of Hossberg and Nordbotten in the Anderfels before the Grey Wardens finally got the word out. The Free Marches and Orlais were hard-pressed to defend themselves, but the Wardens and the armies under Emperor Drakon made the difference. Just over ten years into the second Blight, the Orlesians won several battles, including the hard-fought victory at the Battle of Cumberland. As the Orlesians and Grey Wardens shared continued victories, the Blight wound down to its last battle in Starkhaven. The Wardens destroyed Zazikel, and the darkspawn were doused for the second time.
Third Blight (3:10–25 Towers) Toth arose in 3:10 Towers, and the darkspawn erupted in the central lands of Thedas. Swarms of them engulfed the Tevinter cities of Marnas Pell and Vyrantium, and the Orlesian cities of Arlesans and Montsimmard. The Grey Wardens of both countries were able to quickly organize a defense, and despite heavy losses in the besieged cities, the darkspawn were pushed back, proceeding to ravage what would later become Nevarra as well as the Free Marches and the length of the Minanter River. Pressure from the Grey Warden stronghold, Weisshaupt, convinced Orlais and Tevinter to unite against the horde, but neither would consent to aid the beleaguered city-states. After fifteen years of conflict, the armies of Orlais and Tevinter joined the Grey Wardens at Hunter Fell. Toth was destroyed, and the darkspawn in attendance were slaughtered in one of the bloodiest battles in history.
Fourth Blight (5:12–24 Exalted) The Fourth Blight began when the Archdemon Andoral arose just as the Chantry's Exalted March during the Black Age against the Tevinter Imperium ended. The darkspawn appeared in great numbers in the northeast and northwestern regions of Thedas. They overran Antiva, the Free Marches, Rivain and the Anderfels. Orlais and Tevinter were beset by smaller numbers and managed to drive the darkspawn back into the Deep Roads. Despite their victories, Tevinter, bitter over the Exalted Marches refused to send aid to southern Thedas, while Orlais only contributed a token force to combat the Blight. In 5:20 Exalted, the elven Warden Garahel led an army of Ferelden and Free Marcher Grey Wardens to Hossberg and broke the siege. They then marched to Starkhaven, where they formed an alliance between the minor rulers of the Free Marches. This united army marched north, eventually ending the Blight at the Battle of Ayesleigh. Garahel sacrificed himself, having slain Andoral in single combat. So many darkspawn were killed, many imagined they would never return. The fact that dwarves still continue to repel darkspawn from the upper tunnels of the Deep Roads has been increasingly ignored by surfacers (excluding the Grey Wardens).
First Blight (800–992 TE) The Chantry teaches that it is the hubris of men that brought the darkspawn into existence. The mage rulers of the Tevinter Imperium sought to usurp the Golden City created by the Maker but were cast out, twisted with corruption, and returned as monsters – the first darkspawn. In their depravity, they sought the Old Gods, and, finding Dumat slumbering deep within the earth, awoke Dumat and began the First Blight. The result was catastrophic. Thedas was nearly overrun and the dwarven race nearly extinguished (to this day only Orzammar and Kal-Sharok still stand against the darkspawn). Only with the founding of the Grey Wardens in 890 TE the tide turned. Even then, it required a hundred years until Dumat was finally slain at the Battle of the Silent Plains in 992 TE. The Tevinter Imperium was left severely weakened, and was subsequently overthrown by a mass movement led by the Maker's prophet, Andraste.
Second Blight (1:5–95 Divine) Zazikel awoke in 1:5 Divine and the Second Blight began, with darkspawn coming out of the mountains in all corners of the continent. They slaughtered the entire cities of Hossberg and Nordbotten in the Anderfels before the Grey Wardens finally got the word out. The Free Marches and Orlais were hard-pressed to defend themselves, but the Wardens and the armies under Emperor Drakon made the difference. Just over ten years into the second Blight, the Orlesians won several battles, including the hard-fought victory at the Battle of Cumberland. As the Orlesians and Grey Wardens shared continued victories, the Blight wound down to its last battle in Starkhaven. The Wardens destroyed Zazikel, and the darkspawn were doused for the second time.
Third Blight (3:10–25 Towers) Toth arose in 3:10 Towers, and the darkspawn erupted in the central lands of Thedas. Swarms of them engulfed the Tevinter cities of Marnas Pell and Vyrantium, and the Orlesian cities of Arlesans and Montsimmard. The Grey Wardens of both countries were able to quickly organize a defense, and despite heavy losses in the besieged cities, the darkspawn were pushed back, proceeding to ravage what would later become Nevarra as well as the Free Marches and the length of the Minanter River. Pressure from the Grey Warden stronghold, Weisshaupt, convinced Orlais and Tevinter to unite against the horde, but neither would consent to aid the beleaguered city-states. After fifteen years of conflict, the armies of Orlais and Tevinter joined the Grey Wardens at Hunter Fell. Toth was destroyed, and the darkspawn in attendance were slaughtered in one of the bloodiest battles in history.
Fourth Blight (5:12–24 Exalted) The Fourth Blight began when the Archdemon Andoral arose just as the Chantry's Exalted March during the Black Age against the Tevinter Imperium ended. The darkspawn appeared in great numbers in the northeast and northwestern regions of Thedas. They overran Antiva, the Free Marches, Rivain and the Anderfels. Orlais and Tevinter were beset by smaller numbers and managed to drive the darkspawn back into the Deep Roads. Despite their victories, Tevinter, bitter over the Exalted Marches refused to send aid to southern Thedas, while Orlais only contributed a token force to combat the Blight. In 5:20 Exalted, the elven Warden Garahel led an army of Ferelden and Free Marcher Grey Wardens to Hossberg and broke the siege. They then marched to Starkhaven, where they formed an alliance between the minor rulers of the Free Marches. This united army marched north, eventually ending the Blight at the Battle of Ayesleigh. Garahel sacrificed himself, having slain Andoral in single combat. So many darkspawn were killed, many imagined they would never return. The fact that dwarves still continue to repel darkspawn from the upper tunnels of the Deep Roads has been increasingly ignored by surfacers (excluding the Grey Wardens).
rough society breakdown...
Ferelden is a relatively temperate nation in the far southeast of Thedas, historically populated by a simple militaristic culture that has only begun to "civilize" in the last few centuries. The Andrastian Chantry is now revered by the 90% of the population. The Fereldan desire for freedom has engendered a cultural mistrust of law enforcement and 'laissez-faire' attitudes in general. While the worst offenses are quickly put down by the authorities, many others are ignored and citizens are often left to make their own justice. Petty theft is common, as guardsmen will only go out of their way to deal with serious disruptions. Commerce is given little official scrutiny as long as taxes are paid; businesses such as brothels and gambling halls are not only tolerated, but expected. There are no laws regulating bearing arms, drinking, gambling and prostitution. Similarly, local prejudices and violence against non-human residents- notably alienage elves- almost always go unpunished. In part this is pragmatism, as old Ferelden King's law states that killing a human in defense of an elf is a crime. Slavery is illegal in Ferelden, but criminals still practice it in secret. As long-term imprisonment is frowned upon in general in Ferelden, punishment is often quick and violent. Common methods include public humiliation, whipping, fines, and executions. Imprisonment is often reserved for the lowly that aren't worth time for a public trial.
There's no firm rule that dictates who rules the household. Fereldans are willful and their families tend to be managed by whoever can. Usually, the oldest child inherits the majority of the property regardless of gender, but there are some cases where a younger brother or sister is named the heir simply because he or she seems more capable.
To other countries, Ferelden seems utterly chaotic. Unlike other monarchies, power does not descend from the throne. Rather, it rises from the support of the freeholders. Each freehold chooses the bann or arl to whom it pays allegiance. Typically, this choice is based on proximity of the freehold to the lord's castle. The royalty and nobility of Ferelden is divided into several ranks-
King/Queen
Teyrn/Teyrna
Arl/Arlessa
Bann
Lord/Lady
Knight
As a commoner, you could be a hard working merchant, a desperate farmer, a proud soldier, a petty thief, a locked-up criminal, or a psychotic raving loon. Among reasons that Duncan might have taken you are... Poverty. Life in Ferelden is hard enough, but with the Blight, land is dead and people are dying. Times are tough, and the Grey Wardens mean a warm fire and a hot meal. Glory. Sure, they haven't been needed in years, but the current King is a huge fan of the Wardens. They are an ancient creed of respected warriors that once rode griffons into battle (or so the stories say). Grey Wardens are soldiers for all that never ask for glory (but they do ask for money... and food... and housing...). Doing what's right. It's a Blight. Simple. People of Ferelden have to stand up for their families and countrymen. Conscription. It was either the gallows or the Wardens. Noooot really a hard decision.
As a noble, Grey Warden likely wasn't the path you imagined for yourself. Or, maybe it was. If you're the oldest child, conscription can be seen as a horrible punishment to misdeeds. What did you do to dishonor your family? As the youngest son or daughter, this is your shot at glory, of proving your family name. Or, perhaps (just for a flair for the dramatic ;)) your entire family was slaughtered by..uh...another noble. The Grey Wardens, for all that they are, are a safe haven for all. Did you seek safety within the Wardens?
For Circle Mages, the choices are much narrower. You've been given a rare chance for Freedom. Life outside the cold stone walls of the Tower. Do you take that chance? Or, what have you done? What trouble did you get in that makes banishment with the Warden a more appealing option? What horrors did you learn during your time under the malicious eye of the Templars? No one would choose a life as a Tranquil if there's another option.
Elves have two paths. For Alienage elves, your choices mirror the commoner human. In what arguably is slavery, joining the Wardens would make you an equal for the first time in your life. No longer would you be a plaything of the humans. No longer would your daughters and sisters live in fear of the lords.
Dalish Elves would have a hard time leaving their clan. What's dragging you away unwillingly? Did you attack a human? Were you exposed to the Blight?
Dwarves have similar paths to the noble humans as well. However, for all that dwarves might seek glory, their birth rate is at an all-time low due to their exposure to the Blight. Noble dwarves would feel the pressure to keep their line alive with a strong marriage, and joining the Wardens might be seen as an insult to your ancestors. A commoner dwarf might still feel like they're betraying their ancestors, but the draw of a meal and camaraderie is a pretty strong draw. A third option for Dwarves is a surface dwarf. Dwarves that have forsaken their family line, were thrown out, or never really had a family to begin with make a life on the surface of Ferelden. It takes a certain level of pride and confidence to choose this life.
Qunari are a very, very, very unique race. As a member of the Qun, you would not have just left to join the Wardens. Their cause is not important to you. Why have you been sent to spend time with the Wardens? What have you been told to learn? As a warring people, are you to report back after the Archdemon is destroyed to report on the strength of the humans? To find if the other races have any redeemable qualities?
For Tal-Vashoth, the choices can be pretty similar to commoners or surface dwarves. Tal-Vashoth are much more free to choose and can even have personalities, depending on how long its been since their family line have left the Qun. But on that note, Qunari/Tal-Vashoth are not exactly liked by any race in particular. Some respect them, but the solid majority of all races fear them for their brutal and emotion-less decision making. Tal-Vashoth must also always be in fear of being hunted by Qunari; it is an unspoken order that Tal-Vashoth are unworthy of living, as they have forsaken the Qun.
There's no firm rule that dictates who rules the household. Fereldans are willful and their families tend to be managed by whoever can. Usually, the oldest child inherits the majority of the property regardless of gender, but there are some cases where a younger brother or sister is named the heir simply because he or she seems more capable.
To other countries, Ferelden seems utterly chaotic. Unlike other monarchies, power does not descend from the throne. Rather, it rises from the support of the freeholders. Each freehold chooses the bann or arl to whom it pays allegiance. Typically, this choice is based on proximity of the freehold to the lord's castle. The royalty and nobility of Ferelden is divided into several ranks-
King/Queen
Teyrn/Teyrna
Arl/Arlessa
Bann
Lord/Lady
Knight
As a commoner, you could be a hard working merchant, a desperate farmer, a proud soldier, a petty thief, a locked-up criminal, or a psychotic raving loon. Among reasons that Duncan might have taken you are... Poverty. Life in Ferelden is hard enough, but with the Blight, land is dead and people are dying. Times are tough, and the Grey Wardens mean a warm fire and a hot meal. Glory. Sure, they haven't been needed in years, but the current King is a huge fan of the Wardens. They are an ancient creed of respected warriors that once rode griffons into battle (or so the stories say). Grey Wardens are soldiers for all that never ask for glory (but they do ask for money... and food... and housing...). Doing what's right. It's a Blight. Simple. People of Ferelden have to stand up for their families and countrymen. Conscription. It was either the gallows or the Wardens. Noooot really a hard decision.
As a noble, Grey Warden likely wasn't the path you imagined for yourself. Or, maybe it was. If you're the oldest child, conscription can be seen as a horrible punishment to misdeeds. What did you do to dishonor your family? As the youngest son or daughter, this is your shot at glory, of proving your family name. Or, perhaps (just for a flair for the dramatic ;)) your entire family was slaughtered by..uh...another noble. The Grey Wardens, for all that they are, are a safe haven for all. Did you seek safety within the Wardens?
For Circle Mages, the choices are much narrower. You've been given a rare chance for Freedom. Life outside the cold stone walls of the Tower. Do you take that chance? Or, what have you done? What trouble did you get in that makes banishment with the Warden a more appealing option? What horrors did you learn during your time under the malicious eye of the Templars? No one would choose a life as a Tranquil if there's another option.
Elves have two paths. For Alienage elves, your choices mirror the commoner human. In what arguably is slavery, joining the Wardens would make you an equal for the first time in your life. No longer would you be a plaything of the humans. No longer would your daughters and sisters live in fear of the lords.
Dalish Elves would have a hard time leaving their clan. What's dragging you away unwillingly? Did you attack a human? Were you exposed to the Blight?
Dwarves have similar paths to the noble humans as well. However, for all that dwarves might seek glory, their birth rate is at an all-time low due to their exposure to the Blight. Noble dwarves would feel the pressure to keep their line alive with a strong marriage, and joining the Wardens might be seen as an insult to your ancestors. A commoner dwarf might still feel like they're betraying their ancestors, but the draw of a meal and camaraderie is a pretty strong draw. A third option for Dwarves is a surface dwarf. Dwarves that have forsaken their family line, were thrown out, or never really had a family to begin with make a life on the surface of Ferelden. It takes a certain level of pride and confidence to choose this life.
Qunari are a very, very, very unique race. As a member of the Qun, you would not have just left to join the Wardens. Their cause is not important to you. Why have you been sent to spend time with the Wardens? What have you been told to learn? As a warring people, are you to report back after the Archdemon is destroyed to report on the strength of the humans? To find if the other races have any redeemable qualities?
For Tal-Vashoth, the choices can be pretty similar to commoners or surface dwarves. Tal-Vashoth are much more free to choose and can even have personalities, depending on how long its been since their family line have left the Qun. But on that note, Qunari/Tal-Vashoth are not exactly liked by any race in particular. Some respect them, but the solid majority of all races fear them for their brutal and emotion-less decision making. Tal-Vashoth must also always be in fear of being hunted by Qunari; it is an unspoken order that Tal-Vashoth are unworthy of living, as they have forsaken the Qun.