The dark world of the Dragon Age series. Set on the continent of Thedas
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Abyssal Reach
The Abyssal Reach is a desolate and dangerous area located in the southernmost part of the Western Approach. Known for its harsh, arid landscape, the region is characterized by rocky outcrops, deep canyons, and sparse vegetation. The area is shrouded in a perpetual haze. This Abyssal High Dragon.is highly territorial and aggressive, making the region perilous for any who venture into its domain. The dragon's lair is surrounded by the remnants of ancient structures and dragon lures set by researchers hoping to study the creature from a safe distance. The Abyssal Reach is also known for its geothermal activity, with numerous hot springs and geysers dotting the landscape. These natural features add to the treacherous environment, as sudden eruptions of steam and boiling water pose a constant threat. Despite its dangers, the region holds a stark beauty and is a source of fascination for those studying the ancient history and ecology of Thedas.
Aeducan Thaig
Aeducan Thaig was once home to House Aeducan—a powerful dwarven noble house—but has since been lost to the darkspawn
Amaranthine
Amaranthine, a bustling port city in the Arling of Amaranthine, Ferelden, thrives under Arl Rendon Howe's strict rule in 9:29 Dragon. Situated on the northern coast, it serves as an economic hub with a busy port connecting Ferelden to the wider world. The city's architecture is a mix of stone and timber buildings, with well-maintained walls for protection. Markets overflow with local and exotic goods, reflecting its vibrant trade. Despite political tensions and the threat of darkspawn, Amaranthine is culturally rich, featuring lively taverns, festivals, and diverse social activities. The city's strong military presence ensures order amidst the bustling economic activity.
Amaranthine Ocean
A massive Ocean covering a vast majority of the area East of the continent of Thedas
Anderfels
The Anderfels is a kingdom in northwestern Thedas. It is the poorest and most desolate nation in Thedas, as several Blights have ravaged the country, leaving great expenses of its territory so devoid of life that corpses can't even decay. Is is best known for being the birthplace of the Grey Wardens and the site of their headquarters, Weisshaupt Fortress. As the darkspawn remain a constant threat to the Anders, even in the absence of a Blight, the Grey Wardens yield great influence in the country. While the monarchy resides in relative comfort in the capital of Hossberg, most of the population outside of the city needs to fend for themselves in small, self-sufficient villages and relies on the Wardens for security. These harsh conditions have led the Anders to become the most devout Andrastians and the deadliest soldiers
Antiva
The Principality of Antiva or simply Antiva is a plutocratic nation in northeastern Thedas known for its wine, sailing and merchants. Although it possesses few resources of its own, Antiva's location makes it a center for trade in the north. Antiva's wine trade, buoyed by its fruitful vineyards and an aggressive approach to trading practices with other nations, is one of the country's main resources, allowing for a relatively prosperous life for its citizens. Its capital, Antiva City, is one of the wealthiest in Thedas for that reason. Antiva generally takes a neutral and passive approach to cross-border conflicts. While it has no standing army of its own, the reputation of the Antivan Crows, the deadliest guild of assassins in Thedas, is generally enough to deter other nations from open conflict Antiva's origins can be traced back to pirates and mercenaries who settled on the coast of Rialto Bay, seeing a lucrative opportunity in land trade.
Antiva City
Antiva City is the capital of the nation of Antiva and is a major port-city and center of trade. A romantic location known for its wealthy port and robust trade, as well as the wine that is the country's main export, it also houses danger and intrigue as the base of operations of the Antivan Crows, a notorious and world-renowned guild of assassins, spies, and thieves. Due to its connection to the Crows, Antiva City also houses the Crows's Archive and its secret prison, Velabanchel. The Crows are feared and admired in the city by nobles and commoners alike, and enjoy enormous privilege in Antiva. Indeed, it is the threat of the Crows which keeps Antiva City--and Antiva as a whole--safe from outside attack, in addition to the country's political neutrality Given its permissive culture, Antiva City is home to several brothels. A brothel may foster orphaned children sired by its prostitutes, and these children may then be purchased at auction by the likes of the Antivan Crows.
Arlathan Forest
Arlathan Forest is a large forest in eastern Tevinter. It is named for the elven city of Arlathan, capital of the ancient elven empire which no longer exists that we know of. Arlathan Forest has been abandoned since the destruction of the city of Arlathan by the Tevinter Imperium in 975 Ancient. In the Dragon Age(Current Age is 9:29 Dragon), the forest is widely believed to be haunted. The remnants of ancient elven magic and ancient spirits make it a dangerous place, though some Dalish clans still live in or close to the forest
Arling of Amarathine
The Arling of Amaranthine is a significant region in northeastern Ferelden, known for its diverse landscapes, from rugged coastlines and dense forests to fertile farmlands. Named after its principal city, Amaranthine, this bustling port town is a hub of trade and cultural exchange. The arling is home to Vigil's Keep, the ancient Grey Warden fortress, and numerous villages and farms. Rich in natural resources, the region's people are resilient and community-focused, making Amaranthine crucial for both defense and trade in Ferelden.
Boeric Ocean
A large ocean at the northern part of Thedas. Surrounds the north-east portion of the island Seheron
Brecilian Forest
The Brecilian Forest is a large forest in south-eastern Ferelden. It is a favorite hiding place for Dalish Elf clans and according to some Dalish Legends, was a revered place for the Ancient Elves. All manner of forest animals can be found here along with the occasional ruins. It is said that a small pack of werewolves hides amongst some ruins suffering a curse placed on them
Cadash Thaig
Cadash Thaig is a dwarven thaig lost to the Darkspawn. It was once the home of House Cadash of the Warrior caste. Cadash was built upon an ancient settlement called Cad'halash. That settlement was destroyed by Kal-Sharok dwarves when they discovered that it gave shelter to elves fleeing the destruction of Arlathan, as they wanted to cover all evidence of it so as not to jeopardize their alliance with the Tevinter Imperium. The thaig was rebuilt and repopulated, and named Cadash. The Shaperate also conducted a significant excavation and research on discovering more about the lost Cad'halash settlement which created controversy on whether it should be added into the Memories or remain forgotten. At some point a huge stone statue was also erected on the highest hill to honor those who had sacrificed their lives to become golems.
Caridin's Cross
Caridin's Cross was once the largest crossroads in the Deep Roads, connecting the city of Orzammar with many outlying thaigs. However it has been lost to the darkspawn and according to the Mines Commander no dwarf in centuries has managed to reach the Cross. It is now in a state of ruin, inhabited only by darkspawn and deepstalkers.
Castle Cousland
Castle Cousland is the ancestral seat of the noble Cousland family and the most iconic landmark in Highever. This towering fortress stands as a testament to medieval architecture, blending defensive strength with stately elegance. The grand entrance features a massive iron gate and a drawbridge over a deep moat. High, weathered stone walls with guard towers at intervals encircle the main keep, which houses the family’s living quarters and a great hall. Inside the castle walls, a spacious courtyard with training grounds, stables, and workshops reflects the castle's readiness for defense. The atmosphere exudes stately elegance and resilient strength, embodying the enduring legacy of the Cousland family.
Circle Tower/Kinloch Hold
The Circle Tower, officially named Kinloch Hold, is Ferelden's regional headquarters for the Circle of Magi. It is located on Lake Calenhad, and accessed only by its docks. As per Chantry and local law, human and city elf citizens of Ferelden with magical potential are brought here to be imprisoned for most of their lives and instructed in the legally-approved Schools of Magic, and trained to resist demons (who seek especially to possess living mages). Apprentices and the majority of the Circle's impressive library are housed on the first floor, while full mages live on the second floor, which also contains the stockrooms, enchanters' laboratories, the Chantry, and more libraries. The third floor consists mostly of meeting rooms and assembly spaces, as well as a few personal quarters for the senior enchanters. The templars live and train on the fourth floor, while the pinnacle of the tower, accessible only from the Templar Quarters, contains the Harrowing Chamber.
Colean Sea North
Sea north of Tevinter Imperium, West of Seheron
Colean Sea South
Southern part of the Colean Sea. Borders the Tevinter Imperium Penninsula's on the West side. To its West is the Anderfels
Dairsmuid
Dairsmuid is the capital city of Rivain and the seat of its monarchy. The Chantry has little authority in Rivain outside of Dairsmuid. Twice a year, all seers–specially trained mages of Rivain–travel to Dairsmuid to meet in an event called the Allsmet where they publicly pledge loyalty to Rivain's queen. Allsmet is also an opportunity to make trade arrangements and pass binding judgements. Decision made during that time are seen as very auspicious. Celebrations surrounding the Allsmet include feasts, gift exchanges, and musical contests.
Dead Trenches
The Dead Trenches is an underground fortress, accessible via the Deep Roads. The area becomes accessible after traversing Ortan Thaig Bownammar, also known as the City of the Dead was once the headquarters of the Legion of the Dead. The fortress was reclaimed by the dwarves and lost again to the darkspawn so many times that even the Memories cannot track it. Eventually it was permanently lost in 9:13 Dragon only with great regret. It is now called the Dead Trenches. Paragon Caridin designed it long ago and it is considered one of the finest works of the dwarves.
Denerim
Denerim is by far the largest city in Ferelden by population, wealth and power. It is the seat of the Theirin family, the capital of Ferelden, the largest seaport, and, by ancient tradition, the meeting place of the Landsmeet. The proximity to Fort Drakon, the oldest and highest edifice in Denerim, indicates the social status of a person. Near the fortress can be found the Royal Palace, noble estates, chantries and homes of merchant princes. Almost all nobles who are capable of doing so maintain an estate within the city even if they use it only when a Landsmeet is called.[4][5] Denerim was founded as an outpost on the borders of the Tevinter Imperium in the Ancient Age, and over time a city grew around it. Internationally, Denerim is most famous as the birthplace of Andraste. The monument erected to the prophet in the Palace District is however unassuming; a great rock adorned with a simple message of peace. Worshipers come from far and wide to touch the Birth Rock and to pray
Drakon River Denerim
The part of the Drakon River that cuts through Denerim
Drakon River East
A large river spanning across most of Ferelden going from Lake Calenhand to the North-East and cutting through the Capital City of Denerim towards the Amaranthine Ocean
Drakon River North
The Drakon River flowing northwards toward Denerim
Dust Town
Dust Town is Orzammar's poorest district where the "casteless" dwarves dwell. The old palaces of Orzammar were located here but now it is only ruins. The dwarves living here have been so marginalized by society that they don't officially exist in city records. Here you may engage in smuggling, track down a thief, deal with a gang, or help the poor. Thieves and beggars make their homes here, since they have no caste and are thus not allowed to engage in activities that are reserved for the upper castes by law.
Elven Alienage
Denerim's Alienage is a walled-off, cramped slum within the capital city, marked by narrow streets and rundown buildings. It serves as a stark visual of neglect, with overcrowded, dilapidated homes and scarce amenities. The central Vhenadahl tree symbolizes elven resilience amidst harsh conditions. Elves face severe oppression and racial tension, with frequent violence and systemic racism from the human population. This setting is a hub for discrimination and conflict, underscoring the elves' struggle against poverty, injustice, and marginalization within Ferelden's society. It is not uncommon for human nobles to come in and take elves for slaves, work, or other unsavory reasons The City Watch are stationed at both large gates at all times. The gates are closed at night.
Emprise du Lion
Emprise du Lion, nestled in the southern reaches of Orlais, is a rugged and formidable region renowned for its mountainous terrain and harsh, alpine environment. Towering peaks of snow-capped mountains dominate the landscape, their slopes dotted with dense pine forests and icy, winding rivers that flow from glacial sources. Frozen lakes glisten amidst the rocky outcrops, reflecting the clear blue sky above. The air is crisp and biting, carrying with it the scent of pine and the occasional flurry of snowflakes. Amidst this unforgiving beauty, ancient ruins and fortifications from ages past stand as silent witnesses to history, their weathered stone walls echoing tales of battles fought and kingdoms risen and fallen. Emprise du Lion is a realm where nature commands respect, offering both breathtaking vistas and daunting challenges to those who dare to traverse its treacherous paths and explore its hidden depths.
Entrance to the Deep Roads
The Deep Roads once linked the thaigs with one another and to the surface. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. Statues of the Paragons watched over passing travelers, and channels carried a flow of magma that kept the Deep Roads lit and warm. The Deep Roads have long been taken over by The Darkspawn becoming their home. The vast majority of Darkspawn are down here except during a Blight. No one knows just how many Darkspawn are down here According to Bianca Davri the Deep Roads may even extend further than the continent of Thedas
Ferelden
Ferelden is a kingdom located in southeastern Thedas. It borders Orlais along the Frostback Mountains to the west, the Amaranthine Ocean to the east, the Waking Sea to the north and the Korcari Wilds to the south. Most of the nation is dominated by a vast plain known as the Bannorn. The eastern third of the nation is dominated by the Brecilian Forest, whilst the west of the nation comprises Lake Calenhad. The nation is a feudal elective monarchy. It is ruled by a king or queen who is elected by the Landsmeet. Its capital is Denerim.
Fort Drakon
Fort Drakon is an ancient fortress that predates the city of Denerim and is both the oldest and the tallest structure in the city. The location of Fort Drakon was originally an outpost of the Tevinter Imperium. The Imperium's mages built a tower rising out of a mountain to symbolize its power. The city of Denerim was built around the tower, and after the Imperium lost control of the region, it passed through the control of different teyrns who ruled the area. The city's population could retreat into the fort if it was threatened. Eventually Fort Drakon settled under the command of the Arl of Denerim. It is now used as a garrison for Denerim’s city guard as well as a prison. Its current name comes from Emperor Drakon, First Emperor of Orlais
Free Marches
The Free Marches encompass a group of city-states situated in eastern Thedas, where it lays south of Antiva and the Tevinter Imperium, with Nevarra to the west, and Ferelden across the Waking Sea to the south. The three real cities with any semblance of power in the Marches are Kirkwall, Starkhaven and Tantervale, each led by a titled official with the privilege of naming their city's Champion. The "Marchers" are independent-minded descendants of tough barbarians. Their cities have formed a loose confederation that rarely unites on any matter. In the event of aggression from larger neighbors, however, the Marchers can assemble a joint military front that even the greatest powers cannot dismiss
Frostback Mountains
The Frostback Mountains are a towering range of mountains that run from the banks of the Waking Sea to uncharted territories in the south. This mountain range forms Ferelden's natural western border with Orlais. Gherlen's Pass leading to Orlais is the only Frostback passage safe for year-round travel. The mountains are considered highly inhospitable and the native Avvar tribes who live there are practically cut off from the rest of the world. In addition, the Frostback Mountains also house most of the continent's dwarves beneath its northern foothills. The entrance to the dwarven city of Orzammar lies in Gherlen's Pass, with its permanent shanty-town filled with traders and petitioners, making it of strategic importance
Gamordan Peaks
The Gamordan Peaks mountains
Gateway District
The Gateway District of Denerim is the first glimpse visitors have of the city, where the imposing city gate stands as a testament to its strength and history. As travelers approach, they are greeted by stout stone walls and towering watchtowers, manned by vigilant guards who ensure the safety of those entering and exiting the city. The district itself is a blend of practicality and commerce, with modest inns and taverns lining the main thoroughfare to accommodate weary travelers. Small market stalls and vendors dot the streets near the gate, offering essentials for travelers and locals alike, from simple provisions to maps and guides of the city. In the shadows of the city gate, ancient cobblestone streets lead deeper into Denerim, winding past historic buildings and residences that reflect the city’s rich cultural heritage.
Gherlen's Pass
Gherlen's Pass is the only safe route to cross the Frostback Mountains for year-round travel, unlike the more treacherous Sulcher's Pass. This route passes by the surface entrance of Orzammar where you'll find the Main Entrance Gate and it is also a safe gateway to those who travel to Orlais. This pass into Orlais is considered to be a safer but a more lengthy route than those who choose the Sulcher's Pass
Green Dales
The Green Dales, a breathtaking expanse of lush, fertile greenlands, stretch north of the Free Marches, bordered by Nevarra and Tevinter to the west and Antiva to the north-east. The Minanter River, a lifeblood coursing through the southern portion of the Dales, enriches the land, infusing it with the moisture and nutrients needed for abundant growth.
Grey Warden Outpost
A small outpost within Denerim's Market District that houses 10 Grey Wardens. This is half of the 20 that are currently within Ferelden. The remaining 10 are spread out around the region. The Grey Wardens are an Order of warriors of exceptional ability dedicated to fighting darkspawn throughout Thedas. They are headquartered in the very place of their founding, Weisshaupt Fortress in the Anderfels, but maintain a presence in most other nations as well. The Grey Wardens are known for ignoring a recruit's racial, social, national, and even criminal background if they deem the person valuable in terms of character, ability or skill. Despite their small numbers, the Grey Wardens have been instrumental in defeating each Blight so far, and thus are vital to the survival of the world as a whole
Highever
Highever is a prominent city in northeastern Ferelden, renowned for its rich history and strategic significance. The city features distinct districts, including the noble quarter, merchant district, and residential areas, all connected by cobbled streets. Its most notable landmark, Castle Highever, stands as a testament to medieval architecture. The bustling market square is a vibrant hub of trade and activity. With a strong sense of community and deep-rooted noble heritage, Highever remains a vital and charming city.
Highever Docks
A large Dock located on the Northern side of Highever on the Waking Sea. Ships can be seen coming to and from the West from Orlais, the North from the Free Marches, and to the East from the Amarathine Ocean
Jungle Temple
Nestled deep within the dense jungle of Orlais' Arbor Wilds, a sprawling ruined temple complex emerges from the verdant undergrowth. Once a bastion of grandeur and devotion, the temple now lies in disrepair, its weathered stone walls and towering pillars overtaken by centuries of lush vegetation. Vines cascade down crumbling facades, their roots entwined with ancient carvings that depict scenes of forgotten history
Kirkwall
Kirkwall, also known as the City of Chains and historically as Emerius, is a coastal city-state and a major population center located in the Free Marches. It is on the southern edge of the Vimmark Mountains, east of the Planasene Forest, and north across the Waking Sea from Ferelden. Kirkwall has changed hands many times and has always been a valuable port, the nexus of nearly all trade that flows between the Free Marches and Ferelden. Natives of Kirkwall are known as "Kirkwallers". Flanking the channel are two massive bronze statues—the Twins of Kirkwall. The statues have a practical use. Kirkwall sits next to the narrowest point of the Waking Sea, and a massive chain net can be erected between the statues and the lighthouse, closing off the only narrow navigable lane. This stranglehold on sea traffic is jealously guarded by the ever-changing rulers of the city as the net trolls taxes, tolls, and extortions in from the sea.
Kirkwall Docks
The Lowtown docks is an area located within the city-state of Kirkwall. Lowtown and the docks were carved out of the quarry rock by slaves when Kirkwall was part of the Tevinter Imperium. The docks are outside of the soaring city walls that border Lowtown to the north. To the south, the Gallows can be seen across the harbor. A section of the docks was temporarily "gifted" to the Qunari who were shipwrecked not far from Kirkwall
Korcari Wilds
The Korcari Wilds are a cold southern expanse of forest and swamp, the extent of which is not truly known. They are home to the Chasind people. South of the Wilds lies a mysterious region that's covered in snow for most of the year, known as the Sunless Lands.The Wilds are also home to Flemeth, the legendary "Witch of the Wilds", and her daughters.
Lake Calenhad
Surrounded by The Imperial Highway and accessible only via the nearby docks, this lake houses Fereldan's Circle Tower otherwise known as Kinloch Hold. A massive multi-story stone tower where Chantry Templars house and watch over Mages
Llomerryn
Llomerryn is a politically neutral port located on an island at the southern tip of Rivain, to the east of Antiva. Llomerryn is most famous for being the place where peace was made with the Qunari at the end of the New Exalted Marches. The Llomerryn Accords were signed by every nation save Tevinter in 7:84 Storm. It is also known for being the city in which the Raiders of the Waking Sea united under the banner of the Felicisima Armada to help fight the Qunari. However, today it is famous as a refuge for the immoral. Its markets and bazaars are notorious for their abundant and exotic treasures—a lot of them stolen—and it is said that "any man can gain his heart's desire—for the right price." The Felicisma Armada still operates out of Llomerryn today
Lothering
Lothering is a village of about 500 people, located just off the Imperial Highway at the edge of the Hinterlands. It serves as a trading hub, supplying nearby Redcliffe and its castle. Predominantly human, the village's small elven population faces discrimination and prejudice. Despite this, Lothering's strategic location and rural charm make it a vital part of the region's economy and culture.
Market District
The first major district you'll encounter shortly after entering the Capital. A large open area is filled with merchant stalls, a Chantry, a Tavern, as well as many other homes and buildings
Military District
A large part of Orzammar that houses a big portion of their military and equipment. Here you'l find anything from amories, training grounds, to sleeping quarters. Though much or Orzammar's population lives in the Commons, this district caters specifically to the military portion of the population though it is not uncommon for dwarven military to live in other Districts depending on the House they belong to
Minanter River
The Minanter River crosses most of the Free Marches starting from near Nevarra City in Nevarra, making the Free Marches one of the most fertile regions of Thedas. The Minanter River was referred to in ancient times as the River Pnemoix. It was considered a sacred river by the people of the Planasene. Its waters were used for anointment
Minrathous
Minrathous is the capital of the Tevinter Imperium and the largest city in Thedas.] It is built on a rocky island not far from the shore, accessible only by a single bridge that can be destroyed if needed. The island features massive ports and shipyards and a vast series of underground catacombs capable of holding food enough to feed the city for a year. Minrathous is one of the oldest human settlements in Thedas. Before the founding of the Tevinter Imperium, a magister was a top representative of a local society of mages, the Circle of Magi, in a state council of the most powerful mages. The magisters would convene in Minrathous and held dominion over all magic in the land. During the golden age of the Imperium, Minrathous was the capital of the known world.
Nevarra
Nevarra is a kingdom located in central Thedas. From its now-capital of Nevarra City, Nevarra rapidly expanded to become a nation proper in the Exalted Age. Thanks to enormous wealth and a strategic central location in Thedas, some claim Nevarra's power now rivals that of the Orlesian Empire. Nevarra is best known for its unique approach to death. Unlike other Andrastian nations, they do not burn their dead but instead mummify them and have them placed in elaborate tombs. They also believe that dead souls displace Fade spirits when they cross the Veil, and as such allow these spirits to possess the dead under the supervision of a secretive order of mages known as the Mortalitasi. This has given the mages of Nevarra more political power than mages in most nations outside of Tevinter. Nevarra is also renowned for its royal dynasties and its tradition of dragon-hunting.
Nevarra City
Nevarra City is the original city-state from which the nation of Nevarra later expanded, located on the banks of the Minanter RIver in central Nevarra. It was originally part of the Tevinter Imperium before joining Andraste during her Exalted March. Nevarra is renowned for its artistry and culture, and Nevarra City is particularly rich in both. There are hundreds of statues of heroes, powerful generals and dragon hunters strewn across the city. Statues of the kings and queens of Nevarra stand along the boulevard stretching up to the Castrum Draconis amid columns of polished black marble. During the ancestral pageants traditionally held in autumn, the great families of the city drape the statues of their ancestors in their colors and have their most famous exploits performed by troupes of actors hired for the occasion. The Pentaghasts and Van Markhams compete to put on the better show as well.
Noble District
Denerim's Noble District is a blend of opulence, heritage, and urban sophistication. Oak-lined avenues and cobblestone streets lead past sprawling estates and multi-story houses built with beautiful, expensive wood. Mansions feature ivy-covered walls and manicured gardens, while exclusive boutiques and gourmet cafes cater to the affluent residents. Cultural landmarks and a grand plaza with marble statues and fountains add to the district's prestige. This area showcases a timeless display of noble lineage and modern luxury, reflecting the pride and tradition of Denerim’s aristocracy.
Nocen Sea
The sea that cuts inland into Tevinter Imperium, the capital city of Minrathous settles on peninsula on its West side
Orlais
The Orlesian Empire, or simply Orlais, is a country located in Southern Thedas. The Empire borders Ferelden along the Frostback Mountains to the east, Nevarra and the Anderfels to the north, whilst its exact borders to the west and south remain ambiguous. It surrounds the easternmost portion of the Waking Sea. Orlais is vast and as such it encompasses examples of nearly every biome, including temperate zones, deserts and marshes. It is currently the largest human nation in Thedas, and a powerful influence across the continent thanks to both its military strength and religious significance. The Empire is a monarchy ruled by an Emperor or Empress. The capital is Val Royeaux, which is also the seat of the Divine. Orlais and Ferelden have had conflicts over the years and the citizens tend to not mix well due to the tensions between Kingdoms
Ortan Thaig
Ortan Thaig is an ancient thaig located beneath Ferelden. Named after Paragon Ortan, this used to be the ancient home of House Ortan but was lost to the darkspawn during the Fourth Blight.
Orzammar
Orzammar is a great thaig and one of the two remaining dwarven kingdoms in Thedas. An underground metropolis, the thaig is located deep beneath the Frostback Mountains and was once the capital of the dwarven empire. It is an awe–inspiring sight, a great city of stone standing within a vast cavern, poised over a sea of molten lava. There the forges ring loudest, and the finest smiths create works that are the envy of all races. Countless thaigs were lost in the First Blight, when the darkspawn poured out of the Deep Roads like smoke. With each generation, more of the Deep Roads had to be sealed, more thaigs lost forever. Now only Orzammar stands—the last bastion of the dwarven race and its finest creation
Orzammar Commons
The Orzammar Commons is the biggest district in Orzammar, as all the dwarves of Orzammar who have a caste, live there, except the noble caste. The Commons is the main place for surface dwarves, and other visitors, to conduct business in Orzammar or visit the Provings
Orzammar Diamond Quarter
The Diamond Quarter is the wealthiest and most influential district in Orzammar, sitting at the highest level of the vast tiered thaig. It houses many important organisations, such as the Shaperate, the Assembly, as well as the royalty of Orzammar in the palace. The nobles and other distinguished members of dwarven society live and mingle here, while dwarves of lower caste are generally forbidden to enter. However, it is no secret that noble hunters use bribery in order to enter this district. At certain times, permits may be auctioned off to merchants to peddle their wares in the Diamond Quarter, but only under unusual circumstances such as feasts or celebrations.
Orzammar Hall of Heroes
The hall is the gateway for anyone who wishes to enter or leave the city of Orzammar. Subsequently, it serves a dual purpose; foreign ambassadors will get a glimpse of not only of the dwarven living Ancestors but also to the Stone which the dwarves venerate. At the same time, all their brethren who are moving to the surface will have to leave under the heavy gaze of the Paragons at their backs. Dwarves either stay in their Thaig, or they leave and become Surface Dwarves. Many dwarves have moved on the surface,. According to dwarven scholars, surface dwarves may soon outnumber their underground-living peers. The Shaperate considers surface dwarves to rank amongst the casteless, having given up their caste and claims they may have held. One notable exception is when a dwarf joins the Grey Wardens. This, however does not apply to dwarves who had already gone to the surface before officially deciding to join the Wardens
Par Vollen
Par Vollen is the homeland of the Qunari. It is a tropical island chain covered mostly by rainforests and jungles. It is located north of Rivain in the Boeric Ocean. Its largest city and capital is Qunandar, found on the southern coast of the main island. Currently, the only known inhabitants of Par Vollen are the Qunari (including converts) and the native humans who have now assimilated completely into Qunari culture. Very few outsiders are ever permitted to visit its shores.
Qunandar
Qunandar is the capital of Par Vollen and the Qunari's main base of operations and command. Qunandar was likely constructed when the island was invaded in the Steel Age. Not much is known about this city as very few outsiders have been permitted to visit. Outsiders who have had success entering the city have described it as one of the wonders of the world, and one of the only places where it is possible to understand Qunari society in its entirety. The Qunari have built massive domes and aqueducts that rival Par Vollen's ancient pyramids, clearly showing the advancement of their architecture. Qunari buildings have also been compared to beehives in their structure
Redcliffe
Sitting on the western shore of Lake Calenhad, the village of Redcliffe is so named for the reddish hues of the cliffs that tower above it. A path leads up into the hills and across a bridge to an island where the ancient Castle Redcliffe has stood far longer than the village itself. The village below the castle (and others under Redcliffe's authority) grew until the arling was as powerful a settlement as any teyrnir. Redcliffe Castle is the first and last line of defense for the sole land route into Ferelden and the country has never fallen to any assault that did not first take Redcliffe. Redcliffe is one of the most prosperous towns in Ferelden, due to its position between Orzammar and Orlais despite its population of roughly 200. As such it is a center of foreign trade. Such favorable conditions caused the domain to be named an arling in spite of its small size. The citizens of Redcliffe are primarily fishermen or merchants engaged in shipping dwarven goods from Orlais.
Redcliffe Castle
Redcliffe Castle, the seat of the Guerrin family, is a formidable fortress that provides soldiers for the entire Redcliffe region. Arl Eamon, his wife Isolde, and their son Connor reside here, maintaining order and justice. The castle's architecture and imposing presence symbolize strength and protection, while its connection to the community fosters a sense of loyalty and security among the villagers
Rialto Bay
Rialto Bay lies to the East of Antiva and to the South-West of Rivain. Sitting between both nations it is a large body of water
Rialto Bay - Amaranthine Ocean
The waters where the Ralto Bay and Amaranthine Ocean mix
Rivain
Rivain is a kingdom in northeastern Thedas. Located on a peninsula, it is almost wholly surrounded by water, only connected to neighboring Antiva by a land bridge. Its geographical isolation has made it a human nation unlike any other. Traditionally, Rivain is a matriarchal society, and though it is officially ruled by a monarch, most communities look to their eldest women for guidance. The most senior of these are called seers and freely practice magic. Rivaini's unwillingness to part with their mages has made it hard for Andrastianism to take hold. Many Rivaini stick to their traditional pantheistic beliefs that their god and the universe are the same. Many Rivaini converted to the Qun following the Qunari invasion in the Steel Age After over a century under the Qun, many Rivaini refused to convert back to Andrastianism, and were slaughtered for it by the Chantry. As a result, Chantry influence is minimal outside of Dairsmuid, Rivain's capital and seat of the monarchy.
Royal Palace District
This opulent enclave radiates regal splendor, centered around Denerim's grand palace. Lush gardens and wide avenues lead to its gates, adorned with intricate carvings and guarded by elite sentinels. Elegant noble residences, upscale boutiques, and artisan workshops line the streets, echoing the district's aristocratic elegance and historical prestige within Ferelden's capital.
Run-down alley
This run-down back alley is emblematic of the darker, more dangerous side of Denerim. With its decrepit buildings, sparse lighting, and pervasive sense of decay and danger, it is a place where the city's less savory elements congregate. The alley's oppressive atmosphere and the ever-present threat of violence make it a place to be avoided by all but the most desperate or daring.
Seheron
Seheron had been in the possession of the Tevinter Imperium from its earliest days, and its architecture reflects the long occupation of the Imperium. However, after successfully claiming Par Vollen in 6:30 Steel, the Qunari turned their attention to Seheron and landed on its shores in 6:32. After ten years the Qunari had not only taken the island from Tevinter entirely but also occupied a significant portion of the mainland Imperium. The Qunari were eventually pushed back from the mainland and entrenched in Seheron. The Battle of the Nocen Sea followed and proved to be the largest naval engagement in recorded history, ultimately leading to a stalemate between the warring countries Generations passed as the people of Seheron sought to rebuild the war-torn country. However, the Qunari mounted another offense to retake the island between 8:55-8:58 Blessed and finally wrested lasting control of the island from the Imperium
Seheron Upper
The upper portion of Seheron
Southern Bannorn
The south-western corner of The Bannorn
Southern Heartlands
Nestled between Lake Celestine and the Waking Sea, the Heartlands is a vibrant and lush region in Orlais. Known for its fertile farmland and strategic importance, the area is dotted with quaint villages, bustling markets, and expansive agricultural fields. Trade routes crisscross the Heartlands, connecting it to major cities like Val Royeaux and making it a vital economic hub. The landscape is characterized by rolling hills, dense forests, and scenic waterways, offering a picturesque and lively environment that reflects the rich culture and prosperity of Orlais.
Southron Hills
A large sunny area of Ferelden consisting of a hills and scattered flatlands. The occasional farm and vineyard can be found strewn about. It borders the Brecilian Forest on its Eastern side
Storm Coast
The Storm Coast is a rainy coastal region in Ferelden located in the northwestern-most part of the country. Ancient dwarven ruins dot the landscape from a long abandoned time. Built into the cliffs of the Storm Coast, the subterranean port at Daerwin's Mouth once connected the dwarven thaigs to the Waking Sea. All dwarven activity ceased when darkspawn incursions forced the Deep Roads to be sealed, hence severing the region from Orzammar. After the dwarves retreated back into Orzammar the port fell into disuse. At least, all reputable use of the port ceased —bandits, smugglers, and pirates are known to still use the various caves and waterways along The Coast, including Daerwin's Mouth itself, for their own personal gains
Templar Quarters 4th Floor
The Templar Quarters are the fourth floor of the Circle Tower at Kinloch Hold. This floor is where the members of the Templar Order are assigned to watch over the Circle of Magi residents.
Tevinter Imperium
The Tevinter Imperium, or simply Tevinter, is the oldest extant human nation. In ancient times, the Imperium had uncontested dominion over the entirety of Thedas and though it has lost much of its power, it remains an influential nation. Today the Imperium is nominally ruled by an Archon, but most power effectively lays in the hands of the Magisterium, the magocratic upper chamber of the Imperial Senate. Minrathous, the largest city in Thedas, serves as the Imperium's capital. To those outside of the Tevinter Imperium it is easy to imagine a society filled with mages and elven slaves and little else. In truth, there are three different Tevinters, each of them a world completely separated from the others. The mages(Nobility), Soporati(non-magical citizens), and then slaves.
Tevinter Imperium Peninsula - Minrathous Area
The north-western portion of Tevinter Imperium where the capital city of Minrathous is
The Arbor Wilds
The Arbor Wilds is a dense jungle-like forest in Orlais located in the southern portion of the empire south of the Dales. As most of the forest is uncharted and unexplored, many that daringly venture into this alien-like land never return. Some believe that dryads inhabit the area. In fact the "Sentinels"—Sentinel elves—purportedly guard the land against outsiders. Many ancient Elven ruins lay dormant and abandoned within the forest, rich with ancient elven artifacts and treasures, such as the Temple of Mythal.
The Bannorn
The Bannorn possesses the largest number of freeholders in Ferelden, many of whom belong to banns. A number of relatively minor lords also reside in the Bannorn and, as a group, they represent a powerful political force as well as their combined military strength forms a large portion of the Fereldan army. However, they are often prone to fighting amongst themselves constantly, over anything and everything. They will go to war with each other over such things as elopements, or even wool.
The Coastlands
A large coastal area situated on the northern part of Ferelden. The Teynir of Highever sits on the northern center part. The Storm Coast lies on the eastern part and is a dangerous area filled with bandits, caves, and abandoned dwarven ruins
The Dales
The Dales, nestled within the heart of Orlais, evoke a poignant contrast between the echoes of ancient elven splendor and the bustling sophistication of Orlesian society. Once independent elven city-states renowned for their rich culture and reverence of the elven pantheon, The Dales now stand as a testament to centuries of assimilation and cultural change under Orlesian rule. Grand cities like Val Royeaux and remnants of Halamshiral showcase opulent architecture and bustling markets, where political intrigue intertwines with daily life. Yet amidst the splendor, alienages, where elves reside, bear witness to the enduring struggle for identity and acceptance in a society dominated by Andrastian faith and human nobility. Ancient elven ruins dot the landscape, whispering of a time when the elves of The Dales flourished in harmony with the land. Today, as Orlesian influence shapes its present, The Dales remain a realm of contrast, where the past lingers in the shadows
The Donarks
The Donarks are dense jungle forests located north of the Anderfels at the northwest of Thedas, at the very edge of the explored world. Tevinters call these lands 'Viridis' – "The Green". Exploration of the Donarks is hindered by local threats, such as dangerous wildlife and disease. The Qunari enclave of Qundalon, located on the eastern coast of the region, also serves as a deterrent. Tevinter sailors have mapped out some of the coastline; their reports say that the jungles extend far to the north, but the details differ wildly. The land beyond the coastline largely remains a mystery. Exploration of the Donarks is hindered by local threats, such as dangerous wildlife and disease. The Qunari enclave of Qundalon, located on the eastern coast of the region, also serves as a deterrent. Tevinter sailors have mapped out some of the coastline; their reports say that the jungles extend far to the north, but the details differ wildly.
The Foundry
A large industrial district in the north-east corners of Orzammar. Waves of immense heat from the fires and molten metal run rampant throughout, as well as the sounds of hammering. This is where a vast majority of Orzammar's weaponry and armor are made, in addition to goods for the entire Great Thaig. Dwarven workers are moving about working away
The Gallows of Kirkwall
The Gallows is an isolated fortress built in the harbor just off the Kirkwall Docks. It is sometimes used to control the flow of travelers arriving by sea but predominantly functions as the home of the Templar Order in the city as well as the site of its Circle of Magi. Statues of tortured slaves fill the Gallows courtyard, a ghastly memento of Kirkwall's history. The statues are not monuments to the suffering of slaves. Every inch and angle of the courtyard was designed by magisters bent on breaking the spirit of newcomers. Executions here took place daily, sometimes hourly, and corpses were hung from gibbets throughout the yard. New slaves trudging in from the docks saw what awaited them. It is the home of both the Circle of Magi and the Templar Order in Kirkwall. Hundreds of mages live in the Gallows
The Heartlands
Nestled between Lake Celestine and the Waking Sea, the Heartlands is a vibrant and lush region in Orlais. Known for its fertile farmland and strategic importance, the area is dotted with quaint villages, bustling markets, and expansive agricultural fields. Trade routes crisscross the Heartlands, connecting it to major cities like Val Royeaux and making it a vital economic hub. The landscape is characterized by rolling hills, dense forests, and scenic waterways, offering a picturesque and lively environment that reflects the rich culture and prosperity of Orlais.
The Hinterlands
The Hinterlands is a region in Ferelden located between the fortress of Ostagar and Redcliffe. It comprises a good deal of fertile agricultural land and as such is populated with a great many farmsteads throughout the area. The regions' main settlement is Redcliffe Village, situated in the western hills of Ferelden protected by Redcliffe Castle.
The Hundred Pillars
Massive pillars made of a strong material identified only as a "hard dust"; the material isn't stone, and is similar to a mortar (concrete) find a home here along this otherwise large mountain range. The mountains form a natural barrier between Tevinter Imperium to its West, and Antiva to its East. Spanning North, the mountains end to form several miles of flat plains before reaching the Southern border of the ancient Arlathan Forest
The Northern Passage
A portion of the ocean seperating the island of Par Vollen to its North, with Rivain to its South. The Amaranthine Ocean flows in from the East, finally with the Venefication Sea to its West
The Western Approach
The Western Approach is a large, arid expanse in southwestern Orlais. Farther west lie the Hunterhorn Mountains and uninhabited steppes and forests.
The Weyrs
The Weyrs, a region of striking beauty and untamed wilderness, lies to the east of the Green Dales. Dominated by rugged highlands. The Minanter River continues its journey through the southern reaches of the Weyrs, eventually emptying into the vast Amaranthine Ocean to the east, providing a lifeline to this otherwise harsh terrain. The river's presence brings much-needed moisture and vitality to the Weyrs, transforming the lower valleys into verdant oases amidst the rocky outcrops and steep cliffs. Known for its rich deposits of rare minerals and precious gems. The Weyrs are also steeped in legend and lore. Tales of dragon nests hidden among the highest peaks, guarded by fierce cults of dragon-worshippers
Thedas
The overall continent known as Thedas. Spread throughout Thedas exists lands belonging to Humans, Dwarves, and Elves. There are several Kingdoms/Nations that exist. Fereldan Free Marches Orlais Antiva Nevarra Tevinter Imperium Anderfels Rivain Seheron Par Vollen The widespread religion is governed by The Chantry with leaders being Revered Mothers, and a Divine being the title at the top. The Maker is the overall God, but most pray or reference a once mortal human woman named Andraste who was chosen by The Maker to be his prophet and bride. She was killed by her mortal husband who conspired with enemy Tevinter Imperium forces, they tied and burned her alive on a stake.The Maker decided to abandon humanity once again for the second time, though Andraste still urges him to forgive her fellow mortals and give them another chance. Her life and death built the foundation of Andrastianism, the largest religion in Thedas
Val Royeaux
Val Royeaux is the capital-city of Orlais and seat of the Orlesian Chantry with a population of at least a few hundred thousand. The Elven Alienage here is the largest in all of Thedas with a population of 10,000 elves. It lies on the northern coast of the far inland tip of the Waking Sea. It is one of the largest cities in Thedas. Val Royeaux is not only the secular capital of Orlais, but also the capital of the Chantry, the seat of the Divine being located at the Grand Cathedral of Val Royeaux. Inside the Cathedral, members of the Chantry perform a ritual where the entire Chant of Light is sung, a process thought to take about a fortnight to complete. From the White Spire, the Knight-Vigilant of the templars directs the Order. Val Royeaux is also where aging templars retire to when they can no longer adequately perform their services due to mental deterioration caused by long-term lyrium dependency.
Venefication Sea
The Northern Passage flows into the Venefication Sea. This sea borders Rivain to its East, Par Vollen to the North, and Arlathan Forest to its South
Waking Sea
The Waking Sea is situated off of the northern shore of Ferelden, the eastern coast of Orlais, and the southern coasts of neighboring Nevarra and the Free Marches. It expands eastward until it gets past Fereldan and turns into the Amaranthine Ocean