“If you don’t know anything about yourself that is worthy of regret, then you either have an enviably selective memory or a miserable life.”

Stan - warrior from Par Wollen

Stan - warrior from Par Wollen The Northern Isles lie in the middle of nowhere, where lush jungles hide cities rumored to be unparalleled anywhere else. These are the lands of the Qunari - lands on which the gaze of a foreigner has never fallen. Anyone who gets too far will sooner or later meet them - white-haired and bronze-skinned giants, a head taller than an ordinary person, frighteningly cold-blooded and with a hidden fire in their eyes.

Only tales of three Sacred Campaigns against the Giants reached the south... but this was before the arrival of Stan from Par Vollen.

A courageous giant caged - undoubtedly, the people of Lothering had never seen anything stranger until the Blight struck.

Stan is a member of the Qunari race sent on a reconnaissance mission to Ferelden. His entire squad was killed by the creatures of darkness, and he, half-dead, was found and saved by the peasants. Having woken up, he, alone and unarmed, killed all his saviors with his bare hands. Realizing that his honor was ruined, Stan waited for other people to arrive and surrendered without a fight.

Stan - warrior from Par Wollen


Stan - warrior from Par Wollen

Joining a group:

Stan is locked in a cage upon leaving Lothering. He prays and does not seem to need help. But you need it in the fight against the Pestilence. Of course, you can leave him there to pay for his crimes... but it’s better not to do this, as you will lose an excellent warrior.

Stan must be removed from the cage in one of these ways:

Convincing the Reverend Mother to release Stan into the custody of the Gray Wardens is difficult to achieve, and to make the task easier, it is worth making a donation to the church, and the more the better;

If Leliana is in the party, then the Reverend Mother will release Stan at her request;

If you have the skill of stealing from one of your party members, try to steal the key;

If one of your party members has hacking skills, try to break into the cage.

Having learned that you are a Gray Warden, the Qunari will become interested in you. You can invite him to join your squad, and he will agree.

Stan - warrior from Par Wollen

Stan - warrior from Par Wollen

Note: Have an affair with Stan it is forbidden.

Present:

It may seem strange, but Stan has good drawing abilities. In fact, this is just another facet of the Qunari education system. He respects the artist for the accuracy of his execution, which includes everything down to the length of his brush strokes.

Portrait of a rebellious queen - old Tegrin (random meeting).

Portrait of a Girl with Geese – Frosty Mountains, Trader Farin.

Still life in a silver frame - Radcliffe Castle, top floor.

Totem – Caridina crossroads.

Wet portrait – Circle of magicians, rooms of senior magicians (second floor).

Stan's sword - quest "Beresaad's sword".

Stan - warrior from Par Wollen


Stan - warrior from Par Wollen

Personal quest: Sword of Beresad

When Stan's favor with the main character rises to 25, he will tell you how he ended up in a cage in Lothering. He will say that he is looking for an answer to the Arishok’s question “what is Pestilence?”, and that his brothers were killed at Lake Calenhad, and he alone remained alive. When Stan discovered that he did not have his sword, he, in a state of uncontrollable rage, killed all the peasants who left him, because the sword is a sacred thing for the Qunari, and if he returns to the Arishok without it, he will be considered a coward and executed. Later, he repented of his deeds and surrendered to the templars.

Offer him your help. Stan doesn't believe that his sword can be found, but we know that everything will work out. Go to Lake Calenhad and on the hill you will find a marauder who is collecting things from Stan's dead brothers and is going to sell them. The marauder admits that he bought information about the opportunity to make good money in this place from Farin, a merchant in the Frosty Mountains. Go to Farin and demand an answer to where this sword is now. Farin will say that he sold it to a gnome collector named Dvin, who is now in Radcliffe.

Stan - warrior from Par Wollen


Stan - warrior from Par Wollen

Dvin's house is located near a village shop, and it is locked. You can break it, or open the lock. After seeing Dvina, you will be able to:

Intimidate the dwarf and convince him to give up the sword (this requires 3 influence points);

Kill Dvin;

If you have Stan on your team and choose the right lines, the dwarf will give you the sword without objection.

When you have the key to the chest, take the sword from the chest and give it to Stan. You can invite him to return with a report to the Arishok, or stay with you and kill the Archdemon.

Note: This quest impossible Complete after the Land Meeting.

Dialogues with fellow members

Dialogue with Leliana:

I saw what you did there.

Don't pretend to be innocent.

What are you talking about?

You were playing with that kitten.

It was... not a kitten.

Stan, I saw everything. You played with him with a string.

I helped him study.

You are a big kind person.

We will never talk about this.

Dialogue with Morrigan:

You're so deep in thought, my dear Stan. Perhaps you are thinking about me? About us, with you?

-... I... what did you say?

I think you'll need some armor. And a helmet. And something to snack on. Do people have strong teeth?

Are my teeth strong?

Qunari can bite through skin, wood, even metal, although not immediately. By the way, it might even occur to me to test your teeth.

By the tooth?

If this happens, you will need an iron rod. Just first, split it on the fire, otherwise I’m unlikely to notice anything.

Perhaps we should abandon this idea.

Are you sure? If this satisfies your curiosity...

Yes. Yes I'm sure!

Don't get in the way.

Don't trip yourself.

If you were visible, I wouldn't step on you.

Oh, you f... your mother!

Very sad. I expected better from you.

Sorry. I was in a hurry.

Your weapon, take it out.

For what? Or were we attacked?

I want to see what you can do.

Do you want to fight me? Just?

You are the Gray Warden. How will you fight the archdemon if you can’t fight me?

Yes, it's a mystery.

What, I have to show everyone your weakness? Get your sword! I'll try not to hurt you.

I don't have to prove anything to you. Get it out of your head.

You still have a backbone. It's a pity you don't use it...

Stan - warrior from Par Wollen

Stan - warrior from Par Wollen

Notes

In the Sacred Ashes trailer, Stan is one of three companions who go with the Gray Warden to retrieve Andraste's ashes. If Stan and Zevran are together in a party, then a conversation will occur between them that "Stan" is not a name, but rather a rank. But the Qunari will not develop this topic further.

Of all the companions, except the main character, Stan calls Sheila - Kadan, that is, he sincerely respects and expresses his respect.

Stan also loves Mabari more than the other members of the squad. He respects the dog, calls it a warrior and feels some kinship with it. After he gets his sword back, he will tell the dog: "You too know what it's like to feel like your weapon is a part of you."

He also loves the gifts that the mabari brings, such as a piece of pie or dirty pantaloons.

Stan is much softer on the inside than he appears on the surface. Leliana notices the Qunari picking flowers and playing with kittens, although Stan clumsily denies this.

When the Guardian asks him about Ferelden, Stan replies that the only thing he likes here is the cookies. If you talk to Templar Carroll near the Tower of Mages, it turns out that Stan took the cookies from the boy in the village, justifying himself by saying: “He was already fat. I saved him.”

Stan - warrior from Par Wollen

Some information about Stan from the toolset, maybe someone will find it useful:

Cultural Background - Sten is a Qunari, a member of a race that is foreign to this part of the world and whose people were at war with the human races for over a century before agreeing to a peace which has turned into an almost permanent detente. Still, the Qunari live quite a distance away from the part of the world where this game takes place... so someone like Sten is a curiosity more than an object of hatred. The Qunari are fanatical devotees to their religion, which compels them to dominate other races in order to improve them and bring them order. They are technologically advanced and hold magic in contempt, and this lends Sten an air of superiority over the other races around him. He is snide and superior-even while at the same time he is grim and subdued due to the fact that he has failed at the mission he was given. His failure, however, is between him and his conscience. It is not the place of lesser beings to speak with him about it.

Description - The platoon he led to investigate the Blight was ambushed by darkspawn, and he alone survived, badly wounded. Looters found him and stole his belongings. He was rescued by farmers and when he awoke alone and without his sword (equivalent to a Spartan losing his shield) he panicked, killing the entire family. He then gave himself up to the villagers. He joins the player only because he hopes to regain some measure of his lost honor by dying in battle against the darkspawn that slew his men.

Phonetic Pronunciation - stehn"

Plots - He is found in Lothering and can be a companion throughout the rest of the game

Race/Species - Qunari

Speech Patterns - He is a man of few words - literally, as he is unlikely to respond to questioning from a "lesser" being with anything but terse sentences. He will use qunari words sparsely in his lines without necessarily explaining them, and speaks in rather clipped tones as if speaking is unpleasant for him. He actually just isn't very confident speaking languages ​​other than qunari.

Demeanor - Sten is a laconic smartass, he presents a stoic, practical face to the world, and speaks as if he has only so many words allotted for his entire lifetime, yet he can"t resist the chance to say something sarcastic. He" s actually somewhat soft-hearted, though he hates if anyone notices this, and typically expresses affection for his companions by needling them. For the most part he gets by appearing gruff and unfriendly.

Morals - Very strong

Personal Background - He spent most of his life fighting in the island"s perpetual three-way war between the Imperium, the qunari, and the Tal-Vashoth. When he was sent with a small group of qunari warriors to evaluate the rumored Blight in Ferelden, they were ambushed by a group of darkspawn, which killed most of the party in the attack. Pillagers then stripped them of their valuables, thinking they were all dead. Some farmers found him and nursed him back to health. When he awoke, his sword was missing. Since Qunari warriors can"t return to their kith without their sword (it"s assumed that a warrior who comes back alive without it discarded it to run faster in deserting the battlefield), he panicked. Thinking the farmers had robbed him, he killed the entire family. The player finds him in a cage outside Lothering, waiting to die.

Special Skills - An excellent fighter. Medium

Accent - Qunari

Appearance - A giant of a man with white hair and golden skin, very muscled and with unusual eyes. This is fairly typical of the qunari - they are the bronze giants, great philosophers and scientists.

Archetype - the Philosophical Alien

Intelligence - Average

Occupation-Warrior. He wants to regain the honor he lost in killing the family by fighting the Blight.

From my personal experience, I am convinced that you can gain attention and time and attract even the most popular people in America to cooperation, if only you show genuine interest in them.

Dale Carnegie, How to Win Friends and Influence People

So, have you decided to take a trip to Ferelden? "Gray Guardians" is the oldest company in this market, and we are glad to offer you our services! We have several more applications from all over the country, so we'll pick up other excursionists along the way. I am sure you will like the company we have selected! They are, of course, different people, but that’s okay - the training included in your package will help you become a real team. How exactly? Now you'll find out.

  • Assembling a group
  • Alistair: penultimate Guardian
  • Morrigan: witchcraft beauty
  • Dog: the most faithful companion
  • Leliana: Enlightened Assassin
  • Sten: Qunari don't give up!
  • Zevran: death is funny
  • Oghren: child of the mountains
  • Loghain: An Unexpected Ally

Assembling a group

To maximize your squad's effectiveness, gather all your companions as quickly as possible. This way you can start managing their development earlier as you move up in levels. Your first companions will be warriors Alistair(specialization - weapons and shield) and sorceress Morrigan. On the road to Lothering he will find you dog, and in the town itself the robber bard will join Leliana and another warrior - Stan(prefers two-handed weapons). After this, I advise you to head to Redcliffe - the first part of this task can be completed without encountering particularly strong enemies. Next you will have to take a break (we'll talk about the reasons for this later) and clear the tower of the Circle of Mages - this is a more difficult task, but a sorceress will join you Wynn. Elf killer Zevrana you can be accepted into the squad by freeing Redcliffe from the undead or completing any of the main missions. Finally, the gnome warrior Ogren(also prefers two-handed weapons) you will find, of course, in Orzammar. In fact, clearing dwarf dungeons is more difficult than reaching an agreement with the elves, but here you can cheat: having replenished your ranks with this fighter, go to Brecilian and only then return to the abandoned dwarf tags.

Of course, companions may not only join the squad, but also want to leave it if your relationship is very bad or you have committed an act contrary to their beliefs. But achieving 25, 50, 75 and 90 relationship points inspires your companions, which will lead to an increase in one of the basic characteristics by one. For Morrigan it is magic, for Wynn it is willpower, for Alistair and Ogren it is physique, for Sten and Loghain it is strength, for Leliana it is cunning, and for Zevran it is dexterity.

Three ways to improve relationships

You can win the respect of your comrades in arms through conversations, gifts, and completing special tasks. You will almost always have to start the conversation: if someone overcame shyness and turned himself in, most often things will go badly. Either some kind of misfortune has happened, or you are doing something that your companion does not like at all. In the second case, the skill of persuasion helps - your character needs to develop it first. If there is an option with such a mark in the dialogue, most often it should be selected. The result will depend on the skill level and complexity of the situation.

“A sad rural cemetery,” you say? What's in the Vault is a collection of Easter eggs. Gary Gygax, depicted, was also honored.
reteller of the AD&D system, traces of which can be seen and
in Dragon Age.

On a note: You can only start many important conversations at camp - check there often.

Often in dialogues you are asked to express the same idea in different words. You will achieve the best results by speaking in the same style as your interlocutor. Talk to Winn seriously, talk to Stan directly and without equivocation; Trying to joke with them like you did with Zevran will lead to a deterioration in the relationship. You may not notice this - the result of the dialogue will be, say, +2 - but instead of +6 if you choose the right tone.

If you run out of topics to talk about, please your companions with gifts - items that, from a gaming point of view, are almost always useless. The effect is calculated as follows. Basic value - 5; it decreases by one for each gift previously given to this character, but never falls below 1. If the souvenir falls into his area of ​​interest, then another 5 is added. For special plot gifts (they can only be given to those for whom they are important) - an increase 10. However, if the relationship with a companion has fallen below zero, then buying his trust will not be so easy - the effect drops by half.

On a note: Please note that the effect of all gifts drops by -1 for each gift given.

Well, if the first two methods brought success, then one day friends will make some small request. For example: “I recently left a family ruby ​​in the compost heap, very expensive, can you help me find it?” But that is another story.

Alistair: penultimate guard

Alistair is honest, kind and simple-minded. He is a loyal friend and is ready to follow you - although, it would seem, as a more experienced Guardian, he should have taken command. Alas, leadership is a burden for him, although logically it should be in his blood. He is the illegitimate son of the previous king, Maric, but together with his tutor, Earl Eamon, he did everything to ensure that this remained a secret. Alistair is nothing like Macbeth, and the words “A King to Come!” they only scare him, so don't expect gratitude if you help him climb onto that stupid seat called a throne.

Of course, a visit to Redcliffe, where he spent his childhood, will be especially important here. Having cleared the castle of the undead, you will be faced with the problem of what to do with the possessed Connor. The correct (and in fact the easiest) solution is to go to the Circle of Mages for help, and then defeat the demon in the Shadow. In this case, Alistair will be grateful to you for saving his teacher’s family (+7). Killing Connor or his mother will cause the relationship to deteriorate greatly (-10). Be sure to look in Earl's office Alistair's mother's necklace.

Gifts for Alistair
Present Where to look
Alistair's Mother's Amulet Eamon's office
Duncan's Shield Guardian Warehouse, Trade District
White Rune Stone Circle Tower, 3rd floor
Stone figurine of a warrior Asylum
Stone dragon figurine Redcliffe Castle, top floor
Small carved figurine Lothering
Onyx demon figurine East Brecilian
Black Runestone Taig Educan

After talking with your brother in the order before visiting Denerim, you can find out that his sister lives there, next to Wade’s store Goldanna. Alas, she will not be happy with her brother. If you try to console Alistair, who is upset by the meeting, he will thank you later. If you explain about the harshness of life, he will draw conclusions: he will become tougher and more pragmatic. On the one hand, a less pleasant companion. On the other hand, if you plan to make him a king, then naivety and spontaneity are not the best traits for a ruler. In addition, the “new” Alistair will agree to marry Queen Anora if you decide to pardon her father, although he will leave the party. So this option has its advantages.

Thanks to Flemeth's magic, Alistair suddenly learned to fly. But how to wave a shield?

Alistair knows that the gray guards had a base in Denerim. However, you can find the secret entrance only by freeing another brother in the order, Riordan, from prison. Be sure to check it out - a lot of equipment for sale goes missing there, and most importantly - it has been preserved Duncan's shield, not taken by him at Ostagar. As you probably understood from the conversations, this would be the best gift for Alistair. Moreover, in the hands of your companion it turns into, perhaps, the best shield in the game, with which you are not ashamed to go into the last battle.

The main test of your friendship is the decisions regarding the Loghain case and the vacant throne. Alistair will leave the squad if you decide to spare the renegade regent, and Anora will refuse to marry the one who killed her father. And having become the queen alone, she will try to get rid of her rival and order his execution if you do not intercede. The best option is for you to deal with Loghain and then arrange a royal wedding. However, if you, madam, are not a dwarf or an elf and, moreover, of noble birth, then you yourself may well turn out to be a good queen! Well, if you, good sir, are a nobleman, then you can easily rule together with Anora, relieving Alistair of the difficult burden of the crown (and leaving him to get even with the saboteur ruler).

Morrigan: witchcraft beauty

The sorceress Morrigan is sarcastic, cold and calculating. The other members of the squad will not win her sympathy - their conversations will be, at best, sparring, if not squabbles. However, you can try to melt the ice with which she fences herself off. After all, deep down she is the same girl who once risked her life to get a beautiful golden mirror! Except her mother is a witch Flemeth— I didn’t appreciate the impulse and broke the mirror I had obtained. Don't miss your chance - Garin (a gnome jeweler, not an engineer) sells exactly the same thing in Orzammar. In addition, the witch will be pleased with some jewelry.

Morrigan's Gifts
Present Where to look
Black Grimoire Circle Tower, Irving's chambers
Grimoire of Flemeth Flemeth's Hut
Golden mirror Orzammar, Garin's store
Gold rope necklace Lothering
Golden amulet Orzammar, Garin's store
Gold Demon Pendant Room with an urn containing Andraste's ashes
Medallion Shelter, shop
Silver brooch Dalish camp, shop
Silver chain Circle Tower, 2nd floor
Silver medallion Elven ruins, upper level

The only copy of the Frozen Dragon sculpture is exhibited in the Frosty Mountains. Tourists should take into account that it Very often thaws, getting into a bad mood.

On a note: Some gifts not included in the lists above seem to be in the characters' area of ​​interest, but in fact do not arouse their enthusiasm. So, a thief can steal a tiara from Lady Hybren in the Trade Quarter of Denerim. It would seem like a decoration! But Morrigan probably thinks it doesn't suit her.

In the Circle Tower in the office of the senior sorcerer Irving, grab the mysterious Black Grimoire. The sorceress will be very happy at first, but at the next stop at the camp she will report that Flemeth lived for many centuries thanks to the fact that she inhabited the bodies of her daughters. Morrigan does not love her mother enough to become another victim, and will ask you to kill the old witch.

You will have to go to Flemeth's hut without Morrigan - otherwise you will not find anyone there. You have two ways to complete the task. If you want, just take it grimoire of Flemeth, letting its owner go in peace, and deceive your companion by saying that the job is done (note that Wynn will not approve of this). If you don't want to, get ready for a serious fight. Maybe you thought your witch was a cool werewolf? One way or another, Morrigan, having received her mother’s notes, will be happy, and you can also offer her a fashionable raincoat + 20% to ice magic, among other things.

How to go after a dragon?

They brought in more recruits, right? Eh, young and green... Well, listen. Our greatest strength is the magicians with “ Cone of cold" And " Force field" Not only will you hit the beast first, but you’ll also freeze it for a couple of seconds, allowing him to be hacked to his heart’s content. The second is trickier: if you put a worm in the “jar”, ​​the squad will be able to use poultices or lyrium. But they win battles differently: when the scoundrel gets pretty angry, cover the comrade who came under attack. The eye sees, but the tooth is numb, the tail does not thrash, the fire does not burn: the enemy will continue to beat the invulnerable victim for a good half a minute. By the way, at this time you can treat your friend.

When going to fight a dragon, you cannot do without a healer. Before starting to heal, he will even have about five seconds and be able to throw a couple of lightning bolts. But the most important thing is that he must help the squad." Mass cleansing": magicians can drink lyrium, but what about warriors? That's it. If there are no other magicians, they will come in handy " Acceleration" And " Ice weapon" You can’t really kill lizards with fire, so those who have fiery runes applied should replace them.

If you decide to fight Flemeth, set up a couple of traps before the conversation. Yes and
the rune of paralysis will help you gain a few seconds

It’s a good idea to take an archer with you: most often the dragon won’t chase him. Just let them aim better, the creatures have strong scales. For weapon fighters, swords or axes are best. The heaviest armor is needed, the beast hits very hard. The best thing is made from dragon scales, they protect from fire, but where can you find them? It is true that they say that in Denerim there is a master Wade knows how to do things like that. If you put on some glitter with fire protection, that’s also useful. But all sorts of balms... well, them. If only you could keep track of where the bastard is pointing his tail - and then, that means, find a bottle, but lift your head - and at this time you will be so smacked that you will stutter until lunch! It's good if it's your own.

When the brat arrives, run away from each other so that he doesn’t kill everyone with one spit. And don't skimp on potions. If the reptile takes away half of your health, then warriors can get by with a large poultice, and magicians and robbers can get by with a regular poultice. But if there isn’t even a quarter left, then it’s better for the fighters to take the strongest one, but for the rest, even a big one is enough - they didn’t come out healthy.

Well, did you get it? Okay, go, the dragon is around the corner. Don't be afraid, it's still wooden.

You are not expected to have any problems with Morrigan until the very end of the game. But on the eve of the final battle, it turns out that she has a special personal offer for you. However, it is quite possible to convey it, for example, to Alistair - this thought will not cause a protest from him, although their relationship with the sorceress cannot be called excellent. The offer looks profitable for everyone, but for some reason it seems that there is a catch somewhere...

On a note: there is one great option for especially lovers: agree to the proposal, but don't take her to the squad after that. She, of course, will be offended, but you will get a normal, not a demonic heir.

However, keep in mind: if you refuse, the sorceress will leave the party, and she would be very useful in the battle with the archdemon. If you agree, she will leave without saying goodbye immediately after the battle, and the search for her will have to be postponed until the next part of the game...

Dog: the most faithful companion

Who taught you to launch Force lightning, Darth Wynn?

The dog never argues with your decisions, is always in a good mood, and your relationship with him is 100% perfect, so it’s simply impossible to improve it. You will not confuse the gifts intended for him with anything: it seems that the Blight has caused a food crisis in Ferelden. Otherwise, why can only a few bones with pieces of meat be found throughout the country?

But the mabari will bring some gifts himself, if you ask if there is anything interesting around. Some of them can only be obtained in this way - for example, torn silk pants or a skein of yarn (I don’t know where he found it on the Deep Roads, but Wynne just promised to knit something warm for Wall if he found the material). But sometimes he brings something that you yourself missed in this location. He often finds equipment, and very good ones at that. In general, even if the dog is not included in your main squad, it’s a good idea to take him for a walk after you’ve already cleared the territory of the enemy - the dog really needs to run around.

Gifts for the dog
Present Where to look
Lamb bone Redcliffe Castle, ground floor
Big bone Hideout, in the store
Ox bone Western Brecilian
Beef bone Ostagar, Circle Tower
Cake Finds it himself
Tangled ball of yarn Finds it himself
Veal bone Elfinage

Leliana: Enlightened Assassin

When you first meet her, you may think that Leliana is a very unusual character: a robber nun. However, everything is even more confusing: she is also a bard spy. Despite all this, she is a kind and sympathetic girl.

Barrage fire, as well as storm, blizzard and earthquake

Her past is a separate story, which she will not tell everyone. Surprisingly, he won’t tell his friends either. To receive the task later " Leliana's Past", you should talk to her before that when your relationship reaches +25 (however, if this has already happened, you can always say nasty things to the girl). Ask how she got to the monastery, and you will find out that Leliana used to be a bard in Orlais. When you become friends, talk about how bards in Orlais are supposed to be spies, and you will learn about the difference between bards and minstrels. True, you won’t have to cast the net a third time: at the next stop at the camp, she will talk to you herself and admit that she has hidden something. She was indeed engaged in espionage, but Marjolaine, her mentor, set her up, which is why she had to flee to neighboring Ferelden.

Well, Marjoline will take the next step. The next random encounter will be with a weak squad of killers, whose leader, in order to save life, will tell you where to look for the customer. And Leliana, following Alistair, will ask for five minutes in Denerim for a social visit. The Orlesian is a serious opponent (and a couple of magicians and warriors will unexpectedly come to her aid), but you can solve the matter without a fight if you convince her that Leliana has left her past behind. One way or another, don’t forget to look into the side room: the chest contains not dresses for the Orlesian fashion show, but much more practical things. Including excellent " Bow Marjolaine"from the dragon's thorn.

On a note: if in the next conversation you tell Leliana that in fact she loves the hectic life of special agents and in vain hides this from herself, then her character will change. Like Alistair, she will get rid of idealism, become less “correct” and more practical. So, the thought of desecrating Andraste’s ashes will no longer cause any objections to her. Really, why would you need this?

Gifts for Leliana
Present Where to look
Grace of Andraste Redcliffe Village; West Brecilian; Elfinage
Adorable naked Orzammar, Dusty City
Amulet of the Church Circle Tower, 2nd floor
Bronze symbol of Andraste Lothering, church
Golden symbol of Andraste Orzammar, Legnar's shop
Silver Sword of Mercy Merchant Old Tegrin
Steel symbol of Andraste Denerim, home of Genitivi
Etched silver symbol Taig Ortan

On a note: Even if the character has not yet told you a story from which you understand that some gift is valuable to him, the effect of the gift will not decrease.

As you can see, most of the gifts for Leliana are related to religion. However " Grace of Andraste"- this is not a boring treatise or some kind of amulet, but a flower. Of course, any girl will be pleased to receive flowers as a gift, but Leliana will especially like these. Their smell reminds me of home - my mother used these petals to rearrange the things stacked in the closets. She’s probably not the only one: it’s clearly time to include the flower in the Red Book, because over the many months of your journey through protected areas you will find only three of these. And you will probably pick it, putting a rare plant on the brink of complete destruction!

This is interesting: Leliana's appearance is copied from the model's appearance Alexandra Stein(Alexandra "Alleykatze" Stein), and Morrigan - with Victoria Johnson(Victoria Johnson).

Nice dog, let me scratch you behind the ear!

It turns out that Leliana named her animal Shmooples.

But I don’t know how Leliana will carry another gift with her. At the entrance to the Diamond Halls of Orzammar stands an unlucky merchant of nagas - not the ones that Riki-Tiki-Tavi fought, but these pigmoles. It seems that he is a rare bungler, since the not-so-nimble animals managed to run away, and he is ready to pay a reward for the fugitives. They are easy to find in the nooks and crannies of the Commons, and you can catch them with your bare hands. If Leliana goes to work with you, then after talking with her, you will understand: here it is, her girlish happiness on legs: these animals such sweethearts...

When you arrive in Dusty Town, a neighborhood of the poor, spend a couple of minutes talking with the dwarf loafer who stands on the mini-forum of this area. Since the main professions here are beggar and bandit, he will be happy to catch a well-fed grunt for you - even five silver coins will pass for wealth to him. Unfortunately, you won’t see happy Leliana walking with her pet on a leash.

Sten: Qunari don't give up!

Stan calls himself an “evil giant” and, let’s be honest, he’s much better suited for a sword fight than some kindly dwarf. He has a brave heart and a noble soul - but you better not be the one whose hearts he decided to break with all his heart. Some of his comrades did not have time to quickly and convincingly explain where his sword had gone - and what did it lead to? The Wall means that he was put in a cage for murder, and now, instead of a quiet business trip to collect information about the Blight, he has to fight this Blight.

Stan, bend down, I'm throwing lightning!

It was hot!

This is interesting: in fact, Stan is not a name, but a title. But it is hardly coincidental that it coincides with the Swedish and Danish words for “stone.”

Yes, about the sword. When you gain Stan's respect, he will ask you to help him find the lost weapon - otherwise the way home is closed to him. Let's be honest: although a two-handed weapon is much bigger than a needle, Ferelden is not a haystack! But the main thing is to believe in success. Although from the battle Lake Kalenhad A lot of time has passed, some guy is still robbing perfectly preserved corpses. He will send you to Farina, a "used equipment" dealer at the market in the Frosty Mountains, and he Dvina to the village of Redcliffe. This is the dwarf whom you almost kicked out to fight during the “night of the living dead”. This time he will not be any more pleased with your visit, but you can convince him to part with the souvenir voluntarily and for free. By the way, like Duncan’s shield, the sword will turn from a gift into a weapon that is quite suitable for use until the appearance of Orzammar analogues made of red steel.

Gifts for Wall
Present Where to look
Sword Wall Redcliffe Village
Still life in a silver frame Redcliffe Castle
Soaked portrait Circle Tower, 2nd floor
Portrait of a girl with geese Frosty Mountains, Farin
Portrait of a Rebel Queen Merchant Old Tegrin
Totem Caridina Crossroads

Stan is determined and despises magic. Child-possessed? Find and destroy. Wasting time calling wizards from the Circle is stupid (-10). We were going to fight the creatures of darkness - so there was no point in running through the mountains in search of mythical urns. With developed persuasion skills, you can persuade the Qunari that you need Eamon’s support, and there is no other hope of curing him. But if the attempt is unsuccessful, then it will be possible to force him to remain in the detachment only by force.

This is a bug: Due to the wrong script, you can easily raise Stan's respect to the maximum. Ask him why he came to Ferelden, then choose any answer. Then ask why the Qunari are worried about the Pestilence. To the counter question, answer that it is your duty as a gray guard to fight the Blight, and ask if he has found the answer to the question. Now you have the option again: “Why is the Qunari worried about the Blight?” Each such cycle increases Stan's respect.

Wynn: Sorceress on the Warpath

If your character is a wizard, then you will meet Winn in the prologue. The rest will be able to exchange a few words in Ostagar, but she will join your squad in the Circle Tower, which will have to be cleared of blood mages and those possessed by demons. She is an excellent support mage, heals and strengthens the rest of the squad, but also knows several attack spells. Wynn is reasonable, calm, self-confident and ready to protect what is dear to her, even at the cost of her life.

If you want to win the fight with Cotrien, try saying "Storm" and "Blizzard" to her unit before entering the room - they will take effect once the battle begins. “Now that’s what I call aggressive negotiations!”

You will see this soon after the meeting: if you agree with the exhausted templar and decide to kill all the magicians in the tower, you will have to go through the corpse of the sorceress. Better promise to save everyone - train, you won’t do anything like this yet. An attempt to desecrate the urn with Andraste’s ashes will also cause categorical disagreement: if Wynn is part of the squad, she will attack you, otherwise she will leave after the first stop in the camp. She also doesn't like blood mages. But he loves books, but since the book trade in Ferelden is poorly developed (as you will see, some gnomes are even forced to steal literature), you will often have to fight to get them.

To get a special task from a sorceress, talk about her needing rest. Next time she will feel better, but after the first collision on the roads she will fall unconscious. And when stopping at the camp, he admits that Remarque was inspired to write the novel “Life on Borrow.” Wynn is alive only thanks to a certain spirit that supports her existence - alas, gradually weakening. And in the next skirmish, she will save everyone thanks to the “Vessel of the Spirit” - an ability that restores her mana and health, and at the same time stuns enemies who approach carelessly. True, there are also unpleasant consequences that will help you get rid of Amulet of Aneirin. You will receive it by completing a special task.

After making friends with Winn, you can find out that she blames herself for the death of her first student. Almost certainly death - but what if a miracle happened? The Dalish elves he wanted to reach would be happy to confirm that they knew only one Aneirin - a famous healer. You can find him in East Brecilian, next to the hermit's hole. The conversation will literally remove a stone from the sorceress’s soul. Let us hope that the spirit in the Shadow also feels better.

Winn Gifts
Present Where to look
Wine Lake Calenhad, Lothering
Gerrins of Ferelden Redcliffe Castle
Exquisite Scroll
The search for a true prophet Orzammar, Hall of Chroniclers
Rose of Orlais Circle Tower, 2nd floor
Secrets of Dragon Blood Destroyed Temple

Zevran: death is funny

Somehow this sylvan is both frozen and on fire.

Elf Zevran is a hired killer, and his next victim is you. True, his frivolity and self-confidence backfired this time: he chose insufficiently skilled assistants. The ambush is planned well, but area spells will help you deal with the archers hidden on the flanks. Realizing that the contract could not be fulfilled, this insolent person will find nothing better than to ask to join your squad - they say, now the former owners will still be hunting for the loser... Leliana will approve this plan, Winn doesn’t care, but here’s the opinion of the rest of you satellites will deteriorate by 3-5 points. Meanwhile, Zevran will be useful: high agility allows him to evade melee attacks even from strong fighters, and stealth will serve as a “fire spotter” for magicians.

As you understand, he cannot be classified as a moralist. The proposal to slaughter all the elves or destroy the Anvil of the Void will cause him to protest, but he can be convinced that this is necessary. He can leave your squad when his friend Taliesin calls, who continues to hunt you, but friendly relations will keep Zevran from betraying him again.

The elf's taste will be ingots of precious metals and two pairs of objects reminiscent of the past - Dalish gloves And antivan boots(both of them turn into good equipment). You can find the gloves in Western Brecilian, in a chest at the site of an abandoned camp behind the Rhymer Oak. The boots are in the Vault, in a chest in the shop there.

This is interesting: one of the prototypes of Zevran is called Puss-in-Boots from “Shrek 2”: he is also a killer sent by the king, and the elf’s gift boots in this case are also not accidental. The original game is said to have a similar accent.

Gifts for Zevran
Present Where to look
Antivan leather boots Shelter, shop
Dalish Gloves Western Brecilian
Small gold bar Circle Tower, 3rd floor
Small silver bar Church of Refuge
Medium gold bar Earl of Denerim's estate
Medium Silver Bar Anvil of the Void

Oghren: child of the mountains

Ogren’s manners are straightforward, like a two-handed sword, and the word “gallantry” does not describe him at all, but he is not short of courage. He is a berserker fighter who will be useful to you not only in the Deep Roads. He has his own reason for joining the detachment: if for you the search for the Perfect Branca is a way to achieve the crown for your protege, then for him it is to return his wife and clear his reputation. After all, two years ago Branka went to look for the secret of making golems and took with her all the members of her house - except for her husband. These two years turned out to be a difficult test, including for Ogren’s liver. And now, if you want to please this bearded man, offer him a bottle of something stronger.

He said “I won’t be back”, and this abyss swallowed him up without a trace

Getting to the places where Branka now lives is not easy, and meeting her will not go at all as Ogren dreamed. As a result, you will have to once again choose one of the sides in a fundamental conflict. And although your companion understands that his wife has committed terrible crimes, her death if you support Karidin will greatly upset the gnome. You can partially make amends: when Karidin asks what you want as a reward for your help, find out if Ogren wants something - the main result of the mission will not change, but you will gain well-deserved respect.

When Ogren becomes your friend, he will ask for your help in a delicate matter: to help restore relations with his former passion. Felsy. To do this, go to the inn near Lake Kalenhad and help Ogren in a conversation with a quick-tongued gnome. It depends on you whether your friend will look like a hero or a drunkard loser in her eyes. You won't let good old Ogren down, will you? True, not every landman will understand that things have gone well, but rest assured - two brave warriors can easily talk one girl out.

This is interesting: The developers' special sympathy for Ogren was manifested in the creation of a unique hairstyle. Apart from him, only Morrigan received such an honor.

Gifts for Oghren
Present Where to look
"White cut" Elven Ruins, Ground Floor
"Blonde in the Sun" Circle Tower, Templar Rooms
"Golden Braid" Lothering
Jug of the king of the backyard Orzammar, Legnar's shop
Mead from a Hasindian bag Destroyed Temple
"Garbolt's Rural Reserve" Can the Dog find it?

Loghain: An Unexpected Ally

Could you have imagined after the Battle of Ostagar that the former hero of the Battle of Dane would go with you to the last battle? So Alistair couldn’t: you will have to choose who you want to see in your squad. Loghain has learned the same weapon style and shield as Alistair, but will it be a worthy replacement? Most likely not: a templar who has matured under your strict guidance will certainly be more useful in the last battle, at least because of his class, than the knight Loghain. But what if you want to show mercy to the fallen?

The acquaintance will be short-lived, and the former regent will not have any special assignments. Really, what can you wish for: your daughter is settled in, you don’t have a headache about the state, the environment is simple and pleasant, there are no court scoundrels like Howe there. Of course, there may be problems with mutual trust, but in the coming battle you will have to fight shoulder to shoulder - so it is worth improving the relationship.

Gifts for Loghain
Present Where to look
Ancient map of the Empire Denerim, "Wonders of Thedas"
Botanical map of Tedes Redcliffe Castle
Anderfels Map Denerim, Gorim's store
Map of occupied Ferelden Redcliffe Castle, 2nd floor
Map of modern Ferelden Elfinage


Well, are you happy with your companions? I'm sure the trip will also be memorable. The last souvenir shots next to the defeated archdemon, the ceremonial banquet is coming soon - with this I leave you. I'm sure we'll meet again in Ferelden!

This seems strange: that the bookish boy Surana, who grew up in the Tower of the Circle, became closest to the Qunari, a product of a completely alien and eerie culture. After all, who is less like Alim than Stan? What they have in common with Alistair is a duty that cannot be renounced, and defiled blood. With Morrigan and Wynn - the branding kiss of the Shadow: a magical gift. With Leliana there is a soul-comforting faith in the light of the Creator. With Zevran - common ancestors and the opportunity to escape from the networks into which they were drawn at a young age, without asking consent. Like Alistair, Alim cannot ignore injustice; like Morrigan, he is unashamedly practical; They share a broad, not entirely ecclesiastical view of the world of spirits with Wynn, and a love of beauty with Leliana; like Zevran, he finds it difficult to lift his mask to show his true face. Sincerity is difficult. And they all think and talk and worry too much about unimportant, empty things, they all let the pain of the past reach into their thoughts and feelings, influence their decisions, and none of them seem to really know who they are. Except Stan. At rest stops, Alim sits next to him, and they have a great time in pleasant silence, only occasionally talking, in a mutual desire to understand someone else’s unusual thinking, to penetrate an unfamiliar world... Time flows past in a slow stream, carries away uncertainty and fear, brings new skills, a new experience. Alim is comfortable and happy next to Stan: all his questions make sense, and he does not try to extract the reaction he needs from his interlocutor. Perhaps Alim had a friend for the first time. *** Time flows by, and the magician, who has gradually grown up in comfort, is drawn into the rhythm of camp life - a constant march, rare overnight stays under the roof of a random barn or inn, frequent battles, a burnt stew of everything that the Creator sent. Alim's body, the thin, narrow-boned body of an elf and scribe, acquires muscles under rough skin, and many days of fatigue recedes - after a day full of physical activity, a few hours of sleep next to the tossing and turning of Alistair, in a tent blown by a cold wind, becomes enough. And then Alim’s body, for the first time in several months, remembers that he is very young and has not known affection for a very long time. A terrible betrayal on his part, if you think about it, because Alim has always been partial to big strong men, and now there are two of them in his constant surroundings, and he is used to washing, changing clothes and sleeping next to them, so the sudden change in behavior immediately became would be noticeable. The real problem, however, is that once he starts looking at Stan differently, he can't stop. Stop thinking about it, fantasizing about it during a quick furtive jerk-off before bed, sneaking a look at someone else's body while washing... A big strong man is big everywhere. Alim dreams of regaining the serenity of his former, purely friendly relations. Perhaps it would be better if he dreamed of the Archdemon more often - then there would be no nerves and strength left for other dreams. Perhaps it would be better if he became attached and then inflamed with passion for Alistair - although he is inexperienced, judging by the conversations he overheard with Zevran, he is very curious. When Stan, with characteristic directness, asks why Alim’s behavior and views have changed, he explains, trying to be academic and restrained, as usual, trying to make this another excursion into his native culture - short and succinct, nothing personal. You can't read anything from Stan's face, but at least he condescends to give the same academic explanation as the Qunari approach sex. Alim nods understandingly and closes the topic. He respects Stan's principles and comes to terms with the futility of his desires. At night, Alim, curled up in an awkward position under the blanket, fucks himself with his fingers and tries to imagine that it is Stan’s huge penis that is ramming his insides. He bites his lip so as not to disturb Alistair, who is sleeping in their shared tent, with a groan. In the morning he is completely calm and focused on the mission. After all, they have a war here, there are more important things to do than suffer from lust or love. He pushes his desires far away because they are not important. Stan would approve. *** When Alim asks what the word Stan calls him means - “kadan” - he answers. “We call it differently,” Alim responds, and leaves it at that. “Stan already knows enough about bass families, and how and why some of them live and sleep with others.” After this short episode, Alim cannot regain his calm. Knowing that Stan is actually not indifferent to him, even loves him - just in his own Qunari way - is even more painful. Qunari have sex either for reproduction or to relieve bodily tension - with partners specially designed for this. They don't sleep with people they like. Friendship is enough for them to express sympathy and affection. Ultimately, Alim realizes that he cannot afford to fail future negotiations at the Earth Council just because of his own insatiable desire to have sex with his best friend. He is too practical and too unaccustomed to bothering himself with unimportant little things to do nothing about it. “Let's try to do it our way,” he tells Stan. - Not like the Qunari. We both know that you will leave when we stop the Blight - he never says “if”, it is meaningless - and I will not follow you. If you can, please try to be my lover before that time comes. Perhaps that's the only reason Stan agrees. that he is a good friend and sees how much Alim needs it. Perhaps this is another act of satisfying curiosity, because, whatever one may say, this warrior Beresad always had much more interest in the details of the life of the Bas, unrelated to the war, than explainable casual espionage. Or maybe he really doesn't mind trying. Alim allows himself to think this way, because he has long been able to guess when Stan smiles - without moving his lips, his eyes just warm up. *** For the first time, they do everything quickly and casually: they retire to a stream and study each other’s bodies. Alim undresses without inner trembling - he is not fifteen for a long time and, although he is sure that he cannot do anything to please the eyes of others, he also has nothing to be ashamed of. He knows how Stan thinks, and is sure that neither excessive thinness nor narrow shoulders and chest will turn him away - Alim is not a warrior, he should not be too massive. Stan himself is simply huge, and Alim doesn’t even try to hide how much he likes it: he carefully touches the thick gray skin, strokes his broad shoulders, powerful chest and stomach, and muscular thighs. He involuntarily swallows saliva when a proportionately large thick penis appears in front of him - larger than any that Alim has dealt with before, but otherwise it is constructed quite normally. Alim really wants to lick it and put it in his mouth, but not now. The first time they just jerk each other off, it's more an act of learning than sex. Stan's approval is silent, but Alim himself does not like unnecessary words. Two days later, the squad stops at the “Spoiled Princess”, and Alim, in addition to two large rooms - for the male and female halves of the squad - takes one small one, with a single wide bed. “In two hours,” he says quietly to Stan, and he nods; that's all the romantic foreplay between them. Alim needs a hot bath and time to get ready. He's surprised by how nervous he feels—it's not the first time he's had sex, but it seems like it's the first time he's had sex with someone who really matters. It’s as if he’s completely on fire, he shudders and can’t calm down, thoughts are rushing around in his head, replacing each other. Would it be as good as he had imagined? What kind of lover can Stan be, how rude or attentive is he in this area? Will Alim be able to make this experience enjoyable for him? Will they have other nights? *** Stan runs his hand over Alim’s body from bottom to top. His wide palm covers Alim’s chest almost entirely, presses slightly, and the fraction of his heartbeat becomes more noticeable. Stan could tell that Alim is too worried, but it's already obvious, so there's no need to waste words. Alim spreads and presses his knees to his chest in a silent invitation. The Qunari's fingers easily penetrate the well-stretched and lubricated hole, but it is still too narrow for a penis. Alim winces, shakes his head and digs his nails into Stan’s side, not allowing him to either pull out or insert deeper. Stan has enough patience to just wait for Alim to get used to it. Waiting, clearly feeling the pulsation of blood flow in the hot muscles tightly enveloping him, is perhaps a more intimate experience than the vows that lovers usually exchange. “Come on,” Alim finally commands. His wide eyes sparkle, he quickly licks his just bitten lip, and confirms his words with an imperious movement of his hips towards. *** When Stan gets up and leaves the room - without explanation, of course - Alistair doesn't pay attention at first. But the Qunari are gone for a very long time, and behind the wall, in the room where Alim spends the night, first there is some kind of fuss, and then muffled screams are heard. Alistair rushes to his feet - he would never confuse his commander’s voice with someone else’s, but Zevran suddenly stops him, catching him by the hand. “Wait a minute,” the elf listens carefully, then begins to smile. - Sit down and calm down, your help is not needed there. Alistair doesn’t like his grin, but Zevran wouldn’t sit so calmly if he thought that Alim was being killed... “Oh, believe me, if you burst into the next room now, no one will be glad to see you,” Zevran assures meaningfully and quietly laughs at the indignant to the blushing look of Alistair. *** - Did I scream? - Alim exhales hoarsely, realizing that he seems to have lost his voice. He lies next to Stan, covered in sweat and trembling, realizing that it seems that he will not be able to move his legs now. And, it seems, he doesn’t really want to move them, or move at all. Stan nods calmly. He looks just like usual, only perspiration has appeared on his skin, and his eyes are warmer. “You won’t be able to go on a campaign tomorrow,” he states, however, without condemnation. “I have my ointments and my healing,” Alim answers lazily. - We will go to the gathering place tomorrow. He rubs himself against Stan's shoulder with a gesture of affection and adds: “But not at dawn, no.” ***