Through the fire of war Dragon age: origins: how to win friends - tactics of the game and advice from the masters of Dragon age origins stan approval

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

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 needing 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.

"If you do not know anything worthy of regret, then you either have an enviably selective memory or a miserable life."

Stan - Warrior from Par Vollen

Stan - Warrior from Par Vollen The northern islands lie on the outskirts, where cities are hidden in the lush jungle, which, according to rumors, have no equal anywhere else. These are the lands of the Qunari, lands where the gaze of a foreigner has never yet fallen. Anyone who gets too far will meet them sooner or later - white-haired and bronze-skinned giants, a head taller than an ordinary person, frighteningly cold-blooded and with hidden fire in their eyes.

Only tales of the three Holy Marches against the giants reached the south...but that was before the arrival of Stan from Par Vollen.

A caged, masculine giant, surely the people of Lothering had seen nothing stranger until the Blight fell upon them.

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

Stan - Warrior from Par Vollen


Stan - Warrior from Par Vollen

Joining a group:

Stan is locked in a cage when leaving Lothering. He prays and it seems that he does not need help. But you need it in the fight against 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 pulled out of the cage in one of these ways:

Persuading 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, the Reverend Mother will release Stan at her request;

If one of the party members has the skill of stealing, try to steal the key;

If one of the party members has the hacking skill, try to hack the cage.

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

Stan - Warrior from Par Vollen

Stan - Warrior from Par Vollen

Note: Have an affair with Stan it is forbidden.

Present:

It may seem strange, but Stan has quite good drawing skills. It's really just another facet of the Qunari's upbringing system. He respects the artist for the accuracy of execution, in which he includes everything down to the length of brush strokes.

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

Portrait of a girl with geese - Frost Mountains, merchant Farin.

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

Totem - Crossroads of Caridin.

Wet portrait - Circle of mages, rooms of senior mages (second floor).

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

Stan - Warrior from Par Vollen


Stan - Warrior from Par Vollen

Personal Quest: Beresaad's Sword

When Stan's disposition towards 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 question of the Arishok “what is Mor?”, 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 came out of it, because the sword is a shrine 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 deed and surrendered to the templars.

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

Stan - Warrior from Par Vollen


Stan - Warrior from Par Vollen

Dvin's house is near the village shop, and it is locked. You can break it, or pick the lock. Having seen Dvin, you will be able to:

Intimidate the dwarf and convince him to hand over the sword (requires 3 influence points);

Kill Dvin;

If there is Stan in the team and choosing 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 present it to Stan. You can offer him to return with a report to the Arishok, or stay with you and kill the Archdemon.

Note: This quest impossible complete after the Gathering of the Lands.

Dialogues with associates

Dialogue with Leliana:

I saw what you did there.

Don't pretend to be innocent.

What are you talking about?

You played 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 bastard.

Let's never talk about it.

Dialogue with Morrigan:

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

-… I… what did you say?

I think you'll need armor. And a helmet. And something for a bite. Do people have strong teeth?

Are my teeth strong?

Qunari can bite through leather, wood, even metal, though not immediately. By the way, it might occur to me to try you on the tooth.

For a tooth?

If that happens, you'll need an iron rod. Only first, split it on the fire, otherwise I'm unlikely to notice anything.

Perhaps we'd better abandon this idea.

Are you sure? If that satiates your curiosity...

Yes. Yes I'm sure!

Don't get in the way.

Don't stumble yourself.

If I could see you, 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, get it.

What for? Or were we attacked?

I want to see what you can.

Do you want to fight me? Just?

You are the Gray Warden. How will you get along with the archdemon if you can't go against me?

Yes, it's a mystery.

What, I have to show your weakness to everyone? Get the 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. Too bad you don't use it...

Stan - Warrior from Par Vollen

Stan - Warrior from Par Vollen

Notes

In the trailer for the Sacred Ashes, Stan is one of three companions that are sent along with Gray Warden for the ashes of Andraste. If Stan and Zevran are together in a party, then there will be a conversation 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 for the main character, Stan calls Sheila - kadan, that is, sincerely respects, expresses his respect.

Also, Stan loves the 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 again, he will say to the dog: "You too know what it's like to feel that your weapon is part of you."

He also likes the gifts that mabari brings, such as a piece of cake or dirty knickers.

On the inside, Stan is much softer than he looks. Leliana notices that the Qunari are picking flowers and playing with the kittens, though Stan very clumsily denies this.

When the Guardian asks him about Ferelden, Stan replies that he only likes cookies here. If you talk to the templar Carroll near the Mages Tower, it turns out that Stan took the cookies from the boy in the village, justifying himself with the fact that: "He was already fat. I saved him."

Stan - Warrior from Par Vollen

Dragon Age: Origins - FAQ: Companions


Dragon Age: Origins is party role play. This means that in addition to your hero, other characters, companions, will travel with you. These characters will be located in the Hero's camp and you can always take them with you. Often they are not inferior in strength to the Hero, and some even surpass. The game has such an indicator as the reputation of a companion. What does it mean? If the reputation is high, your companion character will receive a bonus to some attribute. It will also open up opportunities for receiving quests from companions and romantic relationships. If your reputation with a companion is low, then he will treat you with contempt, and if the reputation indicator reaches a critical point, the companion may leave the Hero.
So how can this be prevented? Very simple. Give your companions due attention. Complete their quests, give gifts. Each companion requires a "special" approach. In addition, useful information will often be entered into your codex that will help you win the appreciation of your companion.
There are a total of 10 different companions in Dragon Age: Origins that you can enlist. This topic will be published short information for each of them.

1. Alistair

Class: Warrior
Specialization: Templar
Location: After arriving at the fortress of Ostagar, Duncan will personally advise you to find Alistair. It is located near the tent of the magicians. Find it and talk. After that, Alistair is your companion.
Note: Alistair cannot be kicked out before the "Gathering of the Lands" quest. Moreover, he will not leave your Hero even if his attitude towards you drops to -100.
Personal Quest: Alistair's personal quest is connected with his sister Goldanna. To take the quest, you need to ask Alistair when he turns to the Hero, saying that he has something to tell. Goldanna is located in Denerim, in a house near Master Wade's forge. In order to enter her house you will need Alistair himself. We go into the house and listen to the dialogue between Alistair and Goldanna.


Important: During this easy quest, you will be able to toughen up Alistair. This moment can seriously affect his future behavior. To toughen Alistair, after a conversation takes place between him and Goldanna, tell him that "Everyone cares only about himself."
If you toughen Alistair and leave Loghain alive at the meeting of the lands, Alistair will leave the party of the Hero and express a desire to marry Anora and become the heir to the throne. The toughening also affects the ending of the Hero-girl, who had an affair with Alistair. If Alistair did not give the throne to Anora, but he himself expressed a desire to become a king, then only a Hero-girl of noble birth (backstory for Kuslands) could persuade him to marry, thus becoming a queen. If you toughen Alistair, then he will marry your heroine of any origin.
Romantic relationship: A romantic relationship with Alistair is only possible with a female Hero. To start a romantic relationship, simply ask Alistair about his life as a templar. Show admiration for them. If the rate of his appreciation increases, then when meeting in the camp, Alistair will give your Heroine a flower. This will be a sign of the beginning of a romantic relationship.
Present: Alistair's special gifts are his mother's amulet and Duncan's shield. Amulen is in Earl Radcliffe's desk. The shield can be obtained from the Gray Wardens' secret warehouse. Riordan will tell you about him if you bring him his documents. Also, Alistair will not mind getting runestones and various figurines from you.
Moment of Crisis: Alistair will only leave the Hero if you show mercy at the Gathering of the Lands of Loghain.

2. Morrigan

Class: Mage
Specialization: Werewolf
Location: You will meet the young sorceress for the first time in the Korcari Wilds. After completing the story quest "Tower of Ishal", the Hero will be able to enlist her support.
Personal Quest: As soon as you get to the tower of magicians, Morrigan will ask the Hero to find a dark grimoire in this tower. After you give her the book, talk to her again. She will ask you to kill her mother Flemeth and bring back the old witch's book.
Romantic relationship: Romance with the Morrigan is only available to a male Hero. To start a romance, just raise her attitude towards you high enough.
Present: A special gift for the lovely Morrigan would be a mirror, similar to the one that her mother broke when Morrigan was still very young. Mirror can be bought from a merchant in Orzamar Keep. Morrigan also loves jewelry.
Moment of Crisis: Without your team, Morrigan will not leave you, no matter how angry she is with you. However, it can still be kicked out.

3. Leliana

Class: Rogue
Specialization: Bard
Location: You will meet Leliana at the tavern in Lothering. After the soldiers of Loghain start pestering the hero in the tavern, Leliana will intercede for you. After that, she will become your companion.
Personal Quest: A personal quest will be connected with Leliana Marjoline's chef. First, ask Leliana about the reason for her appearance in Lothering. During the questioning, she admits that she was previously a bard and worked for bandits. After that, when quickly traveling with Leliana between locations, a squad of assassins will attack the Hero. Having defeated their commander in chief, he will tell that he was hired by Marjoline to kill Leliana.
Romantic relationship: Romantic relationships with Leliana are available to both the male Hero and the female Hero. To start a romance as a female Hero, you need to raise Leliana's approval level to +50. The male hero will have a slightly more difficult time. There are only two moments available when you can start a romance.

  • Talk to Leliana about her life in the monastery and express admiration for her beauty. Tell her that all the novices in the convent pale in comparison to her.
  • After completing the quest with Marjolaine, talk to Leliana in the camp. Ask her how she feels after what happened. Then say that you understand what she is talking about. And then say that people change over time. If at the end of the dialogue Leliana noticed that you look like Marjolaine, then this will be the beginning of your romantic relationship.
Important: During the course of Leliana's personal quest, you will have the opportunity toughen up Leliana. This will not really affect the game, but will only give you the opportunity to persuade Leliana into a love triangle with Isabella, who is located in the Pearl (Denerim) brothel. A quadrilateral is also possible if you persuade Zevran to do so. Also, when desecrating the ashes of Andraste, Leliana will not leave the Hero if you toughened her up.
If you decide to toughen up Leliana, then after completing her personal quest, talk to her in the camp and tell her that Marjolaine is right in many ways. Killing others is part of Leliana's character.
Present: Leliana's special gifts are Andraste's flowers. Also, when talking with the naga hunter in Orzamar, Leliana will ask the Hero to buy her a naga. Leliana will be grateful if you give her various symbols/amulets of Andraste and other church items.
Moment of Crisis: Leliana will leave the Hero's group if the Hero defiled Andraste's ashes during the Urn of Sacred Ashes quest. If at the time of the desecration of the urn with the ashes of Leliana was not nearby, then she will still find out about it in the hero's camp. But with due skill and a high rate of appreciation, she can be persuaded to stay. If you hardened Leliana during her personal quest, then she will not abandon the Hero even if he desecrates the urn before her eyes.

4. Stan

Class: Warrior
Specialization: Not
Location: Stan is locked in a cage in the city of Lothering. Talk to him and offer to free him. Next, head to the church and persuade / force the reverend mother to let him go.
Note: If you leave Lothering, then soon the village will be destroyed by the Creeps of Darkness. Thus, you will lose the opportunity to get Stan's companion.
Personal Quest: Stan's Qunari personal quest is related to his sword, called the Sword of Beresaad. To receive the quest, ask the silent Qunari about his life. Raise his attitude high enough, then he will tell you about his sword and ask you to return it.
Romantic relationship: Impossible
Present: Stan will not mind if you give him various totems. Stan also knows a lot about painting. Therefore, give him paintings more often.
Moment of Crisis: Stan will try to take over the leadership of the Hero's squad if you take him to the village "Vault" during the "Urn of the Sacred Ashes" quest. Just defeat him alone, crushing his rebellion. If Stan is warm enough to you, he can be persuaded not to attack.

5. Zevran

Class: Rogue
Specialization: Killer
Location: You don't need to look for Zevran, he will find you himself.) As the story progresses, he will be hired by Loghain to kill you. Upon a random encounter on the world map, Zevran will ambush the Hero. Having defeated the elf, decide what to do with him. Kill or take as a companion.
Personal Quest: Zevran does not have a personal quest. But if you enlisted his support, then after receiving the "Save the Queen" quest, in Denerim, while quickly traveling around the city, his friend Talsen will attack you. Defeat him and decide how to proceed with Zevran.
Romantic relationship: To start a romantic relationship, just chat with the elf. If you raise his appreciation score a little, he will offer the Hero... to go with him to the tent.) If you want romance, then refuse him. At the same time, Zevran will report that he will now be even more persistent. And when the mark of his gratitude reaches 75, Zevran confesses his love to you.


Present: Special gifts for Zevran are Dalish gloves, which can be found in a chest in the Bressilian forest, as well as Antian boots. Boots can be found in the village of Sanctuary.
Moment of Crisis: When you are attacked by Taliesen in the Denerim quarters, Zevran can leave the Hero and join the assassin if his attitude towards you is very negative. If Zevran treats you warmly, he will help deal with Talesen. After that, you will have to decide what to do with the elf, drive it away, or continue to travel with him.

6. Wynn

Class: Mage
Specialization: spiritual healer
Location: Wynn can be found in the mage circle tower. Agree to help her deal with Uldred and go to the end of the tower. After that, Wynn will become your full-fledged companion.
Personal Quest: Winn's personal quest is connected with her apprentice. First, ask Wynn about her past. As soon as her approval rating exceeds 24, you will be attacked by darkspawn twice when fast traveling around the map. For the first time, Wynn will pass out, but will quickly come to his senses. After this event, ask her at the camp. She will tell you about a certain spirit and her former teaching, whom she offended. She will ask you to find her student and offer him condolences. Aneirin, that's the name of Wynn's apprentice, is located in the eastern part of the Bressillian forest, not far from the mad hermit.
Note: With the second attack of the Darkspawn, Wynn will unlock a new ability, spirit vessel.
Romantic relationship: Impossible
Present: Wynn loves wine, various scrolls and magical books.
Moment of Crisis: Wynn will attack you if you agree with the templar Kalen in the circle tower and decide to exterminate all the magicians. Wynn will also betray you if, during the quest "Urn of Sacred Ashes", the hero desecrates the urn. If you became a blood mage and confessed this to Wynn, then she will leave you (if Wynn has taken the blood mage specialization, she will not leave the Hero).

7. Oghren

Class: Warrior
Specialization: Berserker
Location: During the story quest "Perfect" you will be sent to explore the deep paths in search of the perfect Branca. At the entrance to the trails, Ogren will meet you and offer his help.
Note: You won't be able to talk to Oghren until the quest "Perfect" is completed.
Personal Quest: As soon as Ogren trusts you, he will ask you to find his former girlfriend Felsi, who lives in the Spoiled Princess tavern, on Lake Calenhad. When talking with Felsy, Ogren will ask you to help him get the location of the dwarf. And here you can either help Ogren by telling him that he is a great and strong warrior, or make fun of him. Ultimately, Felsey and Oghren will either reconcile, or vice versa. The further disposition of Oghren towards you will also depend on this.
Romantic relationship: Impossible.
Present: What do gnomes love the most? That's right, El. So if you treat him with a glass of ale / beer, he will only be happy.
Moment of Crisis: If your relationship with Oghren drops to -100, then the dwarf will decide to leave you. In this case, you can either persuade him to stay, or defeat him in a fair fight, or let him go.

8. Dog

Class: Warrior
Specialization: Not
Location: There are two ways to enlist the support of a quadruple dog. When playing as a noble person, you will initially have a dog. In cases of choosing a different story, you will have to complete the quest of the kennel from the Ostagar fortress. Bring him a special flower from the Korcari Wilds. After that, when moving from Flemeth's hut to Lothering, the dog will come running to you.
Personal Quest: Dig a hole in China) Just kidding. Bobby doesn't have a personal quest.
Romantic relationship: Impossible. Your relationship with Bobby is always +100.
Present: A dog can be given a special bone that increases his abilities.
Moment of Crisis: Man's best friend doesn't know what betrayal is.) The dog's attitude towards you will always be +100.

9. Loghain Mac Tir

Class: Warrior
Specialization: Knight
Location: Loghain will join you when completing the "Assembly of the Lands" quest. During the course of this quest, you can either kill him or pardon him.
Note: Having pardoned Loghain, Alistair will leave you.
Personal Quest: No.
Romantic relationship: Impossible.
Present: Loghain will be grateful if you give him various topographic maps. You can also give Loghain gold / silver bars.
Moment of Crisis: Loghain can be killed at the meeting of the lands. He himself will never leave the company of the hero, no matter how much he is angry with you.

10. Sheila

Notes: Companion Sheila is available only after installing the DLC - "Stone Prisoner". Sheila also has various unique abilities that are inaccessible to anyone else. Sheila has no equipment. The only thing that can be done is to insert special crystals into the golem. The first type of crystals affects the damage done, the second type affects the armor.

Class: Warrior
Specialization: Not
Location: Go to the merchant Felix. His convoy will be marked on the map of the empire. Next, buy a golem control rod from him. After that, go to the village of Honlit marked on the map. There you have to kill the hordes of the Creatures of Darkness. Sheila will stand in the center of the village. But she won't move. To bring her to her senses, explore the cellars of the village. There you will meet all the same Creatures of Darkness, as well as a resident who will agree to help you revive the golem (having told the right words to revive) if you save his daughter.


Personal Quest: Sheila's personal quest "Memory of the Stone". It becomes available during the quest "Perfect". At the end of this quest, you will meet Karidin. Mighty golem. If Sheila is in your company, then she herself will ask him about the place of her birth / creation. He will tell her about the ruins of Kadash, located on the deep paths.
If you did not take the golem with you, then just talk to her in the camp, after completing the quest "Perfect". Agree to help her find the place of her creation. Go to Orzamar and go down to the deep paths in any of the Thaygs. After the appearance of Sheila, she herself will speak with the Hero and the Teiga Kadash mark will appear on the map. Head there and explore the ruins. there you will meet the Creatures of Darkness. At the end, you will have a fight with the mighty Ogre. Deal with him. Next, Sheila will start reading the notes on the stone saw. That's it, the quest is over.
Romantic relationship: Impossible.
Present: Sheila loves gems.
Moment of Crisis: If during the quest "Perfect" you took the side of Branca and went against Karidian, Sheila will try to stop you.

In my personal experience, I was 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, you've decided to take a trip to Ferelden? Gray Guardians is the oldest company on this market, and we are pleased to offer our services to you! We have a few more applications from all over the country, so on the way we will pick up other sightseers. I'm sure you'll love the company we've chosen! Of course, they are different people, but nothing - the trainings included in your ticket will help you become a real team. How exactly? Now you will know.

  • Gathering a group
  • Alistair: the penultimate Guardian
  • Morrigan: enchanting 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

Gathering a group

To maximize the effectiveness of your squad, gather all the companions as quickly as possible. This way you can start managing their development earlier as you advance through the levels. Your first companions will be a warrior Alistair(specialization - weapons and shield) and a sorceress Morrigan. On the way to Lothering will find you dog, and in the town itself a robber-bard will join Leliana and another warrior Sten(prefers two-handers). After that, 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 interrupt (we will 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 Zevran you can join the squad by freeing Radcliffe from the undead or by completing any of the main missions. Finally, a dwarf warrior Ogrena(also prefers two-handed weapons) you will find, of course, in Orzammar. In fact, clearing the dwarf dungeons is more difficult than negotiating 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 thaigs.

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

Three Ways to Build Relationships

You can win the respect of your comrades in arms with the help of conversations, gifts and completing special tasks. You will almost always have to start the conversation: if someone has overcome shyness and turned himself, most often things are bad. Either some kind of trouble 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 of all. If there is an option with such a mark in the dialog, most often it should be selected. The result will depend on the skill level and the complexity of the situation.

"Sadly rural cemetery," you say? The one in the Vault is a collection of Easter eggs. Honored and Gary Gygax, pic-
an AD&D tracker, traces of which can be seen and
in Dragon Age.

On a note: many important conversations you can only start in the camp - look there more often.

Often in dialogues you are asked to express the same idea different words. You will achieve the best result by speaking in the same style as your interlocutor. Talk seriously with Wynn, speak directly and without equivocation with Stan; trying to joke with them, as with Zevran, will lead to a deterioration in relations. You may not notice this - the result of the dialogue will be, say, +2 - but instead of +6 when right choice tones.

If the topics for conversation have been exhausted, please your companions with gifts - items that are almost always useless from a game point of view. The effect is calculated as follows. Base value - 5; it decreases by one for each gift previously made to this character, but never drops below 1. If the souvenir fell into the area of ​​​​his interests, 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 the companion has fallen below zero, then it will not be so easy to buy his trust - the effect drops twice.

On a note: note that the effect of all gifts drops by -1 for each 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's another story.

Alistair: penultimate guardian

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 for him is a burden, although logically it should be in the blood. He is the illegitimate son of the previous king Maric, but, along with his tutor, Earl Eamon, did everything to keep this a secret. Alistair is not at all like Macbeth, and the words "King in the future!" they only scare him, so don't expect gratitude if you help him climb into the stupid seat called the throne.

Of course, a visit to Radcliffe, where he spent his childhood, will be especially important here. Having cleared the castle from the undead, you will face the problem of what to do with the possessed Connor. The correct (and actually the easiest) solution is to go to the Circle of Magi for help, and then defeat the demon in the Fade. In this case, Alistair will be grateful to you for saving the family of his teacher (+7). Killing Connor or his mother will lead to a severe deterioration in relations (-10). Be sure to find in the earl's office Alistair's mother's necklace.

Gifts for Alistair
Gift Where to looking for
Alistair's mother's amulet Eamon's office
Duncan's shield Guardian Warehouse, Market District
White Runestone Circle Tower, 3rd floor
Stone figurine of a warrior asylum
Stone figurine of a dragon Redcliffe Castle, top floor
Small carved figurine Lothering
Onyx figurine of a demon East Brecilian
Black Runestone Thayg Aedukan

After talking with a 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 severity of life, he will draw conclusions: he will become more rigid and 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 features 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 squad. 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 Guard had a base in Denerim. However, you can find the secret entrance only by freeing another brother in the order, Riordan, from the dungeons. Be sure to visit - a lot of equipment for sale disappears there, and most importantly - the Duncan's shield, not taken by him under Ostagar. As you probably understood from the conversations, this will 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 on the Loghain case and the vacant throne. Alistair will leave the squad if you choose to spare the renegade regent, and Anora will refuse to marry the one who killed her father. And becoming the queen alone, she will try to get rid of her rival and order him to be executed if you do not stand up. The best option is to deal with Loghain for you, 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 human nobleman, then you may well rule with Anora, saving Alistair from the heavy burden of the crown (and leaving him to get even with the pest ruler).

Morrigan: enchanting beauty

The sorceress Morrigan is caustic, cold and calculating. Other members of the squad will not win her sympathy - their conversations will be at best picks, 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! But her mother is a witch Flemeth- I didn’t appreciate the impulse and broke the mirror I got. Don't miss your chance - Garin (a gnome jeweler, not an engineer) sells exactly the same in Orzammar. In addition, some jewelry will please the witch.

Morrigan Gifts
Gift Where to looking for
Black Grimoire Circle Tower, Irving's quarters
Grimoire Flemeth Flemeth Hut
golden mirror Orzammar, Garin's shop
Golden rope necklace Lothering
golden amulet Orzammar, Garin's shop
Gold Demon Pendant Room with the urn containing the ashes of Andraste
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 Frost Mountains. Tourists should be aware that very often thaws, coming in Bad mood.

On a note: some gifts that are not on the above lists would seem to fall into the sphere of interest of the characters, but in fact do not arouse their enthusiasm. So, a thief can steal a tiara from Lady Hybren in the Denerim Trade District. It looks like a decoration! But Morrigan probably doesn't think it suits her.

In the tower of the Circle 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 in the camp she will report that Flemeth lived for many centuries due to the fact that she inhabited the bodies of her daughters. Morrigan loves her mother not 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 Grimoire Flemeth, releasing its owner in peace, and deceive your companion by saying that the deed is done (note Wynn would 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 glad, and you can also offer her a fashionable cape + 20% to ice magic, among other things.

How to go to the dragon?

More recruits brought in, right? Eh, young-green... Well, listen. We have the most strength - magicians with " Cone of cold" and " force field". You will not only put the beast first, but also freeze it for a couple of seconds, allowing it to chop freely. 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 fights in a different way: when the bastard gets angry, cover the comrade who got hit. The eye sees, but the tooth is numb, the tail does not thresh, 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 heal a friend.

Going to the dragon, you can not do without a healer. Before starting to heal, he will even have five seconds, he will be able to throw a couple of lightning bolts. But most importantly, he must help the detachment " 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 weapons". You can’t really get through the lizards with fire, so whoever has fiery runes is superimposed - replace them.

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

It is very good to take an archer with you: the dragon will most often not chase after him. Just let them aim better, the scales of the creatures are strong. Weapon fighters are best suited for swords or axes. The heaviest armor is needed, the beast is hitting very hard. Best of all - from the scales of dragons, they protect from fire, but where can you find them? True, they say that in Denerim the master Wade knows how to do that. If you put on some sparkles with fire protection, it’s also good. But all sorts of balms ... well, them. Keep an eye on where the bastard is aiming his tail - and here, then, find a bottle, but lift your head - and at that time you will be hit so hard that you will stutter until dinner! Well, if your own.

When the brat arrives, run away from each other so that he doesn’t kill everyone with one spit. And do not spare the potions. If the bastard removes half of the health, then the warriors can get by with a large poultice, and the magicians and robbers - the usual one. 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, the big one is enough - they didn’t come out with health.

Well, did you get it? Okay, go, dragon around the corner. Do not be afraid, yet wooden.

Until the very end of the game, you are not expected to have any problems with the Morrigan. But on the eve of the performance for the last battle, it turns out that she has a special offer of a personal nature for you. However, it is quite possible to transfer it, for example, to Alistair - this thought will not cause a protest in 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 those who are especially in love: to accept the proposal, but do not take her to the squad thereafter. She, of course, will be offended, but then you will get a normal, not a demonic heir.

However, keep in mind: if you refuse, then the sorceress will leave the squad, and in the battle with the archdemon she would be very useful. If you agree, then 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 shoot Force lightning, Darth Wynn?

The dog never argues with your decisions, he is always in a good mood, and his relationship with him is 100%, so it is simply impossible to improve them. The gifts meant for him are unmistakable: it looks like Pestilence has caused a food crisis in Ferelden. Why else can you find only a few bones with bits of meat all over the country?

But 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 in the Deep Roads, but Wynn just promised to knit something warm to the Wall if she finds the material). But sometimes he brings something that you yourself missed in this location. Often finds equipment, and very good. In general, even if the dog does not get into your main team, it’s not bad to walk him, having already cleared the territory of the enemy - the dog needs to run, really.

dog gifts
Gift Where to looking for
lamb bone Redcliffe Castle, first floor
big bone Shelter, in the shop
ox bone West Brecilian
beef bone Ostagar, Circle Tower
Cake Finds himself
tangled ball of yarn Finds himself
Calf bone Elfinage

Leliana: Enlightened Assassin

When you first meet you, you may think that Leliana is a very unusual character: a rogue nun. However, things are even more confusing: she is also a bard spy. With all this, she is a kind and sympathetic girl.

Barrage, as well as storm, blizzard and earthquake

Her past is a separate story that she will not tell everyone. Surprisingly, he won't tell his friends either. To get a job later Leliana's past", you should talk to her before that how your relationship reaches the +25 milestone (however, if this has already happened, you can always say nasty things to the girl). Ask how she got to the hermitage, and you will learn that Leliana used to be a bard in Orlais. When you become friends, talk about the bards being spies in Orlais, and learn about the difference between bards and minstrels. True, you won’t have to cast a net for the third time: at the next stop in the camp, she will speak to you herself and admit that she has concealed something. She was indeed spying, but Marjoline, her mentor, set her up, causing her to flee to neighboring Ferelden.

Well, the next step will be taken by Marjoline. The next random encounter will be with a weak squad of killers, whose leader, in order to save his life, will tell you where to look for the customer. And Leliana, following Alistair, will ask Denerim for five minutes for a social visit. The Orlesian is a serious opponent (and a couple of mages 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 Orlesian fashion shows, but much more practical things. Including the excellent Bow Marjoline» from the thorn of the dragon.

On a note: if in the next conversation you tell Leliana that she really loves the hectic life of special agents and in vain hides it from herself, then her character will change. Like Alistair, she will shed her idealism, become less "correct" and more practical. So, the thought of defiling the ashes of Andraste will no longer cause her objections. Really, why would you need it?

Gifts for Leliana
Gift Where to looking for
Grace of Andraste Village of Redcliffe; West Brecilian; Elfinage
Adorable Naga Orzammar, Dust 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 Trader Old Tegrin
Steel symbol of Andraste Denerim, home of the 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 at all 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 is reminiscent of the house - with such petals, my mother shifted the things folded in the closets. She is probably not alone: ​​it is clearly time to add the flower to the Red Book, because for many months of your journey through protected areas you will find only three of them. And after all, you will surely break it, putting a rare plant on the verge of complete destruction!

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

Good dog, let me scratch you behind the ear!

It turns out that Leliana named her pet Shmuples.

But how Leliana will carry another gift with her, I do not know. At the entrance to the Diamond Halls of Orzammar stands an unfortunate merchant of nagas - not those with whom Riki-Tiki-Tavi fought, but a sort of pig moles. It seems that he is a rare bungler, since not too nimble animals managed to scatter, and he is ready to pay a reward for the fugitives. Finding them in the nooks and crannies of the Commons is easy, and you can catch them with your bare hands. If Leliana goes “on business” with you, then after talking with her, you will understand: here it is, her girlish happiness on legs: these animals such sweethearts...

When you come to Dust City, a poor quarter, spend a couple of minutes talking with the idle gnome who stands on the mini-forum of this area. Since the main professions here are a beggar and a bandit, he will be happy to catch a well-fed grunt for you - even five silver coins will pass him for wealth. Unfortunately, you will not see happy Leliana walking with a pet on a leash.

Sten: Qunari don't give up!

Sten calls himself an "evil giant" and, to be honest, he is much better suited for a sword fight than some kind dwarf. He has a brave heart and a noble soul - but it's better for you not to be the one whom he decided in his hearts to break with all his heart. Here some comrades did not have time to quickly and convincingly explain where his sword had gone - and what did this lead to? The wall - to the fact that he was put in a cage for the murder, and now, instead of a quiet business trip to collect information about the Sea, he has to fight this Sea.

Stan, get down, I'm throwing lightning!

The thing was hot!

It is interesting: in fact, Sten 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 win Stan's respect, he will ask you to help find the lost weapon - otherwise the path home is closed to him. Let's be honest: although a two-hander is much larger than a needle, Ferelden is not a haystack either! But the main thing is to believe in success. Although from the battle at Lake Calenhad a lot of time has passed, some man is still robbing perfectly preserved corpses. He will send you to Farina, a "secondhand equipment" dealer in the market in the Frostback Mountains, who Dvina to the village of Redcliffe. This is the dwarf you almost kicked out to fight during the Night of the Living Dead. This time he will be no more delighted by 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 business before the appearance of Orzammar counterparts from red steel.

Gifts Wall
Gift Where to looking for
Sword Wall Village of Redcliffe
Still life in a silver frame Redcliffe Castle
Soaked portrait Circle Tower, 2nd floor
Portrait of a girl with geese Frost Mountains, Farin
Portrait of a rebellious queen Trader Old Tegrin
Totem Caridina Crossing

Sten is determined and despises magic. Child-possessed? Find and destroy. Wasting time calling wizards from the Circle is stupid (-10). They were going to fight the creatures of darkness - so there is nothing to run around the mountains in search of mythical urns. With a developed persuasion skill, you can persuade the Qunari that you need Eamon's support, and there is no other hope of curing him. But if the attempt fails, 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 bothered by Blight. To a counter question, answer that it is your duty as a gray guard to fight the Blight, and ask if he found the answer to the question. Now you have the option again: "Why does the Qunari bother the Blight?" Each such cycle increases Stan's respect.

Wynn: Warpath Sorceress

If your character is a wizard, then you will meet Wynn 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 possessed by demons. She is an excellent support mage, heals and buffs the rest of the squad, but also knows a few offensive spells. Wynn is reasonable, calm, 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 Cotrienne, try saying "Storm" and "Blizzard" to her squad before entering the room - they will take effect from the beginning of the battle. “Now that’s what I call aggressive negotiation!”

You will be convinced of this shortly 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. It is better to promise to save everyone - train, you have not yet to do this. An attempt to desecrate the urn with the ashes of Andraste will also cause categorical disagreement: if Wynn is in 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 dwarves are even forced to steal literature), you will often have to get them with a fight.

To get a special task for the sorceress, talk about the fact that she needs a rest. The next time she will feel better, but after the first collision on the roads she will fall unconscious. And when stopping at the camp, she admits: she inspired Remarque to the novel Life on Loan. 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 carelessly approach. True, there are unpleasant consequences, which will help to get rid of Amulet of Aneurin. You will receive it by completing a special task.

By making friends with Wynn, 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 happily confirm that they knew only one Aneirin, a famous healer. You can find it in East Brecilian, next to the hermit's hole. The conversation will literally remove the stone from the soul of the sorceress. Let's hope that the spirit in the Shadow felt better.

Wynn Gifts
Gift Where to looking for
Wine Lake Calenhad, Lothering
Gerrins of Ferelden Redcliffe Castle
Exquisite Scroll
The Quest for the True Prophet Orzammar, Hall of Chroniclers
Rose of Orlais Circle Tower, 2nd floor
Dragonblood Secrets ruined temple

Zevran: death is funny

Somehow this sylvan is frozen and on fire at the same time.

Elf Zevran is a hired killer, and you are his next victim. True, his frivolity and self-confidence this time came out sideways: he chose assistants who were not skilled enough. The ambush is well planned, but area spells will help you deal with the archers hiding on the flanks. Realizing that the contract could not be fulfilled, this insolent will not find anything better than asking to join your squad - they say, now the former owners will still hunt for the loser ... Leliana will approve this plan, Wynn does not care, but the opinion of your other satellites will deteriorate by 3-5 points. Meanwhile, Zevran will be useful: his high agility allows him to dodge melee attacks of even strong fighters, and stealth will serve as a “fire spotter” for magicians.

As you understand, you cannot classify him as a moralist. A suggestion to slaughter all the elves or destroy the Anvil of the Void will cause him to protest, but he can be persuaded that it is necessary. He can leave your squad when his friend Taliesin calls, who continues to hunt you, but friendly relations will keep Zevran from another betrayal.

In the taste of the elf there will be ingots of precious metals and two pairs of items reminiscent of the past - Dalish gloves and antivan boots(both of which turn into good equipment). Gloves can be found in West Brecilian, in a chest at the site of an abandoned camp behind Rhyming Oak. Boots - in the Vault, in a chest in the shop there.

It is interesting: one of the prototypes of Zevran is called Puss in Boots from Shrek 2: he is also an assassin sent by the king, and the elf's gift boots in this case are also not accidental. In the original game, the accent is also said to be similar.

Gifts to Zevran
Gift Where to looking for
Antivan Leather Boots Shelter, shop
Dalish gloves West Brecilian
Small gold ingot Circle Tower, 3rd floor
Small silver bar Church of Refuge
Medium gold bar Arl Denerim's Manor
Medium silver bar Anvil of the Nether

Oghren: Child of the Mountains

Oghren's manners are straightforward, like a two-handed sword, and the word "chivalry" is not at all about him, but he does not take courage. He is a berserker fighter that will come in handy not only in the Deep Roads. He has his own reason to join the squad: if for you the search for Perfect Branca is a way to achieve the crown for your henchman, then for him it is to return his wife and clear his reputation. After all, two years ago, Branca 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 proved to be a difficult test, including for Oghren'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 without a trace

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

When Oghren becomes your friend, he will ask for your help in a delicate matter: to help restore relations with a former passion Felsey. To do this, go to the inn near Calenhad Lake and help out Oghren in a conversation with a smart dwarf. It depends on you whether your comrade in her eyes will look like a hero or a drunken loser. You won't let good old Oghren down, will you? True, not every ground soldier will understand that things have gone smoothly, but be sure - two brave warriors may well chat one girl.

It is interesting: the special sympathy of the developers for Ogren manifested itself in the creation of a unique hairstyle. Besides him, only Morrigan received such an honor.

Gifts to Ogren
Gift Where to looking for
"White Cut" Elven ruins, lower floor
"Blonde in the Sun" Circle Tower, Templar Rooms
"Golden Spit" Lothering
Backyard King's Pitcher Orzammar, Legnar's shop
Mead from a Hasindi bag ruined temple
"Garbolt's Rural Stock" Can find the Dog

Loghain: An Unexpected Ally

After the battle of Ostagar, could you have imagined that the former hero of the battle of Dane would go with you to the last battle? So Alistair could not: you have to choose who you want to see in your squad. Loghain has learned the same weapon style and shield as Alistair, but will he be a worthy replacement? Rather not: a templar who matured under your strict guidance in last battle it will certainly be more useful, if only because of its class, than the knight Loghain. But suddenly you want to show mercy to the fallen?

The acquaintance will be short-lived, and the former regent will not have any special assignments. In fact, what could you wish for: the daughter is attached, the head does not hurt about the state, the environment is simple and pleasant, there are no court scoundrels like Howe. Of course, there can be problems with mutual trust, but in the upcoming battle, you will have to fight shoulder to shoulder - so it's worth building relationships.

Gifts for Loghain
Gift Where to looking for
Ancient Map of the Empire Denerim, Wonders of Thedas
Botanical map of Tedes Redcliffe Castle
Anderfels Map Denerim, Gorim shop
Map of Occupied Ferelden Redcliffe Castle, 2nd floor
Map of modern Ferelden Elfinage


Well, are you satisfied with your companions? I'm sure the trip was also memorable. The last frames for memory next to the defeated archdemon, soon a solemn banquet - on this I leave you. I'm sure we'll meet again in Ferelden!

It seems strange that the book boy Surana, raised in the tower of the Circle, is closest to the Qunari, the product of a completely alien and creepy culture. After all, who looks less like Alim than Stan? What they have in common with Aleister is a duty that cannot be renounced, and defiled blood. With Morrigan and Wynn, Shadow's branding kiss: a magical gift. With Leliana, faith in the Creator's light that comforts the soul. With Zevran - common ancestors and the ability to escape from the networks they were drawn into at a young age without asking for consent. Like Alistair, Alim cannot get past injustice; like the Morrigan, he is shamelessly practical; with Wynn they have in common a broad, not quite ecclesiastical view of the world of spirits, with Leliana - a love of beauty; like Zevran, he finds it difficult to lift his mask to show his true face. Sincerity is hard. And they all think too much, talk and worry about unimportant, empty things, they all allow the pain of the past to reach out into thoughts and feelings, influence decisions, and none of them seems to really know who he is. Except Stan. Alim sits next to him on the halts, 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 into an unfamiliar world ... Time flows by in a slow stream, takes away uncertainty and fear, brings new skills, new an experience. Alim is comfortable and well next to Stan: all his questions make sense, and he does not try to get the reaction he needs from the interlocutor. Perhaps Alim had a friend for the first time. *** Time flows by, and the magician, who has gradually grown 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, burnt stew from everything that the Creator sent. The body of Alim, the thin, narrow-boned body of an elf and a scribe, acquires muscles under rough skin, and many days of fatigue recede - after a day full of physical exertion, a few hours of sleep next to the tossing and turning Alistair, in a tent blown by a cold wind, become enough. And then Alim's body remembers for the first time in several months 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 environment, and he was 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 no longer stop. Stop thinking about it, fantasize about it during a quick thieving handjob 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 the 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 - he, although inexperienced, but, judging by the overheard conversations with Zevran, is very curious. When Stan asks, with characteristic bluntness, why Alim's behavior and views have changed, he explains, trying to be academic and restrained, as usual, trying to make it another digression into his native culture - short and succinct, nothing personal. You can't read anything from Stan's face, but at least he condescends to be as academic 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 covers, fucks himself with fingers and tries to imagine that this is Stan's huge cock ramming into his insides. He bites his lip so as not to disturb Alistair, who is sleeping in their common 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 that Stan calls him - "kadan" means - he answers. “We call it something else,” Alim says, and that's it - Stan already knows enough about bass families, and how and why some of them live and sleep with others. After this brief episode, Alim cannot regain his composure. Knowing that Stan actually cares about him, even loves him - just in his own Qunari way - is even more painful. The Qunari engage in sex either for reproduction or to relieve bodily tension - with specially designed partners for this. They don't sleep with people they like. To express sympathy and affection, friendship is enough for them. In the end, Alim realizes that he cannot afford to fail future negotiations at the Council of the Earths only because of his own insatiable desire to have sex with his best friend. He is too practical and too unaccustomed to bother with unimportant trifles not to do anything about it. "Let's try it our way," he tells Stan. - Not like the Qunari. We both know that you will leave when we stop Pestilence - he never says "if", it's meaningless - and I will not follow you. If you can, please try to be my lover before that time comes. Maybe that's the only reason Stan agrees. that he is a good friend and sees how Alim needs it. Perhaps this is another act of satisfying curiosity, because, whatever one may say, this Beresaad warrior has always had much more interest in the details of the life of a bass that have nothing to do with the war than can be explained by easy espionage. Or maybe he really doesn't mind trying. Alim allows himself to think so, 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 in a marching way: they retire by the stream and study each other's bodies. Alim undresses without inner trembling - he is not fifteen years old and, although he is sure that he cannot please the eyes of others, he also has nothing to be ashamed of. He knows how Stan thinks, and he 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 does not even try to hide how much he likes it: he carefully touches the dense gray skin, strokes his broad shoulders, powerful chest and stomach, muscular hips. He involuntarily swallows saliva when a proportionately large thick cock is in front of him - larger than any Alim has dealt with before, but otherwise it is quite familiar. Alim really wants to lick him and take him in his mouth, but not now. The first time they just masturbate each other, and it's more an act of knowledge than sex. Stan's approval is silent, but Alim doesn't like words either. Two days later, the detachment stops at the "Spoiled Princess", and Alim, in addition to two large rooms - for the male and female halves of the detachment - takes one small one, with a single wide bed. “In two hours,” he says softly to Stan, who nods; that's all the romantic foreplay between them. Alim needs a hot bath and time to get ready. He's surprised at how much he's worried - this isn't the first time he's had sex, but it seems to be the first with someone who's really important. He is as if on fire, shudders and cannot calm down in any way, thoughts rush in his head, replacing each other. Will it be as good as he imagined? What kind of lover can Stan be, how rude or considerate 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 up and down Alim's body. His wide palm covers Alim's chest almost completely, presses a little, and the beat of the heartbeat becomes more noticeable. Stan could tell that Alim is overly excited, but it's obvious enough that there's no need to waste words. Alim spreads and presses his knees to his chest in silent invitation. Qunari's fingers easily penetrate the well-stretched and lubricated hole, but for a cock there is still too narrow. Alim grimaces, shakes his head, and claws his nails into Stan's side, preventing him from pulling him out or inserting him any deeper. Stan has the patience to just wait for Alim to get used to it. Waiting, clearly feeling the pulsation of the blood flow in the hot muscles tightly covering it, is perhaps a more intimate experience than the vows that are usually exchanged among bass lovers. - Come on, - Alim finally commands. His wide-open eyes shine, he quickly licks his freshly bitten lip, and confirms the words with an imperious movement of his hips towards. *** When Stan gets up and leaves the room - without explanation, of course - Alistair is at first oblivious. But the Qunari are gone for a very long time, and behind the wall, in the room where Alim spends the night, some fuss rises at first, and then stifled screams are completely heard. Alistair springs to his feet - he would never confuse his commander's voice with someone else's, but Zevran suddenly stops him, catching his arm. “Wait a minute,” the elf listens attentively, 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 still if he thought that Alim was being killed... a blushing Alistair's gaze. *** - I screamed? Alim exhales hoarsely, realizing that he seems to have lost his voice. He lies at Stan's side, covered in sweat and trembling, realizing that he can't seem to be able to move his legs now. And that, it seems, is not very good and wants to move them, and generally move. Stan nods calmly. He looks exactly the same as usual, only his skin is perspiring and his eyes are warmer. “You won’t be able to go camping tomorrow,” he states, however, without judgment. - I have my ointments and my healing, - Alim lazily answers. - We'll head to the assembly point tomorrow. He rubs himself affectionately against Stan's shoulder and adds, "But not at dawn, no." ***