The Devil’s in the Details
An In-Depth Mapping and Analysis of Cullen Rutherford’s Character from Origins to Inquisition
Part One: Laying the Foundation | The Circle of Magi
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“It is a truth universally acknowledged that nothing is more successful at inspiring a person to mischief as being told not to do something. Unfortunately, the Chantry of the Divine Age had some trouble with obvious truths. Although it did not outlaw magic—quite the contrary, as the Chantry relied upon magic to kindle the eternal flame which burns in every brazier in every chantry—it relegated mages to lighting candles and lamps. Perhaps occasional dusting of rafters and eaves.
I will give my readers a moment to contemplate how well such a role satisfied the mages of the time.
It surprised absolutely no one when the mages of Val Royeaux, in protest, snuffed the sacred flames of the cathedral and barricaded themselves inside the choir loft. No one, that is, but Divine Ambrosia II, who was outraged and attempted to order an Exalted March upon her own cathedral. Even her most devout templars discouraged that idea. For 21 days, the fires remained unlit while negotiations were conducted, legend tells us, by shouting back and forth from the loft.
The mages went cheerily into exile in a remote fortress outside of the capital, where they would be kept under the watchful eye of the Templars and a council of their own elder magi. Outside of normal society, and outside of the Chantry, the mages would form their own closed society, the Circle, separated for the first time in human history.” (“History of the Circle” Codex, DA:O)
A bit of review from “Magic, A History” (if you want more detail, see section: Magic and the Maker), but the Circle of Magi, as modern Southern Thedas knows it, was conceptualized after Emperor Kordillus Drakon called on mages to fight in the Second Blight. Before the Chantry and the words of Andraste, mages ruled the whole of Thedas via the Tevinter Imperium. All peoples were subject to the mages, their use of blood magic and magic alike to keep their subjects subdued. Then, the Magister’s Sidereal conducted a magic ritual unlike any before—using both lyrium and blood to fuel them past their mortal limits—and physically entered the Fade.
The Chantry claims it was this act, this “Second Sin”, that turned the Maker’s Golden City black and brought both the Blight and darkspawn to Thedas. The Magisters were struck down, thrown back to the mortal plane, the first darkspawn. In turn, they corrupted more and together these darkspawn sought out the Old Gods in their “stone prisons”. The Old Gods were trapped by the Maker for the First Sin of man turning from the Maker to worship them instead. The Old Gods whisper to the darkspawn and when the darkspawn find them, they taint the Old God causing it to rise, lead the darkspawn horde and attempt to annihilate the people of Thedas.
The First Blight occurred when Dumat, Old God of Silence, was found, tainted and rose. The First Blight nearly destroyed all of Thedas until the Grey Wardens were established and eventually slew Dumat. Years after Dumat’s defeat, Andraste rose and led her army against the Imperium in retaliation for both the First and Second Sins as well as their oppression of the rest of Thedas. She preached that the Maker commanded that “magic exists to serve man, and never to rule over him” (Chant of Light, Transfigurations 1:2). But as Andraste reached the heart of the Imperium, she was betrayed, captured, and burned at the stake by the Imperium—though Archon Hessarian took pity on her and drove his blade through Andraste to end her suffering.
With what the Imperium and their mage rulers had wrought upon the world, with the death of Andraste at their hands, the inevitable came to all those who had magic: persecution. Because the people of Thedas had so suffered under the rule of mages and then the Blight, magic and those who possessed it were reviled and hunted. The first Inquisition sought out and slaughtered those heretics who still worshipped the Old Gods and performed evil magics in their name, but also tried to mitigate the slaughter of mages by protecting those that were innocent. It was the rise of the Chantry that eventually gave mages a purpose and place to practice magic safely—at first heavily restricted—until the Second Blight.
Drakon, also the founder of the Chantry, sanctioned the full use of their magic—no longer restricted to peaceful applications—allowing them to use offensive magic to aid against the Second Blight. He permitted them to “release their full power without restraint in the name of humanity’s survival” (WoTv1, pg. 96). The mages and their magic turned the tide in the Blight, leading to the eventual triumph. In so doing, “the mages proved essential and won enough respect to negotiate greater independence”.
It was through these negotiations that the first Circle of Magi was born. However contentious, mages and the Templar Order with the new Seekers of Truth—the successors to the original Inquisition—came to an agreement via the Nevarran Accords: mages would stay within the Circle where they would be both monitored and trained to use their abilities within the restrictions set by the Chantry. With one Circle came more, havens for mages willing to submit to those restrictions.
But though the mages had won respect and a place among the world of Thedas, magic was still feared. It was from that fear that the restrictions originated and any who refused to submit to them were hunted and either imprisoned or killed. And thus the two main roles of the Circle: a place of education and a refuge for some, a prison for others.
“On a cliff overlooking the dark waters of Lake Calenhad stands the tower fortress that is home to the Circle of Magi. This tower is the only place in Ferelden where mages may study their art among others of their kind. Within the high stone walls, the Circle practices its magic and trains apprentices in the proper use of their powers.” (Dragon Age: Origins, Mage Origin)
“People don’t become mages, they are born mages. The talent just surfaces later. But you are asking how I ended up at the Circle? I was brought there by the templars, just like many of the other apprentices. I don’t remember very much. I was very young then…I set a boy on fire…I didn’t have a family…I never knew my real parents. My earliest memory was of hiding in a hay loft on a farm, trying to keep warm. I was found, and the farmer’s wife was kind enough not to send me away. But they had children of their own and I was never made to feel welcome. The eldest son was the worst. He was always calling me ‘stray’, and throwing anything he could get his hands on at me. And I don’t know how it happened, but one day, he just found his hair on fire. Fortunately, there was a large trough nearby. I had singed his hair and eyebrows, but injured little other than his pride. Who knows what they would have done to me had he been more seriously hurt. Thankfully, all I had to endure was a few nights locked in a cold barn, with a bowl of water and a crust of bread. The templars arrived several mornings later. One of them ignored me, but the other was kind to me. He gave me sweets and even sat me on his shoulders once, when I wanted to look over a high wall that ran along the road. I’ll never forget the moment the templars led me into the entrance hall of the tower. I had never seen anything so grand in my life. I stopped being afraid then. I knew I was…home.” (Wynne, Dragon Age: Origins Dialogue)
How a mage is brought to the Circle varies from mage to mage. It can be fairly peaceable: the mage is discovered to have magic and they are brought to the Circle either by their family or gently by the templars after they’ve been called. Or it can be traumatic: a child displays magical ability and their family or community abandons them—either to a Chantry orphanage or to the street. Or it can be hostile: the magic manifests violently or in an act of self-defense or the mage’s family reviles them for it and the templars that are called to collect them do so with more force than may be necessary.
Mages are not born able to wield magic. Instead, the ability most likely lies dormant until something causes it to manifest. For many mages, something of great fear or stress occurs to cause their magic to manifest, but sometimes the only indication that it has manifested can be as subtle as “spontaneously changing eye color” (World of Thedas, Volume 1, pg 89). Manifestation of magic can occur from a very young age all the way up to adolescence, but usually occurs at or around puberty (WoTv1 pg. 89; various accounts in-game). Those who possess magical ability are usually brought to the Circle as soon as that ability makes itself known.
“Chantry law requires those with significant magical ability to join the nearest Circle and live under its supervision. While Thedosians with extremely low levels of magical talent are generally permitted to go about their lives, they are still closely watched. In most nations, practicing magic and not joining a Circle is to be branded an apostate and, thus, a danger to society. Those who survive capture are turned over to the Circle to become students or prisoners, depending on the circumstances.” (WoTv1, pg. 99)
Not every person who possesses the ability to manipulate magic must be within a Circle (above). Only those who possess potent ability or choose to practice magic despite a meager affinity for it, as unsanctioned magic use is forbidden by the Chantry. Those willing to submit to Chantry law and abide the Circle’s rules become apprentices.
Upon coming to the Circle, an apprentice has a sample of blood taken by the First Enchanter under the supervision of (presumably) the Knight-Commander. This is usually via a small incision on the palm (“The Creation of a Phylactery” Codex, DA:I), the blood is then placed into an enchanted container. This “special vial imbued with magic” (WoTv1, Pg 100) is called a “phylactery”. A phylactery “can be used to track down or even remotely cast a spell on a fugitive mage” (WoTv1, Pg 100). Likely a form of blood magic, as a spell is cast upon the blood to keep it from clotting and causes it to churn and glow the closer to its owner it gets, a phylactery is used by the templars to locate the mage. For apprentices, their phylacteries are kept within their respective Circle until they pass their Harrowing; after, their phylactery is sent to the capital city of their respective country. First Enchanters’ phylacteries were kept at the White Spire in Val Royeaux until the phylactery chamber there was destroyed during the events of Dragon Age: Asunder.
Apprentices (and all mages) are given clothing, food, a bed and roof over their head but above all an education to learn how to wield their magic. This is done under the tutelage of more experienced mages and in turn they can become tutors themselves or choose from a number of facets through which to utilize their magic.
Circle Hierarchy, Respective Duties and Daily Life—
Within the Circle are several levels to the magi. They are as follows, beginning with the least and ending with the greatest of these titles (all of this is most heavily influenced from the perspective of the Magi Origin in DA:O, but also various codexes, conversations in all the games as well as outlying media):
The initial level of a mage is an apprentice. Denoted by their blue robes (Ferelden, DA:O), an apprentice is any mage who has not undergone their Harrowing. If a mage comes to the Circle as a child, the initial years are comprised of more basic education, basic magical theory and basic arcane knowledge. These things include arithmetic, reading and writing, what magic is and its dangers, the Fade and a basic understanding of the denizens of the Fade. All of this alongside religious teachings of the Chantry.
The apprentices live together in dormitory style rooms in the Apprentice Quarters with shared sleeping and bathroom quarters; though they are not forbidden from traveling about the Circle. They attend classes together taught by the Enchanters of the tower and watched over by the templars. The classes consist of learning about the different schools of magic, alchemical studies, the Fade and its denizens, and more practical lessons in the form of using their magic under the direction of their tutor. As an apprentice ages, their education would become more focused and tailored to the apprentice themselves to prepare them for their Harrowing.
Though the details of the Harrowing itself are kept a secret, it seems to be implied that the whole of an apprentice’s education is to prepare them for that singular test. The Harrowing is so named because an apprentice’s mind is sent into the Fade to face a demon. The goal? To prove whether the mage is strong enough willed and of enough wit to resist demonic temptation and possession. According to Mouse and an unknown mage’s note, it seems that the templars hold a blade to the mage’s throat while they lay unconscious and kill them immediately upon failure (or possibly even suspected failure).
Once the Harrowing has been passed, an apprentice “graduates” to become a full mage. For those too afraid or too weak to succeed at the Harrowing, the options are either the Rite of Tranquility or death (further discussion on these things below). Prior to their Harrowing, mages are not allowed to leave the tower [Note: This seems to be contradicted by the Origins mission “Notice of Termination” as all those “apprentices” of a mage within the Mages’ Collective (a group comprised of both Circle mages and apostates operating outside the Chantry’s laws) wear Circle apprentice robes—however, this is most likely just an oversight than a contradiction in canon lore].
“The actual procedure, like the Harrowing, is secret, but the results are just as well known. The rite severs connection to the Fade. The Tranquil, therefore, do not dream. This removes the greatest danger that threatens a weak or unprepared mage, the potential to attract demons across the Veil. But this is the least of Tranquility's effects, for the absence of dreams brings with it the end of all magical ability, as well as all emotion.
The Tranquil, ironically, resemble sleepwalkers, never entirely awake nor asleep. They are still part of our Circle, however, and some might say they are the most critical part. They have incredible powers of concentration, for it is simply impossible to distract a Tranquil mage, and this makes them capable of becoming craftsmen of such skill that they rival even the adeptness of the dwarves. The Formari, the branch of the Circle devoted to item enchantment, is made up exclusively of Tranquil, and is the source of all the wealth that sustains our towers.” (“The Tranquil” Codex, DA:O)
If an apprentice chooses—or is deemed too dangerous or weak—not to undergo the Harrowing, they can submit to the Rite of Tranquility. The Tranquil mages of the Circle wear robes of brown and are easily recognized by the sun-shaped brand upon their foreheads. They are responsible for the keeping of magical instruments, the upkeep of the Circle and the more mundane tasks—if they do not live outside the Circle as part of the Formari.
Prior to the events of Dragon Age: Asunder and Dragon Age: Inquisition, the Rite of Tranquility was considered the “merciful” option for a mage unable to properly wield their magic. Merciful because they were not killed, but instead severed from their connection to the Fade. This severing kept them from wielding magic, but also rendered the mage incapable of feeling emotions or experiencing dreams, leaving them dispassionate and monotone. Owain, a Tranquil within Fereldan’s Circle Tower, describes the process as akin to being “plunged into a pool of ice-cold water” and leaving his mind clear and capable of “higher thought processes”. Prior to revelations surrounding the above events, it was unknown how the Rite was performed and it was believed that this Rite protected the mage from being possessed by demons.
In Asunder, the latter was proven false by the Tranquil mage Pharamond’s experiments at Adamant Fortress—he was able to call a demon to himself and allowed the demon to possess him. Wynne (Origins)—with the help of the golem Shale, Wynne’s son Rhys, his friend Adrian and Knight-Captain Evangeline of the White Spire in Orlais—was able to enter the Fade and slay the demon, freeing Pharamond from his possession which had restored him to his non-Tranquil state. Free of Tranquility, Pharamond could once again feel emotions, though they were exaggerated and hard to control. Towards the end of the events in Asunder Pharamond asked Cole to kill him instead of being resubmitted to the Rite as he could not bear to be without emotions again. Cole refused, but Pharamond was later murdered by Adrian who framed Rhys—already suspected by then Lord Seeker Lambert—and ignited the Mage-Templar War.
In Dragon Age: Inquisition, Cassandra Pentaghast learns of these events via the Lord Seeker’s journal that is passed down from Lord Seeker to Lord Seeker. She learned not only that Tranquility couldn’t keep a mage from possession, but that Tranquility could be reversed and that Seekers underwent the Rite of Tranquility and were touched by benevolent spirits (and possibly even possessed) in order to gain their Seeker abilities.
Another side effect of Tranquility is the ability for a Tranquil mage to perform enchantment-type magic. While the whole truth as to why is unknown, the severing of a mage’s connection to the Fade allows them to work with lyrium without the side effects a non-Tranquil mage would suffer when coming in contact with raw lyrium. The mages who work enchantments and sell them, along with other magical items such as potions, belong to the Magi Merchant Guild known as the Formari. These mages—usually Tranquil—run shops in the world of Thedas that allow the common folk access to magical items and healing. The majority of the Circle’s income comes from the Formari.
“All those who have passed their Harrowing, but have not taken apprentices are mages. This is where most trouble in a Circle lies, in the idleness and inexperience of youth. The untested apprentices are the most numerous denizens of any tower, but they more often pose threats to themselves, due to their lack of training, than to anyone else.” (Hierarchy of the Circle Codex, DA:O)
As a Harrowed mage, the former apprentice is recognized (and even congratulated) by both mages and templars and are given a day to rest after being gifted with their mage robes, a staff and ring with the Circle’s insignia. Once a mage has been Harrowed, they are then able to take on greater responsibilities and are allowed far more freedoms in the use of their magic. A Harrowed mage can be selected by the Grey Wardens, may be allowed to leave the Circle if the First Enchanter decides they have reason to, may work towards becoming a mentor to apprentices or towards focusing upon a specific field of study. Mages wear yellow robes and are allowed to carry a staff, unlike apprentices who only utilize staves during practical magical lessons.
“Beneath the council are the enchanters. These are the teachers and mentors of the tower, and you must get to know them in order to keep your finger on the pulse of the Circle, for the enchanters will always know what is happening among the children.” (Hierarchy of the Circle Codex, DA:O)
Enchanters, also known as “Junior Enchanters”, are the mentors to the apprentices. They tutor the children in what the Chantry teaches about magic and in that vein, attempt to instill in them the proper reverence for their power and its (in the eyes of the Chantry) intended use. Child apprentices do not seem to actually use their magic during their lessons, instead they seem to be taught the theory behind it along with the dangers as well as more “normal” education: arithmetic, reading and writing. Junior Enchanters also tutor the older apprentices in practical lessons as they prepare to face their Harrowing, along with teaching them about the Fade and its denizens.
Under the mentoring of select Senior Enchanters, Junior Enchanters of the tower prepare the apprentices for what they are to face. Mantled with the responsibility of teaching mages the proper use and reverence for their magic as well as how to use it, Junior Enchanters are central to the survival of the Circle…as well as the literal survival of their pupils. Not all Junior Enchanters are mentors, however, as some may pursue scholarly study instead of mentorship.
Junior Enchanters, along with Harrowed mages and all ranks above apprentice, live in the Senior Mage Quarters. These quarters have more private bedrooms, a smaller library, rooms to conduct experiments and more miscellany aimed at equipping the mage for their chosen pursuits. Junior Enchanters wear yellow robes and are allowed to carry staves as well as being allowed to leave the Circle with the permission of the First Enchanter.
“Assisting the first enchanter will be the senior enchanters, a small council of the most trusted and experienced magi in the tower. From this group, the next first enchanter is always chosen.” (“Hierarchy of the Circle” Codex, DA:O)
Senior Enchanters are those mages with the most experience within a Circle. They can either pursue a specific area of study or can continue in the vein of mentorship by overseeing the education provided by the Junior Enchanters to the Apprentices. Senior Enchanters are also advisors to the First Enchanter, as they are essentially the eyes and ears of the goings-on in the Circle—able to be where the First Enchanter cannot. To become a Senior Enchanter, a Junior Enchanter needs the sponsorship of a Senior Enchanter. If approved, they are presented in a ceremony before the Divine at the Grand Cathedral (according to Rhys in Asunder).
Senior Enchanters wear red robes, carry a staff and are allowed to leave the tower with the permission of the First Enchanter. They are the ones Junior Enchanters must go to for signed permission to utilize certain magical equipment, oversee the Circle storehouses and use of magical equipment and the like.
“The first enchanter is the heart of any tower. He will determine the course his Circle will take, he will choose which apprentices may be tested and made full mages, and you will work most closely with him.” (Hierarchy of the Circle Codex, DA:O)
The First Enchanter of a Circle is the mage responsible for the overseeing of all other ranks within the Circle. They oversee (or are meant to oversee when the Circle operates as it is suppose to): the curriculum within the Circle, approve the templars’ putting an apprentice through the Harrowing, approve the templars’ use of the Rite of Tranquility and oversee the Circle’s finances—including the price of Circle-related goods. The First Enchanter represents all of the mages in their respective Circle and acts as mediator between them and the templars, they and the Circle’s Knight-Commander working together (though not always cordially or even effectively) to maintain order and the health of the Circle.
The First Enchanter maintains the position for life and thus the mage chosen is usually one well respected by all in the Circle—both mage and templar—and not necessarily due to magical skill. The First Enchanter wears green robes in Ferelden (DA:O) and black robes in Orlais (Asunder) and Kirkwall (DAII, Orsino), carries a staff and is chosen from among the Senior Enchanters of the Circle—either by the prior First Enchanter if they are able to choose their successor and then retire or by the Knight-Commander should something befall the First Enchanter prior to their selection being made known. All First Enchanters of every Circle convene in Cumberland of Nevarra at the College of Magi every few years to either elect a Grand Enchanter or to hold open discussions about the direction of the Circle and all things magical.
Elected by and from among the First Enchanters, the Grand Enchanter is the Circle of Magi’s representative to the Chantry, advisor to the Divine and leader in all things concerning the Circle and the magic used therein. Though the whole of their responsibilities have not been disclosed, we do know that they are able to call the First Enchanters to vote in matters concerning the Circle such as when Grand Enchanter Fiona called for a vote concerning the independence of the Circle from the Chantry in Asunder. The Grand Enchanter wears robes of white and resides in Cumberland.
The very first Grand Enchanter was endorsed by Emperor Kordillus Drakon himself. Though there is speculation that Drakon would have preferred Ameridan or Telana, but the fact that they were mages and even Telana’s very existence was removed from historical records.
This is a special title granted to Wynne after her service in the Fifth Blight and seems to make her akin in power and freedoms to a First Enchanter.
“Another aspect of Circle life is the fraternity. When a mage becomes an enchanter, he may ally himself with a fraternity. These are cliques that cross Circle boundaries, mages of common interests and goals who band together to ensure that their voice is heard within the College of Magi in Cumberland.” (“Fraternity of Enchanters” Codex, DA:O)
Within the Circle of Magi itself is what comes with every large body of diverse people: politics. Politics within the Circle are embodied by the Fraternities of Enchanters which are divided into five main groups. The Grand Enchanter is essentially the senator presiding over the entire Magi, the First Enchanters the governors of their respective Circles and also representatives of the various fraternities (political parties) therein. When they convene in Cumberland, the First Enchanters and the Grand Enchanter debate, each fraternity trying to sway the Grand Enchanter (and therefore the Circle) towards their views through a chosen representative (which may or may not be a First Enchanter, but a Senior Enchanter according to Asunder).
The Loyalist Fraternity is comprised of those mages “loyal” to the Chantry and its notion for the Circle of Magi. To be self-governing, but under the eye and law of the Chant, the Chantry and its Templar Order.
The Aequitarian Fraternity is comprised of the “moderate” mages; those mages who seek a balance between peace with the Chantry and true autonomy for the Circle. Above all, they counsel the ethical use of magic which coincides with Chantry law but is not dictated by it.
The Libertarian Fraternity and its mages seek greater Circle independence and autonomy, ultimately desiring to split entirely from the Chantry and come out from under the scrutiny of the Templar Order. Within the Libertarian Fraternity resides a more radical group, the Resolutionists, who are not against using any means necessary to see the independence of the Circle from the Chantry and the Templar Order.
The Isolationist Fraternity is comprised of mages who would rather retreat to remote locations and have mage society completely separate from the rest of society.
The Lucrosian Fraternity (most likely getting its name from the word “lucrative”) puts the wealth of the Circle above all—focusing on the aspects of magic that can provide monetarily. This would be enchantments and enchanted items, potions, healing, etc.
Prior to the events in Asunder, the Loyalists and Aequitarians had an alliance that barred the Libertarians from fulfilling their ultimate goal of splitting the Circle from the Chantry. The Aequitarians believed that to do so would cause more harm to the mages’ cause than good and believed working within the set structure to better things would bring more good in the long run. That changed when Rhys essentially inherited Wynne’s metaphorical seat as the head of the Aequitarians toward the end of Asunder; in the aftermath of the events, Rhys cast the final vote for the mages to split and fight back, knowing nothing would change until they did.
Within the Circle, the main (and accepted) schools of magic taught are the following (all taken from the codexes on the respective schools):
Spirit
One of the two Schools of Energy, the school of Spirit magic, while teaching the manipulation of mana has the focus on interactions with the spirits of the Fade themselves. Unfortunately, some of the spells within this school can be mistaken for blood magic—specifically the necromancy tree. Within the school are the areas of focus of Soul Warding, Mana Drain, Necromancy and Telekinesis.
Primal
The most familiar school of magic, the second School of Energy, it is the manipulating of mana to produce spells of the elemental nature. Fire, Stone, Ice and Storm magic that stems from enchanting weapons to have the corresponding elemental power to igniting firestorms, summoning blizzards and reigning down lightning.
Creation
One of the Schools of Matter, creation magic is the most difficult and least often mastered. The manipulation of mana to transform what exists and to create what does not. Healing, Heroism, Glyphs and Nature trees exist within the school, but all share the dual purpose of offensive and defensive magic—though Healing is strictly defensive. Thus it makes the mage who has mastered it of value outside the Circle.
Entropy
The second School of Matter, entropy magic is probably the darkest of the allowed schools of magic as its focus is upon the enemy’s life force. Chains of Entropy focuses on weakening and paralysis while Entropy Mortality focuses on the literal draining of the life force. Hexes and Mental Contamination focus upon debilitating the enemy.
If Kinloch Hold is to be our primary example of how life within the Circle of Magi should operate (we will touch more on other examples later) so far as the routine and structure, than the average day for a mage would look something like this:
The Apprentice mage wakes in the communal dorms, sees to necessitates in the communal bathing area and then eats their meals at certain times within the shared refectory—possibly shared with the templars given that there is only one, but most likely the mages and templars rotate meal times to avoid “fraternization” [however that would mean more expenses where food is concerned which in reality seems unlikely if we are to take any inspiration from true medieval times—money and resources while not necessarily scarce would not be used imprudently by the poorer classes].
Lessons would be attended in the in-between, most likely the more mundane performed in the morning hours while the templars would prioritize training drills and then the more practical lessons in the afternoon so more templars could be present to oversee them (though in the Magi Origin there are no templars present in the library where apprentices are performing spells with their tutors despite Duncan’s “ever watchful eyes of the templars” comment during the opening monologue—overlooked by the devs or was the monologue meant to bias the players against the templars? I leave that to you to interpret as you will.). Another meal and then off to more lessons.
The Junior Enchanters tutor while the Senior Enchanters focus on their areas of study. A few leave the tower on the First Enchanter’s authority, either at the behest of someone outside in need of magical assistance or at their request for their personal studies—a templar escort may or may not be required depending on the nature of the outing.
The First Enchanter meets with their council to gauge the health of the Circle, looks to the tower’s finances and meets with the Knight-Commander to discuss what the mages under the care of the First Enchanter will be doing—who will be leaving the tower, who is ready for the Harrowing, those suspected of dabbling in forbidden magic and those that have elected to undergo the Rite of Tranquility or may be a candidate due to potential threat or weakness.
A new apprentice may arrive during the day to be brought to the First Enchanter with the presence of the Knight-Commander as their phylactery is made before being given clothing, food and a bed. Templars may be sent by the Knight-Commander to track down a mage that has fled the tower and become an apostate. The mage may be brought back to the tower or killed should they fight back or have summoned (or fallen victim to) a demon.
The Ideal and the Reality—
The Ideal Circle would be a place where a mage is brought willingly because within they have their needs met, receive an education they otherwise (most likely) would not have and get to be among others who share their unique gift. They are watched by the templars for their own safety and the safety of others, understanding that though magic has its purpose, it also has its dangers. And though a mage must remain in the Circle, most strictly prior to their Harrowing, they are not denied contact with their kin should they desire to remain in contact with them. They are allowed outside the Circle for exercise and fresh air or away entirely on the First Enchanter’s approval, are trained in more than just magical craft, and, generally, lead an “ordinary” life. Those of the most ambition can pursue unique roles such as Grand Enchanter, Knight Enchanter, a place within royal courts, etc. The templars within the Circle are there only to be called when needed and any abuse of their authority kept in check—and punished—by the Seekers of Truth.
Realistically, the functioning of each Circle varies. Many seem to operate as they should, keeping the more autonomous structure with a distant but cordial, if not occasionally contentious, relationship with its templars. But several are the darker reality. Mages truly kept prisoner by the templars and their freedoms restricted to what the Knight-Commander deems “acceptable”. This can be as minor as mages living in slightly more fear of their templar tower-mates to as severe as living in inhumane conditions with the templars denying basic rights and outright abusing them—in every sense of the word. The checks and balances against templar authority ineffective because those very checks and balances are just as biased against mages and magic as the templars themselves. And the worst outcome? Complete annihilation of all mages within the Circle via the Right of Annulment. Again, in the ideal this Right would only be called for in the most dire of circumstances when no other recourse is possible, but in reality, it can be abused just like anything else.
Life within the Circle of Magi and life as a mage in Thedas are poignant displays of Dragon Age’s undercurrent theme of “grey morality”. What does a society do when there are those among them that can manipulate the very fabric of reality? Elevate them, giving them more power? Find an equalizing force to act as a foil at the risk of that force abusing its own power? Or oppress them and strip them of any rights at all? Is it better for mages to rule over non-mages? For mages to be isolated away from society and watched by an opposing force but allowed to practice their magic and govern themselves? Or are those with magic to be beneath all and seen as no more than an animal? Do these roles blend, are the lines blurred?
Apostate: “A person who renounces a religious or political belief or principle”
Malefic: “Causing or capable of causing harm or destruction, especially by supernatural means”
Too often the two terms are used interchangeably, but there is a key difference. An apostate is any mage who either has never been to the Circle and yet practices magic or has fled the Circle. They are mages who intentionally or unintentionally spurn the Chantry’s edict about magic and even the Circle of Magi itself—most likely because they know no matter the Circle’s claims, no matter the ideal, the reality is that the Circle is owned by the Chantry and thus so is magic. Any who practice beyond what is allowed is practicing apostasy. Their intent, while “rebellious”, is not necessarily malicious.
The maleficar, on the contrary, purposefully pursues and utilizes dangerous and forbidden magics. Most often these magics fall under the “Forbidden School” of Blood Magic.
“The word ‘maleficar’ comes from the Tevinter language, an old word meaning one who is depraved.” (WoTv1, pg 105)
Blood magic is wholly forbidden in all of Thedas because unlike all other forms of magic that utilizes mana, blood magic utilizes the very life force of a person. Whether it be the blood of the one doing the casting or the blood of willing—or unwilling—victims. This is different from entropic magic as while that magic does inflict harm upon an opponent’s life force, it does not utilize that life force to empower the caster’s own spells.
Blood magic is also forbidden and feared because of the sheer power it harnesses. While lyrium bolsters a mage’s mana and enables them to perhaps perform spells beyond their usual limits, blood magic imbues a mage with power beyond what is both natural and achievable through lyrium use. It also enables a mage to utilize spells not otherwise accessible. For instance, a mage that uses blood to send their consciousness into the Fade can then seek out the mind of others within the Fade and subsequently view their thoughts and dreams, influence their will and even kill them (“Blood Magic: The Forbidden School” Codex Entry, DA:O)—powers otherwise only afforded to dreamer mages; interestingly enough, blood magic diminishes the powers of dreamer mages if they use it (per a conversation with Solas in DA:I).
Aside from the terrible power of blood magic, the despising of it also stems from its history of use to worship the Old Gods of Tevinter. It was the use of blood magic that led to the Blight (according to the Chantry). The common belief—not wholly unfounded—is that the power of blood magic begets the desire for more power. In other words, power corrupts. This is most likely due to the fact that “the more violent the pain or death used in blood magic, the more powerful a spell [utilizing] it becomes” (Wotv1, pg 109). Once a mage tastes the power blood magic affords them, it is often hard for them to resist utilizing it. It is also the only magic specifically denounced within the Chant of Light by Andraste.
That said, not every apostate uses blood magic. Many simply want to live in peace, free of the Chantry’s control and limitations. Many apostates don’t use their magic, use it to the benefit of others or may be of prominent roles within their own societies (Avvar Augurs, Dalish Keepers, etc.). Unfortunately, however, because apostate and maleficar are used interchangeably it is assumed that every apostate is a maleficar while this may or may not be the case. This is most likely due to the vast majority of Thedosians being of the Andrastian faith, either directly or indirectly. The rest either hold magic and mages in greater or even lesser regard.
Tevinter: “Mages are the backbone of society in Tevinter, their government a totalitarian magocracy where the rights of mages are both paramount and glorified…The ability to wield magic is seen as a mark of favor from the Maker, and the Old Gods before Him. Political and religious leaders in the Imperium are all mages…Imperial Circles, in contrast to the Circle of Magi, are places of honor where the art of magic is celebrated and freely passed down to young mages. Attendance at a Circle in Tevinter is not mandatory. It is a privilege… Many non-mages in the Imperium live in fear of mages and the power they wield.” (WoTv1, Pg 103)
The Qun: “The Qunari fear and loathe magic. But it is of course still possible for a follower of the Qun to be born with the power to use it. A Qunari mage is known as saarebas, meaning ‘dangerous thing.’ The Qunari treat them with brutality and caution. The seer of Kont-aar once wrote: ‘Saarebas must be carefully controlled by someone else, an arvaarad, ‘one who holds back evil,’ because they cannot truly control themselves.’ The Qun teaches that those who can control magic cannot control themselves. Because of this, it is common practice for saarebas to be chained, masked, and kept on a short leash. Their lips may, in extreme cases, be stitched together. An arvaard may also use a rod, similar to one used to control a golem, to restrain a saarebas. All this is done to prevent saarebas from casting spells. ‘The evil is not the mage, but the loss of the mage, the loss of the mage’s self, and the suffering that inevitably follows,’ the Seer of Kont-aar wrote in 8:41 Blessed. ‘The Qunari pity and honor the saarebas, for striving while under constant threat from within is truly selfless, which is the highest virtue of the Qun.’” (WoTv1, pg 103)
Nevarra: “In Nevarra, mages have more power than those in most Chantry-controlled nations. They are well organized, wealthy, and hold political sway. Nevarran mages push the boundaries of what magic can do, and are arguably the most well-schooled mages outside Tevinter. Among the special aspects of magic practice in Nevarra is the secretive Mortalitasi order. These mages are experts in the art of mummification, a burial practice unique to Nevarran culture. The order studies death extensively, and its members are known to experiment with necromancy. Members of the order rarely leave Nevarra. While they are well respected within the kingdom, mages outside the nation’s borders fear them. Propaganda perpetuates the belief in some that the Mortalitasi are actually a death cult who carry out macabre rituals in the catacombs of their Grand Necropolis.” (WoTv1, pg 104)
The Dalish: “The nomadic Dalish elves have practiced magic free from Chantry control for generations. It is a proud part of their culture, albeit one they still struggle to understand. Many of the old elvhen ways were lost with the fall of Arlathan, and magic is no exception. Remnants of the unique magic they once parciticed do surface at times…The magic the Dalish now use is largely the product of their surroundings. Their spells have evolved to be deeply rooted in nature, manipulating earthly forces with a heavy emphasis on herbalism and healing. Unlike other spellcasters, Dalish mages do not use any magic involving spirits, as they believe all spirits are dangerous.” (WoTv1, pg 104)
The views of magic and mages vary greatly throughout Thedas. Objectively, one could argue the structure of the Circle of Magi and its accord with the Templar Order is the most balanced of them all—when it is conducted as it was intended. Mages allowed to practice their craft among themselves with blood magic as the only real restriction. In their practice, they often utilize their magic to benefit the larger society whether it be through healing, enchantments or simply magical research. All done under the watch of the templars to prevent magical corruption and subsequent harm befalling both mage and non-mage alike. But as said above, too often the ideal is not the reality. For just as much as magic can corrupt, so too can fear. Even more so when that fear is propagated by indoctrination and reinforced by mandatory drug use. In the world of Thedas, this is most clearly represented in those mantled with the responsibility of policing mages—the Templar Order. But before we can delve into the Order, we must map out that which defines it: The Chantry and its foundation of Andrastian faith.
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World of Thedas, Volume 1 references:
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Masterlist | Magic, A History | The Chantry and Andrastian Faith