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The Enigma of Kirkwall (not about getting the achievement)


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#1
Retserof

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Didn't see any recent discussions about this (granted, I don't think the forum has a search function anyway, so apologies if this has been discussed a lot before).

Anyway--if you read all of the messages from the Band of Three (which you can read [HERE] if you didn't get them all), it looks like the entire city of Kirkwall was a giant sacrificial alter (or at least was).

People are talking about the next game and war with Orlais and stuff, but whats really on my mind is the GIANT BLOOD ALTER UNDER THE CITY... I mean, if this has no significance whatsoever other than a side-quest I'll be really disappointed.

The veil is pretty much ripped already, then you have all this chaos and destruction because of the mage v. templar conflict--adding to whatever the crazy Tevinters were doing with the hundreds of slave sacrifices... it seems likely that this will be a key plot device (or even what's been driving most of the mages to blood magic all along).

Thoughts? I'm hoping for some crazy demonic invasion spewing from the sewers just as the city gets back on it's feet. Would make sense, given the concern the seekers seem to be putting on what happened in Kirkwall. And the templars seem to have knoledge of what was going on--at least in some capacity... maybe that's the reason they've been so strict and oppressive all along in Kirkwall... they know about the giant city-blood-alter-thing?

Modifié par Retserof, 09 juillet 2013 - 08:42 .


#2
jma2286

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This is fascinating stuff. If there is a huge system of blood sacrifice, that would explain why mages have it so tough down there - if demons are so easy to come by there of course they'll be faced with the option quicker. It might explain Anders too - a spirit like Justice would be very difficult to corrupt in the Fade, if not impossible, but with these special circumstances in Kirkwall it makes more sense why he would change.

#3
Pileyourbodies

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Yeah kirkwall has a very very weak veil. It seems like every bit of the city was designed to kill people a lot! I think its explanation for all of the abominations in kirkwall but that isn't an excuse.

#4
Viper-sfm

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Very nice read...need to take some time and go through all the codex later. Must have more info there.

#5
Noatz

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I assumed this was connected to the Airweigan scrolls you find in Act 3.

And talking about it in the context of the next game... don't you think we've seen enough of Kirkwall? ;p

#6
Brockololly

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Noatz wrote...
And talking about it in the context of the next game... don't you think we've seen enough of Kirkwall? ;p


DLC.

#7
highcastle

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I adore these codex entries. I was really hoping they'd lead to a quest, but now I'm hoping they'll tie into an expansion or a new game. The last one in particular really raised my eyebrows because of the use of the word Unbound. In Origins, the easter egg boss Gaxkang was known as the Unbound. At first, I just took him for a Balder's Gate reference (which he is), but now I'm wondering if there's more to the story. We never really learned what he was, after all.

I also wonder if Kirkwall might have some connection to the Golden City or Arlathan. Both tend to come up in the lore quite a bit. Of course, I tend to see conspiracy theories just about everywhere.

#8
DirewolfX

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Now take all this and throw a crazy evil idol from the Deep Roads into the mix, and I think it becomes clear that everyone going crazy was due to outside influences. Someone in another thread (deep in the "Do Mages Have a Chance?" thread) mentioned that the idol was contained an entity related to one of the old elven/tevinter gods named the 'Raven of Fear,' but they didn't provide any evidence to back up the claim.

Just look at the tone of the game in Act 1 compared to Act 2 and 3. In Act 1, things are going okay. You solve problems, but most of the city seems to be doing alright. By Act 2, things are much more tense. Even your companions are starting to act a bit nutty. And by Act 3, everyone is off their rocker, and every mage in the city (except possibly Hawke) is either a Blood Mage or an Abomination.

#9
MisanthropePrime

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Wow. I hadn't read all of them before. This really does answer a lot of questions about the game, and also a few of the complaints many had (IE, why it seemed like every ****ing mage encountered in Kirkwall was a maleficarum). Bioware really could have incorporated these into a questline to make the players more aware of this, it'd probably cause a lot of people to be less annoyed with Orsino's actions among other complaints.

#10
Retserof

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Well this thread rose from the dead fast--glad other people were thinking about this!

I think the location of the Primeval Thaig is key. It was in the deep roads, but for all we know that could have been directly under the city (a few miles down or what heave you).

Whatever was dug up could have a connection to everything that was going on below the city, hell the Thaig could have been originally dug up by the Tevinters. The dwarves mention that it predates their history--maybe the Tevinters were trying to get back into the black/golden city. Massive blood sacrifices needed to open some kind of gate? Slave revolt before they finished?

Or... perhaps even more sinister... the Tevinters were using the sacrifices to keep whatever was down there... well... down there. The codex entries seem to infer something got out, and the entries (from what seems to be reasonable) were made AFTER you explore the Primeval Thaig.

#11
CitizenSnips

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There's a lot of solid speculation that Kirkwall is the site of where the magisters originally entered the golden city or at least tried to reenter it. Hundreds of sacrificed slaves per year, mages deliberately thinning the veil, high amount of demons, and massive magical glyphs built into the design of the city itself. If nothing else, the mages needed an incredible amount of power for something and if I recall correctly, the most magic power ever needed was needed so that mages could physically enter the golden city.

Also want to mention the four Forbidden Ones demons, of which Xebenkeck and Gaxkang are a part, are mentioned in the Forbidden Knowledge questline. These demons are said to have taught original blood magic to man. Not sure if there is a connection.

#12
Jaldaen

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The enigma was an awesome insight into why Kirkwall's Circle became the poster child for Blood Mages and Abominations... and why they are so dangerous. It also showed how even "normal" people could be possessed... even Templars.

#13
jma2286

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I'm not sure the corrupting influence of the idol itself goes as far as an entire city, but when it's in the hands of the de facto leader, it has a pretty wide ranging effect. Meredith, or anyone who had the idol for that matter, in Kirkwall, where there is such susceptibility to demons, is a recipe for disaster.

It's clear that Kirkwall had an important magical purpose to the Tevinters. I'm guessing that it was there that they were introduced to Blood Magic and built the city to funnel all the slaves in one place and practice its usage, communing with demons to explore its potential.

Modifié par jma2286, 18 mars 2011 - 04:38 .


#14
Marshal Commander_

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try not to forget that just outside kirkwall was one of the place were the ancient arlathanian elves fought terviter magistrates. who knows what tevitier were attempting. a demon army seems to simple, remeber blood magic was never considered as class of its own by elves or humans. most likely the teviter may have been attempting to reenter the makers part of the fade. they did it once and with this huge blood altar they could certainly do it again. finally what role do the dwarves play in this, a lyrium idol no teviter mage could make that, and the demon golems that thought clearly and were around before paragon cardinal constructed golems. and flemeth reserection what is she, she can't be an abomination shes too powerful and since when have they turned into a dragon. add the fact yet another mirror from arlathan times is relatedand was near completion much like the one in "witch hunt". so many possible plot lines, hang on is the maker "the great wolf", the elven god who was neither melevolent or benevolent, who imprisonerd the rest.-food for thought.