As someone who hasn't been impressed by Bioware's DLC save for LotSB, I actually enjoyed it. This DLC certainly left us with more to talk about the Witch's Wake. Here's what I took away from the story.
Correct me if you think something is off.
1.) The magisters who were original darkspawn still exist. Corypheus and most likely the Architect being two. They retain their vast skill with Magic but also appear to have some control powers over the darkspawn similar to an archdemon. Though the degree of control maybe variable.
2.) The Dwarves and Humans created the deep roads (at least around Kirkwall) and Kirkwall may have been the site where the Magister's crossed over to the Golden City. Got this from one of the notes in legacy and from the notes achievement in DA2. Also explains the presence of the profane in legacy and their ruins in DA2. Kirkwall, the City of Slaves gave the magister's plenty of slaves to sacrifice to power the spell as others have speculated.
This maybe why everyone with messing with magic and lyrium (Templars and Mages) are off their rocker. I think the fade near Kirkwall maybe permanetely damaged or corrupted from the magister's actions.
3.) The Golden City was either previously corrupted or instantly corrupted by the magister's presence. If the former then perhaps the Golden City was never home to Maker but houses something else.
Now my turn for a question all this has me wondering. Why are the Old Gods calling to the darkspawn? Was the magister's actions part of their plan? Or does something else have plans for the Old Gods. The carriers of the taint are attracted to the Old Gods, but we've never found out why they would seem to have an even stronger call than the original darkspawn.
Thoughts?
Modifié par ArenCordial, 28 juillet 2011 - 03:48 .