Just had another idea for a DLC, as inspired by the Wild Mass Guessing section of DAII's page on TVTropes (
http://tvtropes.org/...WMG/DragonAgeII). Here's the idea in full, at time of posting.
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The third story-based DLC will be warrior-based.- I confess that I took this idea from someone else, though I can't remember who.
Legacy was mage-based (final boss is a powerful mage and the entire plot revolves around the use of magic in some form) and
Mark of the Assassin was rogue-based (extra rogue party member, rogue final boss, has a
Stealth-Based Mission, and the plot revolves around deception). The third DLC will involve something more warrior-oriented, like say, Hawke and company getting involved in a
Big Badass Battle Sequence.
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For a third DLC, how about we have Hawke defending Kirkwall from an invasion by an outside force? Not like the Qunari attack, which was essentially a smaller battle that served as the climax of years of growing tensions, but an actual campaign waged by Hawke and Kirkwall to protect the city from foreign invasion.
One of the things that's mentioned a bit within the lore is that the states of the Free Marches are constantly feuding with each other, either through open conflict or political machinations, and each is wary of the power of the others. Throughout the entirety of Dragon Age II, Kirkwall isn't exactly doing so hot; Dumar is hobbled by the templars and when he's killed, Meredith enacts her police state, the nobility are constantly backstabbing each other and are too self-interested to really unite much for anything (except when Meredith takes power), and at any one point, the city faces a potentially hostile population of either blood mages or Qunari.
Moreover, Kirkwall is a prize worth taking; it's a major trading port, and right across the sea from a Blight-weakened Fereldan, and it's the likely target of any invasion from Orlais (Celene has intentions on expanding the empire's borders, after all, and even if she doesn't plan to invade Kirkwall, the cabal of Orlesian revanchists who oppose her would not be content merely with reclaiming Fereldan.) In short, Kirkwall is capable of being conquered by a determined and powerful force, if given the opportunity.
So who would be the antagonists of this DLC? I'm thinking that several of the Marcher states (say Tantervale, Ostwick and Markham) join forces to take the city. No matter the act, they would have a possible pretext for invasion; from Hawke's arrival in Kirkwall until the Qunari attack, they could claim to "liberate" Kirkwall from the Qunari and the nobility who permit their presence; between Acts II and III, the potential of a mage uprising could led them to march their forces against the city to pacify it and prevent the disorder from spreading. Maybe Starkhaven too, an attack by them upon Kirkwall would add another dimension to the Exiled Prince content and Sebastian's decision.
Hawke's role could also vary depending on what act you play it in. In Act I, Hawke is a relatively minor member of the army raised by Kirkwall in its defense, given a mid-level officer position due to prior military experience and/or charisma/leadership skills, which in turn gives him/her the opportunity to eventually lead the army as time passes. In Act II, Hawke serves as Dumar's advisor and his second in command on the battlefield, while by Act III, Hawke is the Champion, and defending Kirkwall from foreign invasion is kinda the shtick of the Champion.
As well, this would give the player an opportunity to possess greater agency, shape Kirkwall's defense and feel like a real badass. Whereas the previous story-driven DLCs were focused on Hawke leading a small party as usual (for the most part), this one could give the player an opportunity to influence things on the strategic level, and determine what tactics shall be employed to defend the city.
For example, Hawke could order the Kirkwallers to employ scorched-earth tactics, destroying vital resources to deny them to the enemy, but risk weakening the city's own forces and potentially causing civil unrest. Recruiting heavily from Kirkwall's population of elves and Fereldan refugees might alienate the nobles funding the defense, while investing in a core of well-disciplined, highly-trained and powerful troops would give you some elite backup, but risk being completely outnumbered. Quests could also be structured in a similar fashion; what will you do with the resources and time you have available? Destroy bridges to slow the enemy advance? Raid their corrals and stables to steal their horses, thus limiting the number of hostile knights and calvarymen? Hijack supply convoys both to better equipped your own forces and reduce the effectiveness of the enemy?
Besides deploying with your party as per normal, it would be cool if you could send out your other companions to complete missions by themselves, a la Assassin's Creed: Brotherhood (Merrill could use her Keeper lore to cause the forests to grow and block the path of the enemy, Isabela could assassinate enemy leaders, etc).
Of course, eventually, you'd have to engage the enemy openly. I'd imagine something akin to the Battle of Denerim; you can summon contingents of various allies to help you, and fight lots of opponents in large maps. Throw in some fall or winter themed maps for variety (it would be nice to see some more environmental effects in the engine, or just see what the Free Marches looks like when it's not sunny.)
Okay then, that was quite a lot of text, but what do you all think? Am I on to something here?