This has already been talked about in past topics like this one: http://social.biowar...index/6874082/1 and I believe that it's worth bringing up again. I'm going through another playthrough of Origins and have just entered the Deep Roads which I consider to be both one of the most well-made and fun parts of the game in addition to being the most tedious and long-winded. All to come to a mostly flawless moral dilemna at the end with the Anvil of the Void.
Why do I say mostly flawless? Because you can't preserve the Anvil without siding with the crazy psycho Paragon!
Branka is a brilliant antagonistic character whom even if you side with her for the greater good, you still feel like a bit of a horrible person. (Unless you're RP'ing a horrible person anyway.) You could potentially even persuade her as to how far she's fallen and convince her to destroy the Anvil. Then with nothing left but hopelessness and regret, Branka casts herself into the molten river and ends her life before it becomes any worst.
Caridin on the other hand, I really like his design, his story and his voice work. My problem is that we don't have as much freedom concerning siding with Caridin as we did with Branka. We can't persuade him that though the Anvil has a terrible cost inherent within it, his people are literally down to only two thaigs. The Anvil of the Void could be the last hope that the dwarven people have to keep from being utterly brought to extinction by the Darkspawn.
And we can't convince Caridin to stop sitting on it.
Furthermore, what's actually forcing the player to go along with Caridin's wishes? What's stopping the player from deciding not to destroy the Anvil? Caridin can't do it himself and he needs the player to do it, but attempting to force us would either lead to his destruction or make us less willing to comply with his demands. Why not have the option to just backstab Caridin (if you're that kind of character) and give the Anvil's location to whoever is made king of Orzammar? Then they can send a team of smiths there to figure out how the Anvil works and use it to make golems.
That's not to say that the Anvil doesn't have inherent detriments with the cost of creating golems requiring the practical torture of dwarves who are being "remade". But I fail to see how we cannot persuade Caridin that at this very moment, his people are on the verge of destruction and bringing out the Anvil might just save them.
The lack of this option leads to another problem. It railroads "pragmatic/rational" good characters into siding with "evil" Branka. In order to achieve the maximum possible good for both the situation and the dwarven people, we have to side with an fallen paragon. A character whose so dead-set on finding the Anvil that she sacrificed her entire house (which is actually 2 houses combined into 1) and gave up her house's females to be turned into Broodmothers (A process which involves forced cannibalism, rape, and biological mutilation and mutation which has to be painful) just so she'd have darkspawn to throw at Cariden's traps.
Branka simply cannot be trusted with the Anvil or with the dwarven people. In fact, she actually ends up hording the Anvil to herself and closing off all access to the other dwarves after sending a few golems to Orzammar(If Bhelen is chosen) or she'll recruit men to raid the surface to find elves and humans to force into becoming golems and sparking a brief war between Ferelden and Orzammar.
So a pragmatic/rational good character who wants to achieve maximum good is now trapped on Mortan's fork. Siding with Caridin without any option to persuade him to preserve the Anvil means that the Anvil will be lost. Forever destroying the only means of creating Golems and potentially dooming the dwarven kingdom to it's steady decline and destruction regardless of who is made king. Siding with Branka means entrusting the dwarf kingdom's only hope to an obsessed mad woman who just wasted her whole house for her goals and will eventually withhold said last hope from her people or outright misuse it to propogate more conflict with other potential allies.
Being able persuade Caridin to preserve the Anvil not only evens out the plate, but also allows for a pragmatic/rational good character to try to actually achieve the maximum amount of "good". They'll be siding with the noble character who isn't insane and didn't sacrifice his whole house; they'll be able to recruit golems for the final battle; and the Anvil will be trusted in the hands of someone who knows exactly what it's capable of and knows better than to misuse it or horde it. As an ancient Paragon, he'll even have the full authority to ensure that only volunteers can use the Anvil and can/will cut-off golem creation if even one non-volunteer is sent to him. Furthermore, he'd likely make less golems, but with his hundreds of years of experience would be able to make them stronger than in the past with heavier metal and etc.
Just like with a Dwarf Noble Warden becoming King, the potential and rationale of persuading Caridin to preserve the Anvil is there and would have made the Deep Roads/Orzammar Arc much more satisfying than it already is. Not to say that this arc wasn't good, because it was really great. It's just that the lack of this option takes it down a notch from excellent like with other quests.





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