The Blight
Why Blights happen is debated. The prevailing belief is that Archdemons are Tevinter Old Gods, trying to regain power after their home in the Fade was corrupted by the ancient nation's magisters. The Wardens believe that defeating the remaining Archdemons means stopping future Blights.
Recent evidence of darkspawn capable of speech and rational thought has complicated theories surrounding the Blight's purpose. Only a few fringe scholars argue the point, as the death and destruction a Blight brings tend to render the question of "why" irrelevant.
Anatomy of the Blight
The Wardens teach that the catalyst of the Blight is the awakening of an Old God lurking somewhere down below. When the darkspawn find and wake one, the Old God is corrupted, creating an Archdemon.
As the darkspawn advance to the surface, the land around them is sucked of moisture, bringing a wasting force that blackens the earth and withers plants to dust. The sky fills with rolling black clouds that block the sun. Where the darkspawn go, disease and rot follow. The degenerative diseases born of the taint persist and spread long after the Blight is over.
With the exception of the Fifth Blight, which started and stopped in Ferelden, Blights have historically brought all civilised races to the edge of destruction before the Wardens managed to destroy the Archdemon.
Archdemon
Few people have ever seen an Archdemon. What little is known about them comes from the Wardens. They say an Archdemon is a fearsome creature with gnarled teeth, rotting purple scales, and bent wings. Despite its monstrous appearance, the dragon is believed to be quite intelligent.
The call of an Archdemon can be heard by darkspawn over great distances. Wardens may hear it too, one clear signal that a Blight is looming. What the call is exactly has proven hard to define. In a Warden's ears, it sounds like strange music, an intoxicating melody that grows louder and more appealing as the corruption advances. Darkspawn are consumed by its draw and can think of nothing else but uncovering its source.
The Archdemons
- Dumat: Dragon of Silence. The discovery of this powerful Archdemon began the First Blight. Dumat was killed in the Battle of the Silent Plains.
- Zazikel: Dragon of Chaos. The Archdemon of the Second Blight brought unimaginable destruction before his death at the Battle of Starkhaven. As an Old God, Zazikel represented freedom.
- Toth: Dragon of Fire. Toth was killed in the Battle of Hunter Fell, ending the Third Blight.
- Andoral: Dragon of Slaves. Andoral's resurrection began the Fourth Blight. The dragon was killed by the legendary Warden Garahel at the Battle of Ayesleigh.
- Urthemiel: Dragon of Beauty. Urthemiel awoke in Ferelden, prompting the Fifth Blight. Urthemiel was killed at Fort Drakon in the Battle of Denerim, ending the shortest of the five recorded Blights.
- Razikale: Dragon of Mystery, sleeping.
- Lusacan: Dragon of Night, sleeping.
Darkspawn
The darkspawn are twisted shadows of humans, elves, and other common races. They normally remain below the surface, free to reign over expansive stretches of the long-abandoned dwarven Deep Roads. Great numbers of darkspawn lurk in the deepest caverns and tunnels.
Darkspawn are normally not very organized. Though their constant presence in the Deep Roads between Blights has pushed the dwarves to the edge of extinction, it is only under the leadership of an Archdemon that the darkspawn pose any significant threat above ground. Unified, a darkspawn army is capable of unfathomable devastation.
Darkspawn Origins
The Chantry teaches that the first darkspawn came from what's known as the "second sin". They were the Tevinter magisters who touched the Golden City. Upon stepping into the godly realm, the magisters turned it black. Their sin created the taint and they were transformed into the first darkspawn. As they carried the taint to others, more darkspawn were created.
When a person is tainted, their body and mind waste away until they are little more than a snarling ghoul. Darkspawn are born to broodmothers: females of a given race ravaged and tainted by the darkspawn to become horrid creatures. A broodmother will birth thousands of darkspawn in her lifetime, all variants of her former race. Elven broodmothers give birth to shrieks. Dwarven broodmothers spawn genlocks. Humans birth hurlocks and kossith birth ogres.
A bloated broodmother will give birth to a large litter at once, between twenty and fifty children. They emerge from her giant womb as toddlers, often already able to walk, and develop rapidly during their first few weeks on their own. Young darkspawn are expected to compete with each other to survive. They will try to kill each other, perhaps a natural instinct. This serves to thin out the weaker offspring.
Occasionally one young darkspawn will be so much more powerful than the rest that it kills the entire brood. This darkspawn is called an alpha. They are generally taller, stronger, or much more intelligent than the rest of their kind. Alphas will inevitably take command of weaker darkspawn.
Some darkspawn, including a few alphas, may prove adept at magic. These darkspawn, dubbed by the Wardens as emissaries, tend to only show themselves on the surface during Blights. The spells they cast are rooted in a strange form of blood magic.
Darkspawn Intellect
While it is true that most darkspawn do not speak beyond grunts and hisses, and subsist in unfathomably filthy, desperate conditions, it would be wrong to call them stupid. The darkspawn possess a cunning that must not be discounted. They are skilled on the battlefield, capable of sophisticated tactics. They can build structures and craft powerful, albeit ugly, weapons and armor. Genlocks are particularly good at construction, a remnant of their dwarven origins.
Though common darkspawn don't speak a language by any surface standards, they are able to understand each other. A cry of alarm at the sight of an intruder is always understood.
When there isn't an Archdemon to direct the darkspawn, the chain of command breaks down. Alphas become tyrants, splitting the horde amongst themselves and fighting for dominance. Their lack of cohesion keeps them from threatening anyone but those who venture close enough to turn their attention away from the infighting.
There are rare examples of hyperintelligent darkspawn, capable of advanced thought and speech rivalling any human, elf, or dwarf.
One such darkspawn was the Architect, who was able to ignore the call of the Old Gods, lead other darkspawn toward a common cause, and even ponder the purpose of his twisted race. He once tried and failed to infect all Thedas with the taint in the hope of finding a middle ground with the darkspawn. It was his vain hope that peace could exist between the two.
When this failed, the Architect sought a fruitless bid to end future Blights through the harvesting of Grey Warden blood. He hoped that administering it to all darkspawn would sever their connection to any remaining Archdemons.
Another intelligent darkspawn is the ancient Corypheus, one of the most powerful and wise ever encountered. He is believed to be one of the ancient magisters who entered and corrupted the Golden City. The Wardens sealed him away in a prison using blood magic. In the Dragon Age, he was freed by the Champion of Kirkwall and struck down.
Grey Wardens
When the First Blight hit, it lasted more than one hundred years. Many thought it to be the end of days. Entire generations lived and died warring with the darkspawn.
When the Blight was at its most bleak, the Grey Wardens were born. The Order was founded at Fortress Weisshaupt in the Anderfels. The humans, elves and dwarves were all experienced darkspawn killers who abandoned any flags and titles to end the Blight. In order to do this, they took extreme measures; drinking the blood of the darkspawn allowed them to sense their foes' presence and hear the call of the Archdemon. Mounting great flying griffons as steeds, the Wardens turned the tide. They pushed into the heart of the darkspawn front and slew the Archdemon, an act thought impossible.
The victory solidified the Order as protectors of Thedas. The Wardens have persisted for ages at the front of all five Blights, ever vigilant in the periods of peace in between.
Right of Conscription
When Wardens venture out in search of promising recruits, they look among all races for the strongest fighters and quickest minds. What isn't essential is a willingness to join. According to old tithing rights solidified after the First Blight, the Wardens may conscript whomever they choose, from the lowliest elven peasant to the firstborn son of a king. If the recruit is under the authority of another body, that authority is nullified. The Wardens may even recruit someone sentenced to death.
This is not to say Wardens are all prisoners of the Order. To be a Warden is considered by many to be a great honour. Elves tend to be especially eager to volunteer. Unlike the vast majority of society, the Order views all races as equal.
Traditionally, the Wardens are allowed to recruit one member from each Circle of Magi. This mage is selected as a youth and becomes a Grey Warden for life. He or she serves the Wardens in the same way mages serve rulers and is given a place of great importance in the Order. Warden mages help facilitate the secretive ritual known as the Joining.
The Joining
All Warden recruits must undergo a dangerous, secret ritual called the Joining. It is a test of a recruit's constitution, as well as an acceptance of the Warden's greatest gift and curse: the taint of the darkspawn.
The Joining requires darkspawn blood. Recruits are typically sent out under the watch of an older Warden to slay darkspawn and collect the blood. This is a test to see if the recruit has the courage and ability to fight darkspawn.
Once the blood is collected, the Wardens add a single drop of Archdemon blood and use magic to make it at least remotely possible to consume. Archdemon blood is among the rarest substances in all of Thedas, and it makes the Joining all the more exclusive a ritual. Older Wardens carry a small amount of it with them at all times.
Normally, the taint within darkspawn blood can be lethal. Ingestion makes most ill. Adding Archdemon blood only intensifies the effect, rendering the mixture instantly lethal to most. A recruit who survives drinking the blood is considered worthy of the Order.
Should the recruit survive, he or she will forever share a deeper connection to the darkspawn, sensing them when they are near and, in a Blight, hearing the call of the Archdemon. This gives them a great advantage in combat with the darkspawn, but also dooms them to a horrible end.
The Calling
Even those who survive the devastating effects of the corruption never completely overcome them. Like a cancer, it slowly spreads through the body. Wardens of advancing age will eventually be overcome, slowly going mad as they are wracked with pain. Their bodies begin to rot and fester as they become more corrupted than not.
Before this happens, Wardens will honour a longstanding agreement with the dwarves and serve a year fighting darkspawn in the Deep Roads alongside them. When the corruption within the Warden has advanced to a point where the Warden can no longer stand it, the Warden descends alone down the darkest road to kill darkspawn until he or she is overrun.
The Warden's last step is inevitable. To die this way is considered noble by many. In the eyes of the Maker, it is said there is no greater sacrifice.
A Warden's Ultimate Sacrifice
If an average person strikes the killing blow on an Archdemon, its spirit is released and travels to the nearest soulless darkspawn. The spirit posessess the creature and uses its power to transform the new body into another high dragon form. In this way, the Archdemon cannot be killed through normal means.
The only one capable of killing an Archdemon is a Grey Warden. When a Warden strikes the deathblow, the Archdemon's spirit still passes to the nearest tainted creature, but that creature is the Warden. Since the Warden has a soul, the attempt by the Archdemon to possess the Warden fails, destroying both souls in the process.
The Chant on the First Blight
No matter their power, their triumphs,
The mage-lords of Tevinter were men
And doomed to die.
Then a voice whispered within their hearts,
Shall you surrender your power
To time like the beasts of the fields?
You are the Lords of the earth!
Go forth to claim the empty throne
Of Heaven and be gods.
In secret they worked
Magic upon magic
All their power and all their vanity
They turned against the Veil
Until at last, it gave way.
Above them, a river of Light,
Before them, the throne of Heaven, waiting,
Beneath their feet
The footprints of the Maker,
and all around them echoed a vast
Silence.
But when they took a single step
Toward the empty throne
A great voice cried out
Shaking the very foundations
Of Heaven and earth:
And So is the Golden City blackened
With each step you take in my Hall.
Marvel at perfection, for it is fleeting.
You have brought Sin to Heaven
And doom upon all the world.
Violently were they cast down,
For no mortal may walk bodily
In the realm of dreams,
Bearing the mark of their Crime:
Bodies so maimed
And distorted that none should see them
And know them for men.
Deep into the earth they fled,
Away from the Light.
In Darkness eternal they searched
For those who had goaded them on,
Until at last they found their prize,
Their god, their betrayer:
The sleeping dragon Dumat. Their taint
Twisted even the false-god, and the whisperer
Awoke at last, in pain and horror, and led
Them to wreak havoc upon all the nations of the world:
The first Blight.
- Threnodies 8