Dragon Age Inquisition Achievements. Dragon Age Inquisition Achievements Here are some examples

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Of course, the game came out a long time ago and most have already knocked out all the achievements in the game, but I think there are people who have not done this yet, so I decided to write a small guide on achievements. I will not paint all the trophies, because there is simply no point, because they are either easy or story-driven.

Dragon Age Inquisition - the main game includes 52 achievements on the PC and Xbox platforms, while on the PlayStation there are 53 achievements, since there is platinum.

1) "As a whole"- Complete an interclass combo with a controllable character in single player.

Personally, I just froze the enemy, and then hit him with a sword and that's it. There are a lot of combinations in the game.

2) "The luminaries of their era" - In one passage, take all possible companions into the squad.

Warning: This achievement can be skipped.

You need to find all satellites:

- Cole: After the quest "Defenders of Justice" it will be possible to recruit him.

- Sir: Appears in Val Royeaux on the quest "Red Jenny's Friends"

- Vivienne: After the scene with Lucius during the quest "The danger is not over" in Val Royeaux at the Summer Market, an envoy of the Circle of Magicians will appear, after talking with him, you will receive the quest "Imperial Enchantress". (Also, be careful - Vivien can only be recruited before going to Skyhold.)

- Dorian: In general, in Recruiting Dorian is no different from recruiting Cole, except that you must follow the path of the mages and choose the quest "Tempting Whisper" to meet him. Although even if you choose "Defenders of Justice" - he will still appear in the shelter after completing the quest.

- Blackwall: After returning from Val Royeaux, receive the quest "The Lone Guard".

- Iron bull: After a trip to Val Royeaux, the quest "Captain of the Bulls" will become available.
- Cassandra, Varric and Solas:Join at the very beginning of the game.

3) "Well-read"- Find the curtain rune.

Curtain runes are runes activated by a special torch (which can only be lit by a magician and it burns with green fire).
As soon as the torch is lit, just explore the nearest area (usually the runes are located in caves, on the walls), it will not be difficult to find them, they will glow when you approach them with a burning torch.

4) "Liberator"- Liberate three fortresses in one playthrough.

Strongholds can be liberated in the following locations:
- In Crestwood (Caer Bronach Fortress);
- In Emprise-du-Lyon (Suledin fortress);
- In the Western Reach (Gryphon's Wings Fortress).

5) "Starsyes bala"- Earn full favor with the Orlesian Court.

"Evil Eyes, Evil Hearts" quest - It's easier to get this trophy playing as a human since you'll start with 40/100 (25/100 in case of others)

The most important thing here is to answer questions correctly during conversations, especially during a dance with the queen's adviser, look for hidden documents (we give them to Leliana), as well as coins that we throw into the fountain.

6) Regalia- Fully upgrade one throne.

Just complete additional tasks (meaning resource extraction tasks) at the command headquarters and sooner or later you will get the details.

7) "On fiery wings"- Find a powerful ally to equalize the forces.

Easy to miss! During the story quest "Fruits of Pride" in the Elven Temple, you will be offered a choice - to drink from the source yourself or give it to someone else. You need to drink from the source yourself, and then a new location will appear and you will need to fight the dragon on it. (the dragon has high health and level 17, so I advise you to be well equipped, although you only need to hurt him by 50% to defeat him)

8) "Keykeeper" - Get into the heart of the Solasan Temple.

First you need to complete the quest "Collecting Pieces" but this quest is not given immediately. First you need to find at least one fragment, for this you need to travel the world and look for the skulls placed in different places (spyglasses in the form of a luminous skull) - eyepieces, then look into it and mark the sparkling fragments, then collect them.

All shards: (total 114 shards).

The Hinterlands - 5 eyepieces and 22 shards

Storm Coast - 4 eyepieces and 13 shards

Forbidden Oasis - 4 eyepieces and 15 shards

Western Limit - 5 eyepieces and 14 shards

Sacred Plain - 3 eyepieces and 16 shards

Emerald Graves - 2 eyepieces and 13 shards

Emprise du Lion - 2 eyepieces and 13 shards

Whistling Wastes - 4 eyepieces and 8 shards

"Calm the Spirit", "Transfer the Cold" and "Conquer the Fire", after completing which the main door will open behind which there will be a demon of Pride and after defeating which you will receive a trophy. (don't forget to open the last sarcophagus).

9) "Thunderstorm of dragons"- Kill 10 High Dragons in single player.

- Fereldan Frostbite - has level 12, lives in the interior lands (north-east corner of the map, north of the camp in the Rebel Queen's ravine).

He likes to call for help little dragons, which greatly complicate the matter.

- northern hunter - has level 13, lives in Crestwood (in the Black Marsh in the southeast corner of the map, south of the camp at Three Trout Farm).

-Abyssal High Dragon" - has level 14, lives in the Western Reach (in the southwestern part of the location, south of the camp in Nazer Pass)

This dragon simply cannot be found, so that she arrives, you need to complete the quest chain of Frederic de Cero.

-Gamordan Bouregon - has level 15, lives in the Sacred Plains (in the Raven Marsh, in the northeastern part of the location), which can be reached by completing the command headquarters quest "Get access to Gilannain Grove".

- Big Mistral - lives in the Emerald Graves (northern part of the map).

- Winsomer - has level 19, lives on the Storm Coast, on the Dragon Island, which cannot be reached immediately. You can access it after completing the Red Waters quest.

- Sand Scavenger - has level 20, lives in the Whistling Wastes (in the eastern part of the location, next to the entrance to the tomb of Fairel).

- Hivernal - has a level 19, lives in the Emprise-du-Lion (Ring Etienne immediately after the Judicaele bridge). To get to the other side, you need to complete the quest at the headquarters of the command "Restoration of the Judicael Bridge".

- Kiltenzan - has level 21, lives in the Emprise du Lyon (in the Ring of Judicael, next after the Ring of Etienne).

- Mountain Destroyer b- the most difficult dragon in the game, has a level 23, lives in the Emprise du Lyon (in the Ring of Leontyne in the northern part of Sunshine Pools).

First DLC - Jaws of Hakkon - includes 4 achievements.

1) "Pyro"-Destroy all winter shards and light all fires in the old temple.

Here I would advise you to watch a video on the Internet about the location of the fragments, it will be much easier.

2) "Historian"- Reveal the secret of the legendary personality.

Story achievement.

3) "People's name"- Impress the Avvars of Stone Bear Hold and win their friendship.

Quest "Guests of the stronghold".

You need to get 5 approvals and the trophy is yours. In general, everything is simple here.

Many will receive approvals after completing the story missions, but you will also have to complete additional ones.

Complete the quest "Father's Name" and give the prey to the hunt master (required).
- After completing the quest "Trials of Hakkon" you will also receive approval.

Complete the "Up and Away" quest.
- Complete the quest "In Exile"
- We also carry out several tasks at the headquarters of the command, for which they also give approval.

4) "End of winter" - Do away with the myth of the ancient days.

Story trophy.

Second addition"Descent" - also includes 4 achievements (I won't describe them, you can't miss them).

The third addition "The Outsider" - includes 11 achievements, but we will not analyze all of them, but only those that can cause difficulties.

1) "Test of the Hermit"- Kill 10 large bears that have become stronger due to the "Bear Service".

Big bears are found only in the Emerald Graves location, turn on the test and go there. I advise you to look for bears closer to the water, near rivers and on small lawns. I do not advise you to go north, because trolls already live there and there are almost no bears there.

2) "Test of the Fool"- With the "Take it easy" challenge enabled: Reach Skyhold on level 5 or below.

Do only story quests, don't read scrolls, avoid enemies if possible.

3) "Thinking outside the box"- Open all caches guarded by ancient statues.

Elven Ruins, Forgotten Shrine. Here we read the inscription on the stone in front of the statue of the wolf and light the torch, which is looking at the statue of the wolf.
- Destroyed library, In the haven of the scientist.
- Located in the deep paths, we are looking for a blockage in front of the eluvian. But keep in mind that you can only get there when you get the Anchor Explosion ability, so you have to go back.
- Located in the location of Darvaarad, in the research tower. not far from the entrance to the tower on the left. (We light the fire in the following order: Owl, Deer, Dragon)

4) "Coroner"- Find all the clothes from Tailor-Made.

Only 4 things that are in the chests. All of them are located on the location "Crossroads". Here it is better to watch a video about their whereabouts, although it will not be difficult to find them yourself.

Also remember that if you loaded a save and turned on the test, then it will not immediately activate (Example "Trial of the Empress"). You need to exit the location you need and enter it again.

Let's play!!!
I am not an EA employee.

You can start passing the add-on both before and after the completion of the storyline. To do this, you need to complete the strategic objective "Scout the Frost Basin" on the command headquarters table for 8 influence points. After the opening of this territory, you can hit the road. New adventures full of danger and unexpected events are already waiting for you! So, forward, in search of miracles and ancient secrets.

The hollow is calling

The quest is activated automatically after our arrival at the Inquisition's base camp in Frostback. And, as always, an old friend, Scout Harding, will meet us there. In casual small talk, she will introduce us to Professor Bram Kenrick, with whom you just need to talk to complete this task.

What's left

The quest is activated after talking with the ward of the scout Harding - Professor Bram Kenrick. He specializes in the study of history relating to the first Inquisitor Ameridan. Thanks to the finds that the scouts from Harding's squad found, the professor still has enough material to study, but some artifacts indicate that other traces of the first Inquisitor's presence may be found on an island located near the shore of Cloudy Lake. But the Avvars aren't talkative, and as usual we'll have to find a way to get to the island. We collect our team in a heap, take a knapsack - and forward, to the lakeshore to a fishing village. There we have a nice conversation with the fisherman Arvid and ask him for a boat to ride on the lake. But it was not there. It turns out that in order to rent a boat, you need permission from the thane. There is nothing to do, we go to the stronghold of the Stone Bear to pay a visit of courtesy, anyway, sooner or later we will have to do it. Upon arrival, we have small talk with the thane and ask permission to take the boat. We get it and joyfully return to the fisherman Arvid, take a boat and go to the island of the Owner's Corner. There, in a collapsed hut, we find an ancient gap in the veil, we are trying to open it. Our curiosity is rewarded, a ghost appears to us, who tells part of the story. So we get one of the pieces of the puzzle called "The Life and Death of the First Inquisitor", and we return to Professor Kenrick with a satisfied report, while completing the current mission.

Avvars are allies

The quest is activated automatically after talking with Scout Harding upon arrival at the Inquisition base camp. Harding tells us about the friendly tribe of Avvars living nearby in the stronghold of the Stone Bear. We know from experience that friends are never superfluous, and if you're lucky, you can get new allies. We pack up and set off, heading east along the shore of the Cloudy Lake. Having reached the stronghold, we find a crowd of local residents, unanimously watching the competition of two representatives of the tribe. We join the fans and wait for the end of the sporting event. After that, we immediately go to Thane Swara Sun-haired to pay our respects, which completes this quest.

Lead the offensive

The quest is activated automatically after talking with Scout Harding upon arrival at the Inquisition base camp. Harding will report on the current situation in the basin, on the difficulties faced by the soldiers of the Inquisition when examining the territory, on the hostile representatives of one of the local tribes. We have to understand the current situation and find a solution to the problem. Well, debt is debt, there is nothing to do, we head for the marker on the map and hit the road. Approaching the intended target, we find a small, poorly fortified camp of the Inquisition troops in the region of the Varsdotten River, as well as the fact that our soldiers are trying to fight off the enemy. We quickly come to their rescue and save their lives. After we talk with Lieutenant Farrow and listen to his report on the situation on the river, this is how we complete the quest.

stumbling block

The quest is activated immediately after talking with Lieutenant Farrow. From his report we learn that the river is the main artery for supplying our troops in the basin, but the evil Hakkonites in every way impede and interfere with the supply of provisions, camping along the banks of the river. Well, the task is defined, focusing on the markers on the map, we go to them with a "return visit". After the last "courtesy call" is made, we return to Lieutenant Farrow and say that the river banks are free again and the supply can be resumed, thus completing the mission.

Weighty Research

The quest is activated during a conversation with Professor Bram Kenrick. Professor Colette's assistant went to study the Tevinter ruins. Kenrick himself has no time, and it is the Inquisitor who must find her and talk with her about the study of ancient ruins. It must be so. We pack up and hit the road, focusing on the map marker. However, it may happen that Colette simply mixes up the roads and wanders into the Kuldsdotten swamp instead of ruins, and we, as usual, will have to save the unlucky explorer. This is what it means to travel alone, without a guide, compass or map. Thanking for the rescue, Colette will make an appointment for us in the Tevinter ruins. Having collected a bouquet of local plants along the way, we go to the ruins on a date, have a nice conversation with a beautiful girl and complete the quest.

dead friend

Harding is concerned about the disappearance of one of her people - the Inquisition scout Grandin, he did not show up at the Research Station and did not send any news about himself. He lost a close friend who was just an ordinary explorer in a recent skirmish with the Jaws of Gakkon, and Harding is worried that Grandin might mess things up and get into some trouble. And again we have to solve other people's problems and try to save the negligent representatives of our motley army. Focusing on the marker on the map, we set off to search for Grandin, or at least his traces. In the designated area, use the search key (V) and follow the chain of markers further. Finally, we find our lost child, find out all the circumstances of his misadventures and decide his fate. After we return to the scout Harding and tell her everything, completing the quest.

Beast Protection

Just north of the Research Station and the base camp of the Inquisition, the zoologist Baron Avar-Pierre d "Amortizan is located, helping our soldiers survive in this area, teeming with wild and dangerous creatures. Because of them, the soldiers have difficulties and delays in setting up camps. The Baron found a way out situation and offers us his help - to make herbal repellers from wild animals, but he has no desire to interfere in our military affairs, which means we will have to hang bags of herbs and dry brooms ourselves. We take this herbarium and, focusing on the markers on the map, we hang it in the right places.After the last herbal repeller takes its place, the quest will be considered completed.

Knox Morta

While we are running around the Frosty Basin and hanging dried brooms, we will meet Dunvish, the scribe of Baron d "Amortizan, whom the baron had already considered dead long ago. The poor fellow was entrusted with a difficult mission - to collect traces of the vital activity of a mysterious animal in order to prove its existence. But this turned out to be beyond his power, since you cannot throw pen and ink at predators and you cannot save your life. So the unfortunate scribe sits away from the baron, because he was ordered not to return without these very traces. until some wild animal ate it. We head east and hit the road. In the highlighted area, use the (V) key to find a chewed tablet with the remains of the inscription. Carefully wrap it in gift paper, tie it with a ribbon and deliver your trophy to Baron D" Amortizan. The Baron will be extremely happy with such a gift, but it turns out that he is not very well prepared for a closer meeting with the unknown monster of his dreams. We got a lucky ticket to be the first to meet an unexplored representative of the local fauna. We take the bait prepared for this occasion by the baron and set off in the direction of the northeast to the habitats of the mysterious miracle-yuda. Arriving at the place, we place the bait and wait for the mystery of nature to appear. But the animal did not like the bait, but he really liked us and now we have to defend ourselves. Well, it's a pity to destroy such a rare specimen, but your own life is more expensive. After the battle, bitten in places, but alive, we return to the baron and share our impressions of the meeting with the mysterious beast, thus completing the mission.

in exile

During our entertaining journeys through the Frost Basin, we will meet Avvarka Sigrid Gulsdotten. She will not be very happy about our visit, and an attempt to have a small talk with her will fail. The hermit will be extremely laconic, which will kindle a strong curiosity in us. In order to find out more about her, we go to the Stone Bear Stronghold in search of a source of additional information. This source will be the augur. After listening to a story about our friend and her difficulties with performing a magical ritual, we suddenly realize that we cannot just walk by and not stick our nose into other people's business. We quickly get ready and go to the place of the ritual, so that everything is carefully examined there. Having collected all the necessary evidence, we, satisfied and happy, return to Sigrid and pin her to the wall. Under the weight of our evidence, the avvarka gives up her positions and lays out all the secrets. And we have the opportunity to decide her future fate and complete the quest.

paternal name

When we visit the stronghold of the Stone Bear, we will have the opportunity to make acquaintance with the avvarka Gida Mirdotten, whose main occupation is the preparation of the deceased tribesmen for the rite of heavenly burial. The guide tells us that the deceased was an unusual member of the tribe, and a special ritual is provided for his burial. But for this ritual, it is necessary to bring a gift to the gods, which his son was supposed to prepare, but due to a serious injury, he could not do this. We, as guests of the stronghold, can prepare this gift instead of him. And to ask which animals are suitable for this, you need to ask the Master of the hunt. And as always, we are ready to help anyone who needs it. We go to our son and inquire about the state of his health, then we talk with the hunter and find out the habitats of the necessary creatures. We check our equipment, stock up on pills and ointments and go hunting. After we get the last trophy, we return back to the stronghold and decide who to give our booty to. After we hasten to the Guide and complete the quest.

Up and away

In the area of ​​\u200b\u200bthe Cloudy Lake in the fishing village on the shore, the fisherman Linna is sad and we, in order to entertain the girl, start a conversation with her. It turns out that her cousin Runa, instead of the promised help in catching fish, preferred more difficult physical activity and left to conquer the mountain peaks. Linna is worried that something might happen to her sister. We quickly collect climbing equipment and set off in search of a rock climber. In the places marked on the map with a marker, using the (V) key, we find the marks that mark the path that Runa left. We follow further, forward and upward, to new heights, and on the site of one of them we find our beauty, trying to fight off the monster's paws. We boldly rush into battle and cover the poor thing with our chest. Our courage does not go unnoticed, and Runa, bursting into words of gratitude, invites us to take part in the ceremony. We make our choice and complete the quest.

Trials of Gakkon

The Avvar stronghold of the Stone Bear has an arena where warriors prove their prowess and try to earn the favor of the gods. Arena manager Mentor Arrken invites us to pass the tests of Gakkon and show what we stand by taking part in the battle with the mighty Avvar warriors. But first we need to present a gift for the arena. We return to our camp and make a gift on the quartermaster's table. Having had a good rest and having checked all our equipment and armor, we hasten back to the stronghold and present the gift to the steward. Now we can prove to the Avvars that we, too, are not born with a bastard and are marching proudly to the arena. After the end of the test, beaten and dented, but satisfied, we hurry to the mentor Arrken and complete the quest.

Time will tell

Exploring the territory in the Kuldsdotten swamps, we stumble upon a strange artifact - an enchanted human skull. Knowing full well that this find does not bode well and that there is an opportunity to find even more of them, we carefully search the area in this area. After finding the latter, we realize that only one representative of the friendly Avvar tribe, the augur, can tell us about this type of magic. We hurry to him with all our legs and bombard him with questions. But the cunning fox is in no hurry to share information, but instead sends us with a torch of curtain fire to read the runes that he carved for several months. Someone needs to brag about their artistic talents, and we just happened to be in the right place at the right time and will be able to appreciate them. Having admired the runes and gleaned information, we return to the augur and share our impressions, thereby completing the quest.

Storvacker in a cage

During our social visit to the stronghold Thane Stone Bear Svara Sunhair, we learn that the stronghold beast of the Avvars, the she-bear Storvakker, has gone missing. All the hunters of the stronghold are trying in vain to find her traces. Thane is willing to support us in the fight against Jaws of Hakkon, but until the she-bear is found, the Avvars will not fight. And if we want to enlist their support and conclude an alliance, we need to find it. Tan advises to ask the inhabitants of the stronghold, maybe someone saw or heard something. We set off to collect rumors and gossip, in these conversations with the local population we manage to learn little, but we still have one clue. We fold our duffel bag and, focusing on the marker on the map, we go to the Kuldsdotten swamp area. There, among the quagmire and impenetrable wilds, we find an abandoned ancient Tevinter prison. Curiosity, as always, takes us apart, and we decide to look into it, maybe we will find something interesting there. And then we discover that the prison is not so abandoned, that there are both a prisoner and jailers in it. Seething with righteous anger and headlong, we rush to the rescue of the unfortunate animal. We deal first with the guards, and then with the reinforcements that arrive to help the villains. After we go and release the bear Storvakker from captivity, and she, happy and contented, flashing her "heels" at full speed, rushes home rather. We follow her to the stronghold and report to the tan about the rescue operation, which completes the quest.

The mystery of winter

The quest is activated automatically when you find a locked door in the Frost Basin, because of which an unnatural cold emanates, or when you find a Hakkonite diary in a leather cover. The door can be easily found when completing the quest "Father's Name", just explore the area in the upper reaches of the Varsdotten River (on its right side). To open the door, you need to collect 12 fragments, which are searched with the help of eyepieces already familiar to us. Opening the door and getting inside, just carefully inspect the room and complete the quest.

On the trail of Ameridan

After our return from the island of Master's Corner and the story of the evidence found there of the stay of the first Inquisitor Ameridan, Professor Bram Kenrick directs us north up the river to locate the spiers, while he again remains to study the buckles. We put on rubber leggings and waterproof armor, take sleeping bags and a change of warm underwear with us, pack a backpack, not forgetting to grab a supply of tinctures, and set off again. Focusing on the markers on the map, we follow up the river until we reach a path with spiers leading to the mountains. We change our shoes for more comfortable and adapted for conquering mountain heights and begin our ascent. At the top we find the ancient ruins of the Tevinter temple, as well as a crowd of evil Gakkonites who dream of tearing us into a thousand little Inquisitors. After a difficult battle, pretty shabby, but happy, we settle down near the fire to rest and wait for the arrival of Professor Kenrick and scout Harding. From the ruins of the ancient temple he saw, the professor becomes indescribably delighted, and we are forced to leave him under the supervision of Harding. We ourselves gather and move on to explore the area around. We pass through the gate and climb the stairs, but that's bad luck - a strange magical barrier blocks our way. Now we need to find a solution to this problem as well, but suddenly Professor Kenrick comes to our aid and gives us a hint by reading the ancient elven inscriptions. At least some benefit, and we thought that it was only one headache. Nearby we find a brazier with a curtain fire and light a torch from it, go back, poking a torch into the barrier and, lo and behold, the barrier disappears. And now in our piggy bank is the next part of the puzzle called "The Life and Death of the First Inquisitor". We carefully examine the room in search of another clue and find it with the help of curtain fire. After reading the runes, we pass to the wall and use the lever to activate the mechanism, then we return back, climb to the platform opposite the entrance to the chapel and light the first road sign. Now, following the markers on the map, we go further into the basin, lighting all the road signs in turn. When the last one is lit, the mission will end.

Ameridan's Lot

The quest is activated automatically immediately after we light the last waymark in front of the ice wall blocking the road to Jaws of Hakkon. Well, we have done our part of the work, the turn of the Avvars from the stronghold of the Stone Bear has come. We hasten to Thane Svara Sun-Haired and brag about the successes we have achieved in removing the ice obstacle. After developing a joint tactical plan, we carefully check all our equipment, stock up on elixirs to the very eyeballs and set off to storm the gates. During the assault, we cover the Avvar climbers, giving them the opportunity to climb the wall and open the gates of the fortress to us from the inside. We pass inside and take out all the defenders of the citadel on the shield. Further, our path runs through a narrow and winding gorge, leading us to the icy entrance to the Old Temple. Once inside, we run forward as fast as we can, but suddenly we stumble upon a locked door. Now we also have to look for the golden key. We turn around 180 ° and rush back at full speed to inspect everything around more carefully. To the left of the entrance to the temple in the side branch we find someone's parking lot, a brazier for curtain fire and a ruined table for making potions, which can be restored by activating it with a magician. And this alchemy table, oh, how it can be useful to us. We take with us a torch with a curtain fire, because it’s not just that there is a brazier for it here, maybe we can find something interesting with its help, and we hurry on to inspect everything around very carefully. Running past the large extinguished braziers that are used to heat the premises, do not forget to light them. In the right branch from the entrance to the temple, using the key (V), we look for our cherished key and joyfully head to the door to the closet of "Papa Carlo". We continue to move forward, while fighting off the attacks of the evil Hakkonites, getting closer and closer to our goal. And again, the path is blocked by a magical barrier and the brutalized representatives of the Jaws of Gakkon tribe. We have nowhere to retreat, so we rush headlong into battle. After the last defender of the barrier falls, he himself will disappear. Now nothing separates us from the goal, just a little more - and we will reveal the greatest secret that the past centuries hide from everyone. But we are not in a hurry to move forward immediately, we check the availability of the necessary painkillers and wound-healing poultices, ointments and pills, since the next fight promises to be protracted and not the easiest. After defeating the enemy, we will learn something that can shake all the centuries-old foundations of the Church to the ground, and this will be another piece of the puzzle, the name of which is "The Life and Death of the First Inquisitor", as well as the completion of the current mission.

Where we once went

Before leaving this mortal world, the first Inquisitor Ameridan gave us a parting gift. He opened his last memories to the current Inquisition. We just have to find them, focusing on the markers on the map, and activate them using the label. When the last memory is with us, the quest will be completed, and we will receive the last piece of the puzzle called "The Life and Death of the First Inquisitor". And now the whole picture is assembled, now we know what feat Inquisitor Ameridan accomplished in the name of Orlais, what price he paid for it, what sacrifice he made in order to protect not only Orlais, but all the peoples of Thedas.

Gakkon Zimodykh

Despite all the efforts made by the first Inquisitor Ameridan, Gakkon Zymodykh still broke free and went to the Frost Basin. Overwhelmed with unbridled fury, he will first wreak havoc there, and then, perhaps, head further into the valley, threatening to destroy all life in his path. And again, the fate of almost all of Thedas depends on us, again we need to save this world. Having hastily bandaged the wounds received in the previous battle, having collected the last strength and supplies of healing tinctures, hobbling and limping on both legs, we set off for a courtesy visit to the feathered lizard. Gakkon is immensely glad of our visit and gives us a rather "warm" welcome. We talk heart to heart with him for a long time, and at the same time with his friends, who periodically drop by for a visit. As a result, our winged friend surrenders his positions and breathes his last. And all this time, scout Harding is watching our difficult conversation that we are having with Gakkon from the nearest bushes. As soon as we utter our last weighty word, she hurries to us to express her admiration for our ability to conduct a dialogue, as well as to discuss the events that happened before. After finishing small talk with Harding, we close the quest.

Guests of the stronghold

During our first visit to Stone Bear Stronghold, tan Svara Sunhaired will make it clear to us that in order to enlist their support and get their help, we need to win the favor of the stronghold residents. To do this, as always, we poke our nose into other people's affairs, climb wherever we are not asked, save everyone we can. And after the victory over Gakkon Zimodikh, with a proud look and frostbitten parts of the body, we return to Swara with a report on our meeting with their god. We talk nicely, get a bunch of thanks and complete the mission. At the exit, do not forget to greet the bear Storvakker.

Everything was wrong

The quest starts automatically after finding curious notes about the secrets of the Frost Basin (there are four in total, in the codex they are in the "Letters and Notes" section at number 120). After discovering the latest records, we receive a recipe for binding. We hurry back to the camp and on the quartermaster's table we collect all the notes in one tome. After we go to the stronghold of the Stone Bear and solemnly hand over this masterpiece to the author, the merchant Helsdim, ask him about the conspiracy theory and invite him to be our secret agent (if desired).

Location of notes

On the ruined aqueducts

Location of notes

On Kamnekos

“The names of the Hudds consist of three parts - the family name (analogous to the surname), the abbreviated name of the father (something like a patronymic) and personal ...”

Lavicandia: Heaven and Duty

Lavicand Names

Lavicand personal names are not human-like, although their list is heavily influenced by Chinese, Japanese, and Indonesian names. For the convenience of readers, we attach below several lists of names from which you can make your own ready-made.

Hudd names

They consist of three parts - a family name (analogue of a surname), an abbreviated name

father (something like a patronymic) and a personal name.

When communicating with a huddoo named Far-ho-Lao, subordinates will address Mr. Far (i.e., by family name), and friends - Lao (by personal name). In rare cases, a person may be called by the family and paternal name (ho-Lao). This is roughly analogous to the Russian address by patronymic (“Petrovich”) or by name and patronymic, but on you.

Women have personal names (see list of them below), but they are used only by relatives and closest friends, and all others refer to them by the name of their father or, if the woman is already married, her husband.

Examples of Hudd family names Below is a list of the most popular Hudd family names in the form of a rhyme known to any literate Lavikan (and certainly a Hudd) rhyme: most learn their first hieroglyphs by its example.

Far, Qian, Song, Li, Rico, Tai, Wang, Feng, Cheng, Chu, Wei, Sheng, Shi, Kito, Toru, Qin, Yang, He.

Lu, Kun, Cao, Yan, Wang, Wei, Tao, Qi, Se, Dai, Bai, Rau, Dou, Peng, Yun, Su.

Ro, Pan, Ge, Xi, Fan, Tbi, Go, Mori, Mato, Paco, Pu, Miro, Amo, Tori, Kon, Row!



All these surnames are simple and really common. Some of them (Kito, Lee, Cohn and Rowe) are often used in all sorts of anecdotes and jokes (such as "Ivanov-PetrovSidorov").

Examples of Hudd personal and abbreviated paternal names Since the abbreviated version of the father's name appears before the personal name in the Hudd name, we give them in the same order.

Popular Hudd Male Names Abbreviated Father's Name Personal Name Notes al Al All names in this group are common. They are ordinary, without frills and osoar Arat benigns, known to everyone. A person with such a name ar Arad almost certainly met namesakes in his life.

ro rao re re re re re re re re re re re ro roche ko koro lo lao ko kao ho hon ki kyomo ma mar less pop

–  –  –

Examples of Hudd female names As mentioned above, female names are used only at home or in a friendly circle. In all other cases, the name of the husband or father is used. This means that Mr. Far-ho-Lao's wife will be called Mrs. Far or even Mrs. Far-ho-Lao.

The only exception to this rule are the names of nuns. When they are tonsured, they receive a new name, but from among the female personal names. Therefore, in the family, a woman can be called Nala, in public - Mrs. Gou, and after tonsure as a nun - Sister Bara. Personal names and names received during tonsure sometimes coincide, but rarely.

Name examples: Aya, Ama, Api, Ara, Bara, Deya, Ila, Lika, Nala, Rhea, Tala, Tama, Tika, Fata, Hun.

Like men, women from Whitebone families have their own traditional names. When tonsured, however, they can be given with about the same probability.

A few examples:

Azani, Akani, Kaama, Keiko, Leio, Saumi, Utara.

Brae names Consist of three parts - a personal name, a generic name (something like a surname) and the name of a small clan to which they belong. At the same time, the first and last of these names are most often used in speech.

Thus, if a Brae is called Ian-zal-Naru, then close friends and relatives most likely call him Ian, and everyone else refers to him as "Mr. Naru" or simply "Naru"

(such treatment by clan name is very common among peers in position bre). His generic name "hall" is used only when he is called by the full, tripartite name. "General Ian-zal-Naru is rewarded...", "Defendant Ian-zal-Naru...", etc.

Brae women have personal names, but they keep them in the strictest confidence - in fact, they are known only to themselves, to the Mistys who give these names, and to the husbands of these women. In everyday life, they use nicknames, as a rule of plant origin Iva, Melissa, White Lotus. After they marry, they are often referred to by position - "First Lady" or "Second Lady", depending on which wife is in question.

The same applies to small bras of both sexes: they receive adult names only when they reach adulthood, and before that they use nicknames given by their parents:

"Red Winner", "Sonya", "Little Brave", "Beauty", etc.

In this regard, below we give examples of only male names bre.

Personal bra names Like the Hudd ones, bra names can be divided into more and less popular ones. Let's take a few examples of both.

Popular names: Ah, Dano, Zau, Zao, Tao, Kao, Ki, Chin, Mao, Tai, Bo, Dae, Toby, Trau, Maru, Nia, Kon, Wa, Tin, Oro.

More rare, but used names: Ian, Venno, Ome, Rong, Ta, Arer, Inau, Kasa, Nraiva, Prau, Mara.

Generic bre names Naturally, there are countless of them, so we'll just give a few examples. Unlike personal and clan names, family names are always monosyllabic. Like all bre names in general (including both personal and clan names), generic names cannot include the sound “l”, since bre is not very convenient to pronounce it.

We divide the examples into groups, as is done by the bras themselves when compiling such lists:

–  –  –

Two clans stand apart: Tingo, formally belonging to the big Ni clan, and Kuan, just as formally belonging to the big Cuo clan. The real Tingo and Kuan clans have long since disappeared, and today these names are the masters of pain. On behalf of the clan in which they were born, the owners refuse, and receive one of these two, depending on which of the two "schools" they graduated from.

Each of the big clans consists of 16 small ones. We deliberately did not invent all the clan names, so that the masters and players could invent them to their liking. Just try to decide which of the big clans the one you made up belongs to, and watch for the absence of the “l” sound. Clan names are never longer than two syllables.

Feli names Consist of three parts - a personal name, a nickname (most often obtained by the name of the completed school) and a family name (analogous to a surname). In this case, in speech, as a rule, either the first of the names is used, or the second and third at the same time.

That is, if the name of Feli is Alma-as-Ar, then her friends call her Alma, and all the others - Mrs. as-Ar. At the same time, knowledgeable people can guess that she studied at a fairly well-known As school. Some particularly odious personalities can be called by their last name alone - this happened, for example, with the rector of Ti-onto-Rager, whom everyone simply calls "Rager" behind his back. But when contacting him personally, they will still say "Mr. Onto-Rager."

Feli do not attach much importance to ceremonial, therefore, among them, addressing by a personal name is common even between people who can hardly be called close friends. At the same time, there is often an appeal by position or academic rank of professor, doctor (a similar situation occurs only in the army, where “brigadier” or “centurion” can also apply). Although all graduates of the Sacred Institute, that is, almost all adult Feli, have the academic title of "Master", in speech it is used very rarely - but representatives of other houses who want to address the Feli politely, as a rule, will say so.

Popular female names: Alma, La, Ta, Taru, Liu, Shata, Niza, Taha, Rina, Sela, Lita, Liya, Mega, Tina, Tala, Ila, Tama.

Popular male names: Lan, Li, Ti, Rino, Tai, Tar, Kar, Mad, Liu, Shat, Jay, Nizi, Tahi, Vir, Maho, Renu, Sai, Tino.

Less popular, but used female names: Meg, Balta, Domo, Kara, Ghana, Nu, Viru, Vaita, Lo, Kano.

Less popular but used male names: Balt, Domi, Gordo, Vin, Gan, Isir, Nu, Lotti, Wit, Rix, Len, Sal, Kano.

The Phelian schools, whose names are often used in the names of As, are a liberal-experimental school next to Kos-tha-ni. All students are equally divided, but there are few magicians of the night circle. It is often called the "School of the Daytime Circle", but in fact, there are no more than 20% of student magicians of the daytime circle.

Ar - the school is located in West Moror and specializes in difficult children.

Many magicians of the Night Circle, few more. Most of the students get there after the perfect murder. But, since these are still felts, they are taught there and helped to control themselves, and not punished.

Win is a school in the Eastern Metropolis with a very advanced teaching of mathematics.

Guy - A school with a very severe (by Feli standards) discipline, located in the South of the Metropolis. In reality, of course, this discipline cannot be called harsh: to a hoodoo, it would seem completely loose.

Jay is a school in Western Moror known for its sports teams and swordsman training. Contrary to popular belief, it gives a good education in other areas. Students of all circles and lee mixed.

Zhu is a school near Simmy. Known for her extensive study of languages ​​(especially Ligwean and the old Feli hieroglyphics). Students of all circles and lee mixed.

Ying - School in the East of the Metropolis. It is generally accepted that there children are not bothered with discipline even in comparison with other schools; but there is a good theater and near the sea. Ying is an experimental school with a lot of new ideas. So, for example, there older students participate in teaching younger students.

Mar is a school in the Eastern Metropolis. Much attention is paid to art, especially to music and painting. It has been noticed, however, that although all school graduates play and draw well, few of them connect their lives with art. Approximately equal number of students.

Mo - A small school in the suburbs of the capital, where some of the teachers are professors of the Sacred Institute. It is considered very good, but difficult to access: indeed, most of the places are booked in advance.

Mei is a school in the north of Metropolis. Known for an expanded program in all scientific disciplines. Among the students there are many magicians of the sunset circle.

He's a school in Metropolitan South. All the students are mixed, which is not surprising: the On school is the largest in the empire and is formally even considered a small city, since the total number of its “population” with teachers and servants is more than 5 thousand people.

Ree - located in the center of the Metropolis. Most of the students. Much attention is paid to natural science disciplines.

Rin is a school in West Moror. The only Feli school at the moment located within the city, and quite a large one at that: Taghain, the capital of the protectorate. The school has recently been established, and it is not yet clear whether this experiment will justify itself.

That School is located in the Reserved Forests. She has a lot of lee, night circle magicians and more nazars than in all other schools. However, the vast majority of young nazars leave school with their mentors without completing their studies.

Khon - A school in western Moror. With a bias in the humanities. The school has an amateur ethnographic station and a permanent archaeological expedition.

Among the students there are more lees and magicians of the day and dawn circle.

Feli Family Names Feli family names are often compared to those of hudds or braes, which is partly true, but not entirely accurate. The fact is that family ties are of no importance to Feli, and members of this house rarely maintain relations with their parents, and in most cases they do not even know them. Therefore, the family name is generally regarded as a personal identifier and is needed more by the archivists of the house than by the feli themselves.

(It is not for nothing that such great importance is attached to the second name - a connection with the school or a personal nickname, received, as a rule, also during school years, is much more important for most fellas than family).

Which of the family names - paternal or maternal - the little feli will receive is decided by the one who brings him to the manger. As a rule, this is the mother, so the decision is hers. Not everyone wants to give the child a father's name, and, thanks to the peculiarities of the Felician way of life, the mother does not always know the family name of her child's father or attaches some meaning to this name. So for a lot of Feli, the family name is maternal.

Of course, there are many family names.

Here are some examples:

Rio, Thor, Veri, Kari, Ten, Kaba, Rati, Beri, Run, Tiu, Teru, Lait, Bit, Ein, Kami, Sari, Ma, Mao, Meng, Mu, Mi, Ming, Ming, Mei, Mo, Tami, Nanmen, Mou, Ximen, Rei, Lun, Sar, Arna, Shi, Shen, Shui, Lum, Tai, Iri, Dao.

Names kafa and katarir Unlike all those described above, the names kafa (and katarir) do not consist of three, but of two parts. In general, of all the Lavicand names, in terms of structure, they are most similar to those familiar to us: first comes a personal name, then a family name, an analogue of a surname.

That is, if the name of the kafa is Mirra Maali, then friends and relatives call him "Mirru", and his subordinates call him "Mr. Maali". As in the empire as a whole, the cafe has a rather rigid linguistic hierarchy, and it is strange to refer to a subordinate by a family name, and not a personal name.

Women's and men's names are different for cafes.

(While all the other names we use for Lavikan houses are references to the Chinese tradition, the names kafa and katarir use Japanese and Indonesian forms).

Personal names of kafas and katarirs It must be said that in everyday life many kafas generally prefer to use nicknames (we suggest that you invent them yourself). But still, the names are also very popular. Among men, the most popular of them is, of course, the name "Ton" - among the Katharirs it is believed that it brings good luck, and among the Kafas - that this name is better than any pseudonym. (As it was said in the film, "having the last name Muller is like not having any").

Here are some examples of common names.

Popular male cafe names: Aiko, Ton, Hinro, Din, Ahito, Mirru, Guyu, Lon, Chinani, Nut, Etsu, Gin, Goro, Haru, Hid, Ishi, Jiro, Juro, Kan, Maemi, Mako, Makoto, Riku , Takeru, Shiro, Yutako, Kahaya, Kuwat, Mentari.

Less popular, but used male names: Aki, Ahom, Tid, Hol, Kuri, Soro, Rimba, Intan.

Catari male names: Some of these names are especially popular with the Catari. First of all, these are the names Kuwat, Intan, Hinro, Ton and Gin. In addition, names are popular among the Kathariri that are not the names of sailors directly, but refer to them, such as Sutaya (in honor of Ataya, literally means “Second Ataya”), Sunro (“Second Hinro”), Suton (“Second Tone” ), "Shingo" ("Brave", in honor of Tone the Brave).

Female names of kafa and katarir: Hayka, Akana, Akena, Akiko, Bala, Bulan, Vonna, Ima, Luta, Miya, Kaira, Kinta, Ora, Fata, Chiya, Hana, Keya, Intan, Mawara, Mamora, Matsa, Nama, Narika, Nikka, Rafa, Rina, Roca, Sakika, Taka, Tira, Tsukika, Pant.

Kafa and Katharir family names Family names are of great importance for both Kafa and Katharir, as well as everything that emphasizes the connection with the family. They are especially important, of course, for the Cathariri with their large clans.

While kafas with the same family name can (and most likely will) have the same family name, the Kathari with the same family name are almost guaranteed to be related, though possibly very distant.

The family name is passed down through the father; When a woman marries, she must take her husband's family name.

It is important to consider that kafa and katarir can be and often become relatives:

cross-marriages are quite common, so that one can easily imagine even cousins, one of whom is a kafa-platyo, and the other a katarir.

Examples of kafa and katarir family names Benjiro, Chinatsu, Cho, Daichi, Daiki, Fujito, Hanako, Hachiro, Hikaru, Hotaru, Ichiro, Isami, Kado, Kagam, Katashi, Kita, Kimiko, Kiyoshi, Kyuko, Araka, Masa, Mahira, Midora, Minaru, Montara, Omasa, Rikasa, Ruri, Saruba, Sato, Shika, Ito, Kimura, Ikeda, Saita, Fukuda, Hara, Imai.

Catari clans Below we list the ten largest Catari clans at the moment - each of them includes several hundred families (by family in this case we mean husband, wife and their children). At the same time, in contrast to the Bre, the Katharir consider their clan relatives to be quite close relatives and consider themselves obliged to help them or, in any case, to receive them in their home.

The Omasa are an influential Pin-A-Song (primarily) clan associated with the navy.

Midora is also a pin-a-son clan, also associated with the fleet, but more civil or pirate.

Komatsu is one of the most famous clans, whose members are primarily engaged in dragons: among them there are pilots, servants, and heads of dragon ports throughout the empire.

The Seki are not very influential, but a very branched and large Cathari clan from Western Moror.

Keloka - a clan, almost all of whose members are connected with the Third Syndicate.

Sitepu - famous grooms and cabbies, who maintain their own stables and a firm of carts and palanquins in the capital. One of the wealthiest clans of the Cathars.

Girsanu is a large clan that practically monopolizes all legal and illegal transportation through the Moror Range. They work for several syndicates at once.

The Matsuda are the largest of the Cathari O-rin-Gaya clans, mostly sailors.

Furukawa is one of the main clans of the Boatmen syndicate, very influential in the central Metropolis and especially on the Grand Canal.

Nakada is a very influential clan on the island of Sin, most of whose members are somehow connected with the management of ports and borders, that is, with the customs service.

Names of Hegra and Loka Although there is little in common between Hegra and Loka, their names are arranged according to the same principle.

They consist of two parts, each of which is considered a personal name. This is an important point: although many Lavikans perceive the second part of the name hegra and loka as their family name, in fact this is not the case. But such a trend is emerging: some Hegra retain their middle name for several generations, passing it down through the maternal line. So sometimes you can consider it as a family tradition, but in fact this tradition is completely optional and very often members of the same family (and even siblings) call themselves completely different.

The first name in everyday life is used more often. Therefore, if a gegra is called, say, Pan-Lu, then friends and family members will most likely call her or him “Pan”. However, most of the gegra work in low-skill jobs, so everyone will call her or him "Pan". But if our hegra works, for example, as an official of the III rank, then her subordinates will address her as “Lady Pan-Lu”. The same applies to the lok: the personal soothsayer of the emperor, whose name is Tai-Tsa, will be addressed by everyone as "Mr. Tai-Tsa."

When entering into marriage, men sometimes change one of their names to the name of their wife, but this also does not always happen and is not necessary at all. Loka names never change.

There is no difference between female and male names in Hegr.

Popular first names: Li, Lu, Lan, Lu, Lian, Lei, Lo, Lou, Luan, Long, Ma, Miao, Mu, Mo, Gong, Ji, Zhao, Zhu, Zheng, Jiang, Zou, Pan, Zhang, Zhan, Ren, Yu, Ryu, Ji, Zu, Xun, Che, Ban, Ju, Zhai, Kun, Ji, Guan.

Less popular, but used first names: Meng, Sima, Murong, Ai, Mu, Ruan, Shuang, Zhao, Kyan, Uma, Kuan.

Popular middle names: Huangfu, Chanyu, Xing, Zhong, Dongfang, Zhongxin, Chenyu, Zhao, Zhu, Zheng, Jiang, Zou, Pan, Zhang, Zhan, Yu, Mu, Ryu, Ruan, Ji, Zu, Xun, Che, Ban, Shuang, Ju, Zhai, Kun, Ji, Guan, Qian, Wookie, Ki, Tu, Wu, Zhuanxing, Yuwen, Yufan, Li, Lu, Lan, Lu, Lian, Lei, Lo.

Less popular, but used middle names: Yuchi, Zhongli, Wenzhen,
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