BioWare’s closure has prompted renewed attention to its Mass Effect series, but Dragon Age also spans four distinct role-playing games and 15 years of stories set in Thedas. Although The Veilguard leaves some threads unresolved, it also appears to offer a degree of narrative closure. Here are some of the moments that made the series memorable, beginning with Dragon Age: Origins.
Origins opens with one of six background stories determined by the player’s chosen race and class. A human noble faces a family tragedy, a casteless dwarf struggles to find a place in Orzammar, and a mage leaves the Circle, among other possibilities. These introductions shape how the protagonist is seen later and give players different ways into the world. Later games revisited the idea of distinct backgrounds, but Origins developed it most fully.
The game’s early introduction of Morrigan establishes her as an imposing and mysterious presence. Claudia Black’s voice performance helps convey the Witch of the Wilds’ sense of superiority and distance from the rest of the party. Looking back, her first appearance is especially striking because players know how much of Thedas’ history she will witness.
One of Origins’ defining betrayals comes during the battle against the darkspawn. The player is tasked with signaling for reinforcements, but Loghain Mac Tir orders his forces to retreat instead, leaving King Cailan and the army to face the Blight. The decision turns the uneasy tension surrounding the battle into a devastating personal consequence.
The game also makes room for lighter moments through the party’s interactions with the player’s Mabari dog. Companions may tease the animal as a scruffy mutt, while the dog’s affectionate nature makes clear that the fearsome fighter is also a good-natured companion.
Some choices test loyalty in harsher ways. If the player taints the Urn of Sacred Ashes, the devout Leliana and Wynne can turn against them, regardless of how their personal stories have progressed. Their sudden decision to fight the protagonist makes faith more important than friendship or romance.
Another unsettling encounter involves Flemeth, Morrigan’s mother. Morrigan asks the player to kill her, claiming Flemeth plans to take over her daughter’s body. The player can instead spare Flemeth in exchange for an old spellbook, or face her in dragon form. Defeating her offers no clear resolution, leaving the player with more questions and the sense that Flemeth is beyond ordinary understanding.
The Landsmeet brings many of the player’s choices together in a political confrontation over Ferelden’s future. Relationships and decisions built over dozens of hours influence how the meeting unfolds and what happens to Loghain. The quest demonstrates how the game can make a shared turning point feel different depending on the path each player took.
Near the end, Morrigan proposes a blood-magic ritual as a way to prevent the player or Alistair from dying when the Archdemon is defeated. The ritual would place the Archdemon’s soul in an unborn child, and Morrigan offers few reassurances about what that might mean. The decision asks players to weigh the danger against the possibility of saving a life, relying largely on how much they trust her.
Dragon Age II revisits the consequences of Origins, including the possibility that the player killed Flemeth. Hawke unknowingly carries her to safety through an enchanted amulet, allowing her to return. The scene connects the actions of one protagonist to the story of another, while showing how events across different games can overlap.
The sequel also changes how relationships work. Its Friendship and Rivalry system lets players develop connections by either affirming a companion’s beliefs or challenging them, rather than simply agreeing with them. Those choices can change the tone of a relationship, including a romance. The resulting tensions, such as a mage pursuing a Rivalry romance with Fenris, became a distinctive part of the game’s character writing.
Isabela’s return is another standout companion moment. She initially leaves Kirkwall with the tome sought by the Qunari, and whether she comes back depends on the relationship the player has built with her. If she returns, she faces the Qunari leader and the consequences of her actions. The player must decide whether to hand her over or defend her, turning her choice to come back into a test of trust.
Defending Isabela can lead to a duel with the Arishok. The encounter’s outcome varies depending on how he views Hawke, but the one-on-one fight offers one of Dragon Age II’s memorable combat sequences. Winning also brings Hawke the title of Champion of Kirkwall.
Merrill’s final quest brings her long-running conflict with her clan to a painful conclusion. Her pursuit of the clan’s lost history has led her to work with a demon, while clan leader Marethari ultimately sacrifices herself to keep Merrill from being possessed. The player can support Merrill or blame her, with the remaining clan members potentially becoming hostile. The result is a deeply personal confrontation shaped by years of disagreement.
The destruction of Kirkwall’s Chantry is among Dragon Age II’s most shocking moments. Anders, a mage shaped by a lifetime of captivity and oppression, carries out the attack, setting off a wider conflict and forcing the party to take a side. The scene is a dramatic turning point, with the companions’ responses putting their relationships with Hawke to the test.
Inquisition makes an impression before the story even begins. Its main menu shows mages and templars marching toward a distant building. Rather than appearing to fight, the opposing groups seem to be heading toward a possible peace meeting—a striking image after the events of Dragon Age II.
Sources: Kotaku.