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Mordred Hawke: (born 9:7 Dragon) born to Malcolm Hawke and Leandra Amell in a small village near Amaranthine.

Physical Appearance[]

Mordred has black hair, his skin has a light tan across it, goldish yellow eyes, and a tattoo on the right side of his face. He had short hair and no beard when they fled ferelden, during his time in kirkwall he ended up growing his hair out as well as growing a beard.

Personality[]

He's very kind and diplomatic placing the needs of others above his own.

Talents and Skills[]

being a rogue he picked up skills such as lock-picking, and picked up the skill of wielding twindaggers.

Biography[]

History[]

after the passing of Malcolm Hawke in 9:27 of the dragon Mordred enlisted as a soldier in the ferelden army by 9:29 he had risen to the rank of Sergeant it was around this time is younger brother Carver had join the army. during the start of the fifth blight they're forced to flee after the disastrous battle of ostagar, barely escaping lothering the in time.

In-game[]

while fleeing lothering, the Hawke's run into a friend of Mordred and Carver who served alongside them in the ferelden army Aveline Vallen and her husband a Templar named Wesley.

Wesley would never reach the free marshes: he was killed by darkspawn defending Aveline and the Hawkes.

the families first year in kirkwall was difficult Leandra brother Gamlen had lost the family fortune, the Hawke's lived in poverty, force to indenture themselves for entrance into the city. to pay off the debt Mordred was forced to work with a gang of Smugglers, while Carver opted to work with the mercenary. All the while, Mordred, Carver and Bethany did there best to hide Bethany's magic from the templars.

Act 1: The Expedition

opportunity eventually struck a year later in the form of a dwarf named bartrand Tethras, who is planning an expedition into the deep roads. it was a long shot but with the gold gained from the expedition Mordred could free the family from their criminal creditors and for the Templar scrutiny.

  • helped out Aveline prove the Guard Captain was selling information the Coterie, resulting in her becoming a new Guard Captain.
  • recruiting a somewhat crazy Mage by the name of Anders.
  • Killed the mature dragon, convinced the workers to go back to the mine. as well as becoming co-owner of the mine.
  • Mordred traveled to the top of Sundermount with Merrill in order to perform a ritual involving the amulet received from Flemeth. With Merrill joining the party.
  • Sent Feynriel to the Dalish.
  • Returned Seamus Dumar safely back to the Viscount. Ginnis Winter was killed in the confrontation.
  • recruited Fenris and Isabella on the same night.
  • encountered a Dwarven Merchant named Jarvis, who was trying to get access to qunari gatlock powder.
  • Mordred has Fenris end Kelders life, Saving the lives of others.
  • Put a stop to a plot by Blood Mages, who were trying to fill the Templars ranks with Abominations.
  • helped group of Mages in escaping the Templars.
  • Mordred informed a the noble of the grisly fate that has befallen his wife
  • the final job Mordred took before going on the expedition was to help a qunari mage Escape, only to discover Sister Petrice had sent him right into a trap.
  • With the preparations for the Expedition complete, Mordred makes the tough decision on who to bring with him ends up deciding to bring Carver and Anders along, however it was a decision it, he would come to regret. Carver ended up getting infected by the taint as they were making their way back towards the surface with Anders help they were able to locate a group of Grey Wardens in order to save his brother's life.
  • By the time he had gotten back to kirkwall Mordred was not looking forward to telling his mother about what happened to Carver, when he arrived at his uncle's home he discovered the were Templars there to take Bethany to the circle, immediately after Bethany was taken away he informes mother about what happened to Carver.

Act 2: Qunari uprising

  • The viscount in this mordred's help in acting as a neutral party between the people kirkwall and the qunari.
  • Mordred goes to visit his companions, and visit The Gallows to talk to Bethany to verify what Anders told him before going to see the arishok.
  • the arishok requests mordred hunt-down Jarvis because he suspects he stole the Gatlock canister. Mordred discovers that Jarvis has been framed by an Elven fanatic.
  • Mordred helps Feynriel to realize that he needs to travel to tevinter to master his abilities.
  • Mordred begins to double his efforts helping the Mage Underground.
  • Mordred resume the investigation into the blood Mage serial killer, following the lead given to him by Emeric suspects Gascard of being linked to the serial killer that has been operating in Kirkwall for the past three years. Hawke eventually finds Gascard with a woman named Alessa. Gascard claims to be innocent of the murders. He says that he is in fact hunting the true killer, who murdered his sister several years ago, and that he only took Alessa to protect her. against his better judgment Mordred believed him and went to inform Emmeric. only to discover that Emmeric had been lured away from The Gallows to low town where he was killed by a shade, Mordred tell the templar who arrives to investigate where Gascard is, leading to his arrest and execution for the murders.
  • At Hubert's request Mordred and investigates who's is the true orchestrator behind the theft at the mineeventually discovering it's a member of the Coterie named Brekker.
  • Mordred begins helping his companions with their different request. this results in Mordred taken in an Elven slave and giving her an actual job with pay.

Mordred admits he love's Merrill

  • Mordred returned to his estate after helping Merrill, about an hour or so later she showed to see him, resulting in the two of them confessing their love for each other, with Mordred inviting Merrill to move in.
  • Mordred has a chat with his mother who is happy to see that he's finally found someone

Mordred invites Merrill to move into his home.


[Legacy] Targeted by a vicious criminal cartel that is hunting "the blood of the Hawke," Mordred and his sibling must put an end to its relentless attacks. Leave Kirkwall and journey to an ancient Grey Warden prison in order to find the source of the aggression and uncover the harsh truth about the Hawke lineage.

  • Mordred and his sibling are ambushed twice by the Carta gang in the Vimmark Wasteland.
  • Mordred and his sibling are Lured by the Carta messenger into the main courtyard of a deserted fortified building and is immediately ambushed by the Carta, first by two brontos and then by a gang of Carta thugs. Once they are defeated, explore the courtyard and then unlock the gate with the required key.
  • On entering the hideout, there is an attack by a Carta thug and a Carta sniper in a room containing a trap. In the room with the already-dead bronto corpse, there is another Carta ambush. There are a few Carta thugs on the floor of the room, but the main threats are the massed snipers on the balconies above the room. To melee attack the snipers, party members need to pass south through the dead bronto room, up the stairs in the next room, then turn right immediately before the caged live bronto.
  • A few rooms later, after some further brushes with the Carta, the passage turns north and opens into a larger room with disused mine carts and mine shaft entrances. Gerav, an acquaintance of Varric, appears After a fight on the curved stone steps against a Carta mob
  • Once the party passes through the metal gate next to the statue, it locks and they are locked into the hideout. The Carta leader, Rhatigan appears. There is a fight with Rhatigan, his pet bronto and the Carta snipers supporting him. If the party moves to the upper walkway, the Bronto will be unable to attack you while you deal with Rhatigan and the other Carta thugs. Alternatively, if the party hugs the south wall below most of the snipers, they can cut off the firing angles of many of the snipers while repeatedly hitting them with AoE attacks and dealing with the bronto and Rhatigan on the ground level. The traps in this area can be highly effective to deal with the snipers. This trap kills all of the snipers, be careful not to put any other characters near them. Loot Rhatigan's body to obtain The Hawke's Key, and make there way down Passage Down.
  • In the large room just north of the entry point, there is an encounter with a group of Genlocks and Hurlocks. Here is the first of several magical prisons housing demons. In this one, a Shade is imprisoned here. The voice of Malcolm Hawke, Hawke's father, speaks to confirm that all manner of demons have been bound in the prison. To kill the Shade, it is necessary to activate the two glowing trigger points called a Mark of the Binder on nearby walls and then activate the third trigger point on the magical barrier which releases the demon. The fight involves the imprisoned Shade and several replicas. Once all of the demons have been killed
  • Further into Sashamiri's Floor Mordred and his sibling encounters Larius for the first time and engages in dialog. Continue along and the party will come to the first seal. Activating the seal starts the battle with the first Guardian, a pride demon with an affinity to fire. After the battle Hawke will be able to upgrade The Hawke's Key with one kind of elemental damage or all of them if the exploit noted on that page is used. On the way to the next floor is a fight with a Genlock alpha.
  • enter the floor in the south east corner and exit in the south west. In the corridor leading right out of the first room, there is a Mark of the Binder used to unlock the second magical prison, along with the magical prison itself. The second Mark of the Binder is beyond in the next room. This prison contains an Abomination, who summons four Profane. Mordred and his sibling Defeat the Abomination and the Profane.
  • In the next room, a Darkspawn Emissary animates a group of four Corpses. The second wave consists of the emissary and a larger group of corpses. A crumbling walkway to the west of the room contains a Viewpoint which triggers some party dialogue, and the room to the north (a long room with galleries overlooking the central pit) contains a big battle with Hurlocks, a Hurlock alpha, and a number of bolters.
    • A side room to the east contains the Crown of Dumat codex, the first of four ancient Tevinter artifacts required for the Altar of Dumat side-quest. Along the north side of the prison, there are two interlinked rooms of prison cells. The first of these two rooms contains the third and final magical prison as part of the Malcolm's Will quest. The two Marks of the Binder are located in the first prison room, and then just inside the next prison room. The prison holds a Desire demon who summons Corpses and skeleton archers to her defense. Defeating the desire demon and the other enemies completes the Malcolm's Will quest. Heading down into the west side of the prison, into a long thin room with open galleries over the central pit, the party is attacked by a large group of Darkspawn, including Hurlock grunts, Hurlock alpha, and Genlock alpha.
    • In a side room, you can pick up Dumat's Sacrificial Dagger codex, the second artifact required for the Altar of Dumat side-quest. Finally, the path south leads to the central room containing the next Seal. It is guarded by a Genlock alpha and an Ogre. The Guardian summons a number of replicas of itself as part of the battle; if the party focuses their attacks on the real Guardian all the replicas will die at once. After the battle Hawke can again upgrade the Key with a choice of an increase in attack speed, armor penetration, mana/stamina drain, or health drain, they speak briefly to Larius, then exit.
  • There is pack of deepstalkers into the first clearing which attack in several waves.
    • On a dead-end path to the south of this clearing is the First Legionnaire's Journal, which triggers the optional side-quest The Paragon's Heir. In the next clearing, the party is attacked by a large group of Darkspawn, including Genlock alpha, Hurlock alpha, and Hurlock bolters.
    • In a large submerged stone building to the north of the clearing is the Second Legionnaire's Journal, which continues the optional side-quest The Paragon's Heir. You exit the clearing through a gap in the south-west corner between two griffon statues. Immediately ahead of you are stairs leading up which split into two directions. The steps on the turning to the right lead to a raised platform where you can pick up Dumat's Ritual Scroll for the Altar of Dumat side-quest. The path which continues straight ahead (i.e. heading towards the far west of the map) leads to a sunken room containing six torches. One of your party will suggest lighting the torches. To solve this puzzle you only need to light two torches, the middle torch on the north wall and the left torch on the south wall. Lighting all six activates the sarcophagus at the end of the room.
  • There is pack of deepstalkers into the first clearing which attack in several waves.
    • On a dead-end path to the south of this clearing is the First Legionnaire's Journal, which triggers the optional side-quest The Paragon's Heir. In the next clearing, the party is attacked by a large group of Darkspawn, including Genlock alpha, Hurlock alpha, and Hurlock bolters.
    • In a large submerged stone building to the north of the clearing is the Second Legionnaire's Journal, which continues the optional side-quest The Paragon's Heir. You exit the clearing through a gap in the south-west corner between two griffon statues. Immediately ahead of you are stairs leading up which split into two directions. The steps on the turning to the right lead to a raised platform where you can pick up Dumat's Ritual Scroll for the Altar of Dumat side-quest. The path which continues straight ahead (i.e. heading towards the far west of the map) leads to a sunken room containing six torches. One of your party will suggest lighting the torches. To solve this puzzle you only need to light two torches, the middle torch on the north wall and the left torch on the south wall. Lighting all six activates the sarcophagus at the end of the room, which gives up to 21 in loot, and the Gloves which form part of the Regalia of Weisshaupt armor set. The gloves vary depending on Hawke's class: Gloves of the Silent One, for mage Hawke Warden Scout's Gloves, for rogue Hawke Gauntlets of the Fortress, for warrior Hawke Returning the bottom of those steps, you come out into another clearing, where you find the Altar of Dumat up some carved stone steps in the south-west corner of the map. At this point, you only have three of the four artifacts to perform the ritual. See the Altar of Dumat quest page for further details on the options of defiling the altar or performing the sacrificial ritual. You exit through a gap between two griffon statues and then through a doorway in a stone wall. You emerge into another clearing into a fight with Deepstalkers, Corrupted spiders and Giant spiders.
    • In a small gap to the south, there is a cave with a burning pool of water where you find the Sacred Urn of Dumat which is the final artifact for the Altar of Dumat quest.
    • In a small alcove just west of this cave is the Third Legionnaire's Journal, which continues the optional side-quest The Paragon's Heir. Just before heading up the steps to the raised stone bridge, there is a side-path which leads to a small fortified area where Hawke finds the body of Tethras Gaven. If Hawke has found all three of the Legionnaire's Journals, they will speak the Dwarven prayer and completing the side quest The Paragon's Heir. Continuing back across the stone walkway, the party is ambushed at the halfway point by a Genlock alpha. Once they have crossed the bridge, Hawke can explore the dead-end rocky path to the right that contains the Codex entry: Speculations on Kirkwall. Turning around to continue to the left which heads towards the seal triggers a fight with Darkspawn, including Hurlocks, a Hurlock alpha and an Emissary in the first wave, and Genlocks, a Genlock alpha and an Ogre in the second. If Anders is in your party, then at this stage he will find Corypheus's calling too much to bear, and Justice will take over. The remaining party will have to fight and defeat Anders and two shades. Once he has been defeated, Anders rejoins the party. Anders does not suffer an injury for this defeat, though it will, by adding and removing him, potentially alter his position in the party configuration. Finally, the Seal Guardian is reached. After the battle Hawke can again upgrade the Key. They have a choice of critical chance plus, critical damage plus, stun chance plus, or speed reduction of enemies. On exit, Larius appears again and warns Hawke about the Grey Wardens in the prison. Janeka then appears supported by three other wardens, and explains that instead of destroying Corypheus, she would like Hawke to help with harnessing his power. Hawke must decide to side with either Larius or Janeka (the decision can later be reversed). There is little overall difference between the two paths other than the puzzle you have to solve. The puzzle you must complete if siding with Larius is significantly more difficult. Hawke will have the opportunity to change sides later on, however initially siding with Janeka and then defecting to Larius later is the only option in which the other Wardens survive.
  • Mordred sides with Larius: Janeka casts a spell and she and the three wardens disappear. You are left with Larius to find a way into the prison.
  • Hawke will enter a room where they fight some Carta mercenaries after a brief dialog. The puzzle to be solved involves rotating the columns so that sconces direct the appropriately colored beam from its starting sconce one wall to its ending sconce on another wall. While each color is on its own level, rotating a column affects all levels of sconces for that column, so that as one color is solved and another is being attempted, care must be taken to avoid ruining previously solved colors. When a color is properly connected from start to finish, it turns white. After a color is solved, seek out a power nexus for the next color, solve that color in the puzzle room and repeat.
  • they will arrive to find Janeka and the three Wardens already there. Janeka reveald that Larius forced Malcolm Hawke to become a blood mage or he would never see Leandra again Mordred sticks with Larius, they must kill both Janeka and the Wardens.
  • and fights the ancient darkspawn seemingly killing him.

the Hawks were finally able to have a dinner together as a family, after their return from the warden prison.

  • Mordred helps Aveline win the heart of guardsman Donnic.
  • Mordred is informed by the viscount that the Arishok's ambassadors have gone missing, he and his party quickly deduce that the guards that were supposed to escort them we're at the hanged man.




Act 3: Kirkwall Circle rebellion

[Mark of the assassin]


Dragon age Inquisition


Relationships[]

Merrill is the love of his life. He finds many of her quirks endearing and she greatly appreciates his support. After the death of Marethari, Mordred managed to avoid hostilities with the Sabrae clan by claiming Merrill as his responsibility. Already living in his household, he's made it his priority to make sure she does not feel alone.

Miscellaneous[]

Mordred ends up becoming the viscount of kirkwall after siding with the Templars to restore order, he also saved his sister, from Meredith's Wrath. He also didn't shy away from the fact that he had a relationship with Merill during his time as viscount, it was also under his leadership that kirkwall was able to recover quickly from the start the Mage Rebellion, varric omitted pretty much all of hawke time as viscount from the tale the champion since his rain occurred during the three years between the end of DA2 in the start of DAI.

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