(NOTE: This piece is a revised, 2nd edition of an old one, updated with information that has since been added to the lore. I will be deleting the outdated post to avoid confusion!)
The Antivan Crows, also known as the House of Crows, is a league of assassins from the northeast nation of, as their name suggests, Antiva. While their notoriety is especially high in their home country, the Crows are well-known across Thedas as brutally efficient killers. The bulk of their work is in Antiva, but they accept contracts all over the continent. Because of their reputation for adhering to agreements—something that should one fail to do makes one’s life forfeit as far as the Crows are concerned—they are an expensive but valuable investment.
To find the Crows anywhere from Ferelden to Seheron is not an unlikely sight. Nations at war send them to cut down leaders on opposing sides. Noble houses with grudges against each other send them to cut down family trees. And of course, politicians vying for power send them to cut down their competition. Whatever the reason, the Crows are never short on contracts. They are even willing to intervene in Circle politics.
While assassinations are the most common contract, and what the Crows are most known for, they’re also no strangers to thievery and spying. In Antiva City rests a giant, well-protected archive, housing of all their collected blackmail secrets, records of past contracts, recipes for their own special poisons, and other such valuables. The secrets in this archive are what keeps the Crows ruling Antiva from the shadows by controlling the nobility and merchant princes. That is, those that aren’t among their ranks.
At the very top of the power ladder is a council of Guildmasters made up of the eight most wealthy and powerful Crow Houses. The role of Guildmaster is most typically inherited down through a family, after successfully proving their skill by single-handedly killing a target with nothing but a ceremonial dagger. The Houses that are part of this council are known as Talons, ranked from one to eight, one being the most powerful. Talon has also been used interchangeably with Guildmaster when referring to the leader of one of these eight Houses.
Below the Talons are the lesser Houses, known as the Cuchillos. The Cuchillo leaders not Guildmasters but simply Masters, entitled as Lords, until their House may gain the rank of Talon. The ranks of these different houses can change with circumstance, gaining or losing power. House heads are also capable of taking over different houses by eliminating others, should they dare to be so ambitious. As such, despite being part of a larger organization, the Antivan Crows are always in competition with each other, and are not unknown to assassinate within their own ranks to get what they want.
The current Eight Talons are as followed:
Dellamorte
Balazar
Valisti
Kortez
De Riva
Nero
Cantori
Arainai
Other known Houses are:
Ferragani
D’Evaliste
Di Bastion
Members of the Antivan royal family and merchant prince dynasties routinely join the high-ranks of the Crows, either as a way to boost their social standing, or because they were forced into it. Assassinations are seen as part of everyday politics in Antiva, and how positions of power often change hands. Having strong ties with the Crows brings a noble family both leverage and security. They also have an arrangement referred to as The Azul Contract, in which bastard royal children are given a choice of either exile or joining the Crows – such as the case was with Viago de Riva. In return, the Antivan Crows all but run the nation. Even kings have come directly from the Crows.
While the Crows are mostly led by nobility, the bulk of their organization is made up of their recruits, though the word recruit makes it sound like there was a choice involved. The vast majority of recruits, referred to as compradi, are children between the ages of five and ten, bought as slaves or found on the streets alone. For example, Zevran Arainai was seven years old when he was bought by the Crows. Compradi are usually gathered in scores at a time, though only a few survive to become full-fledged assassins. The Crows keep the children in poor, cramped quarters, and raise them in emotionally detached and torturous conditions, teaching them to know nothing else but murder, as Zevran puts it. They are allowed no personal items, and are encouraged not to make friends. Along with general training and education in Crow ciphers and Crow history, training of recruits includes pitting them against each other, tests of pain resistance and gauntlets, and challenges like locking them in an oubliette for weeks. All this leads most Antivan Crows immune to morality as much as they are to interrogation. It also breeds loyalty to the only life recruits know. Indeed, many Crows would sooner kill themselves than betray the guild.
It is very rare for a recruit to rise all the way to the top of the organization’s tiered leadership, but not unheard of. For example, Teia Cantori, climbed her way to the head of her house – but despite this, she is still regarded as an “overreaching street rat” by her noble peers.
The Crows favour recruiting elves, as they are widely regarded as beautiful and unthreatening; both advantageous impressions for an assassin. However, they take recruits from all races. Assassins are most typically rogues, but the Crows also train warriors and even mages, providing protection for their apostate assassins from the Chantry.
An experienced Assassin may gain the title of Master Assassin with time, putting them just below the leader of their House in terms of rank. Masters are capable of deciding their own contracts, and command groups of Assassins below them. Guildmasters decide which Master Assassins get which contracts based on the amount of the contract’s offer they bid to give to the guild, and their chances of success. Regularly, Assassins are not allowed to bid on contracts, and are instead assigned contracts or roles in larger ones by the Master Assassins that command them. The exception to this is when an Assassin is attempting to gain the rank of Master.
Save for rare exceptions of escape, Crows are Crows for life. The only way to leave them is to make them think you are dead, or find someone willing to protect you from them. Otherwise they will hunt you down and kill you for betraying the guild, and that is the better alternative: Anyone who angers the Crows and lives risks ending up in their own personal prison, the Velabanchel, to spend the rest of their days locked up and tortured.
Antivan Crows are often easily identifiable by those who recognize their unique tattoos – a tradition taken from the Rivaini. Some of these designs are sacred to the Crows, marking them as which house they belong to, while others are purely decorative. While some Crows display their tattoos with pride and intimidation, others prefer to keep them hidden.
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Dragon Age: Origins
Dragon Age II
Dragon Age: Inquisition
Codex Entry: Zevran Arainai (Dragon Age II)
Codex entry: Blackfeather Boots (Dragon Age II)
Codex entry: Finesse (Dragon Age II)
Codex Entry: The Crows and Queen Madrigal (Dragon Age: Inquisition)
Item Description: Gift of the Talons (Dragon Age: Inquisition)
Dragon Age: Tevinter Nights
Dragon Age: Last Flight
Dragon Age: The Silent Grove
Dragon Age: Deception
Dragon Age: The World of Thedas vol. 1
Dragon Age: The World of Thedas vol. 2
Dragon Age Promotional Wiki: Assassin
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THE LAST KINGDOM ∞ 1x05 Uhtred volunteers to attack Danish ships, but challenges Ubba in the process as the Danes threaten Wessex.
pls, my crops are dying, and i need those blessed Shianni memes to save them
Shadow Dragon Rook was adopted into a military family… Shadow Dragon Rook was adopted into a military family… Shadow Dragon Rook was adopted into a military family…
hi Lydia-Marc! long time follower, first time asker. do you have any tips for getting good screenshots of the pcs in dao and da2, like specific cutscenes? in preparation for dav i'm having fun filling out those oc templates for my past oc's and such, but 99% of the screenshots i have are ass🙄 thank you so much!
For DA:O, I highly recommend this.
For DA:2, I rely on pure luck, sorry.
(Some silly headcanons about Mortalitasi and Nevarran traditions that ended up leading me to Emmrich. How typical.)
We don't actually know all that much about Nevarra and their customs. World of Thedas and some of the in-game codex tells us some key points: strong royal families, a rich history of dragon hunting, an elite group of mages rumored to be heavily involved in makings of the country, and, of course, the thing that this country is most famous for - the fascination with the dead.
Our very own Nevarran companion mentions a couple of things about her home country:
And even though she doesn't seem fond of Mortalitasi practices or Nevarran customs surrounding the dead, she admits that some stories that pervade the South are greatly exaggerated:
(I feel so called out)
This makes me think that this interest in the dead is still a personal choice. I doubt that an average Nevarran is obsessed with those rituals any more than an average person from Ferelden is with theirs - those are just a part of their traditions that obviously affect their lives in unique ways, but that is all.
Now, Nevarran nobility are a different matter. They are said to start the construction of their tombs very early in life - lavishly decorated palaces with gardens, ballrooms and bathhouses. A sign of power and wealth for them, and that I can believe.
But when it comes to Mortalitasi, do they, in general, care as much? Do they take all these things, all these rituals, to extreme somehow, professional pride and all?
How much would a Mortalitasi care about their own tomb? Would Mortalitasi friends and colleagues ever promise to lead the other's ceremony depending on who dies first? "Oh, I'll totally mummify you if you're the one to go first, don't you worry, I know you think that Markus is getting sloppy".
The coffin sharing is also not unheard of (the spouses from The Flame Eternal), and I wonder if it's ever used as a grand gesture - to ask someone to be placed in the same tomb?
(And just imagine how messy this could get, the way people are. Building a tomb together only to have a falling out, what are you even supposed to do after that?)
Would it be romantic then, to tell your significant other that you don't want to ever part from them, even in death?
Beacause imagine Emmrich writing a quick letter to his friend from the Mourn Watch (Johanna, if they are still friends after all these years, or Myrna), "doing fine, on a saving the world business trip, will be back when I can; could I trouble you with a favor - a bigger coffin, installed in my tomb, not urgent, just whenever you have the time."
When the reply comes and his friend is (obviously) asking for a reason for such a sudden change, he just looks at Rook from the corner of his eye and replies with "no particular reason, just felt like it."
headcanoning war vet/night elf adaia with the line "[Adaia] wanted [Tabris] more than anything. It’s sad she never got to see you all grown up." and "Valendrian and [Duncan] have known each other for almost twenty years… since the time I tried to recruit your mother, in fact." [...] "I never made the offer. Valendrian convinced me that it was better for her to remain here with her family. As there was no Blight and thus no immediate need for recruits, I deferred to his wishes." really adds severe psychic damage of adaia simply wanting a peaceful life with her family after the war and im shattering like glass