Having the chance to play through your Inquisitor’s origin story would have been fantastic. As in, Origins style. Pick noble or surface dwarf, mage or non mage qunari, mage or non mage human. Mage elf from a circle, or Dalish mage elf. Dalish elf origin for warriors and rogues too of course. You can be a human noble, or one from the poorer areas of Ferelden. Denerim’s lower parts, perhaps?
And what about Orlesian or Tevinter originating Inquisitors? Tbh it would’ve been great playing as someone from Tevinter, if only for the sheer irony of a Tevinter being called Andraste’s Herald. But those are posts for another time.
Structure would be like this:
1) Character creation of course.
2) Allocate stat points. (missed doing this in dai)
3) You wake up in the circle/camp/orzammar/town/home, with a sibling (or several) waking you.
- For a noble dwarf, you are woken by a sibling or parent to go through some tedious noble duties, before a potential love interest interrupts, and gives the sibling/parent an excuse for you to escape. You explore Orzammar looking for mischief to get into, and play through a mission in which you help a group of young casteless get away from some aggressive guards. Depending on decisions, your family either refuses to let you see the love interest anymore, or see the good in your companion.
- For a surface dwarf, you are woken by a love interest, in your small home. The village you call home has become caught in the crossfire with a particularly violent brawl between mages and templars. Friends and distant acquaintances alike are killed or seriously injured in the fight depending on decisions made.
- For a noble human warrior/rogue, you would be woken by a sibling to train. For a less fortunate human warrior/rogue, you would be woken by a sibling who is warning you that the guards are onto you for stealing or perhaps killing a noble who harmed one of your siblings. You choose either to run or to stay and accept the consequences. Running results in being pursued by the guards. Staying means you get stuck in a prison, and must break out.
- For a human mage/non-dalish elf mage, you would be woken frantically by a mage friend who informs you that templars have been sighted nearby by other campmates. You choose either to gather what you can and run, or stay and fight. Either choice results in losing everyone except the friend who woke you, to the maddened group of templars. You also get to decide between being simply a regular mage, or a blood mage, to add twists to the story.
- For a Dalish elf/rogue/warrior, you wake to find someone in the Clan waking you to prepare for a coming of age festival, for several in the Clan. As a rogue/warrior, you help decorate. As a mage, you are summoned by the Keeper to help prepare delightful magical displays. All seems to go well. You have the opportunity to be a blood mage, again to add twists to the story.
- For a qunari mage/warrior/rogue, you are woken by a friend, and spend some time in a camp, eating with your mercenary companions, learning about them and yourself. Then, you play through a tough assignment with your mercenary group. You have a love interest, and lose them or come close to losing them depending on decisions made. Again, the blood mage specialisation is available.
4) You arrive at the Conclave. As a human mage/non Dalish elf mage, you tell them you are there seeking shelter. For rogues/warriors of any class, you are there seeking work as a guardsman/guardswoman. For Dalish mages, you tell them you are there simply to observe. For qunari of any class, you are there with your mercenary company for work. Any companions who survived your Origin are there with you.
5) You have the opportunity to explore more of Haven, as well as the Temple of Sacred Ashes. Perhaps you even meet Divine Justinia. You get to talk to Cullen, Leliana, Josephine, and Cassandra. You lose or gain approval depending on dialogue choices. This affects how the interrogation at the start of the game will play out.
6) Your love interest and/or companion who survived your Origin are with you when you go to the Temple. The two of you were out for a nighttime stroll, when you overhead a conversation between two Grey Wardens about the sacrifice of the Divine.
7) You and Justinia are the only ones to survive the blast, and of course you are the only one to emerge from the Fade. When you return to the temple with Solas, Cassandra, and Varric, as you approach the inner sanctum where the rift and breach are, you see a corpse which has an enchanted piece of jewellery/clothing that somehow survived the blast. It is the burnt corpse of your companion/former love interest. The enchanted item was a gift you gave them. Cue emotional scene.
8) The rest of the game differs on your origin. Being a dwarf or blood mage offers a unique perspective. If you were a qunari, you get a reunion with your Mercenary company. With human and dwarf Origins, you see your families again. As a Dalish elf, you see the clan again. During Here Lies The Abyss, you see the soul of the companion/love interest that you lost either in the Origin or in the Conclave explosion.
Having Origin stories to play through would’ve added so much more. I love Inquisition as it is, but Origin stories would’ve added even more replayability, and offered interesting perspectives on game events.