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The Inquisitor

One rift. One leader. The fate of Thedas rests on a single choice.

The Inquisitor

The Inquisitor is the player-controlled protagonist of Dragon Age: Inquisition (2014), the third mainline entry in BioWare's Dragon Age series. Summoned to the city of Vianta in Orlais after a massive demon rift tears open the sky, the Inquisitor assumes command of the Inquisition, a secretive order of mages and soldiers dedicated to sealing rifts and hunting the Archdemon that spawned them.

As the sole leader of the Inquisition, the character's choices shape the fate of Thedas, determine the survival of key companions, and ultimately decide whether the Archdemon is defeated or allowed to corrupt the world. The Inquisitor is fully customizable in race, gender, class, and origin, making them a blank slate onto which the player projects their own narrative.

Role
Player character / Leader of the Inquisition
Affiliation
The Inquisition
First appears
Dragon Age: Inquisition (2014)
Developer
BioWare
Publisher
Electronic Arts
Setting
Thedas (primarily Orlais, Ferelden, Val Royeaux)
Playable races
Human, Elf, Dwarf, Qunari

Lore & Background

The Inquisitor's story begins in a moment of catastrophe: a rift the size of a city blooms over Vianta, and the Inquisitor is pulled into its light. Waking in the Inquisition's headquarters, they find themselves the sole surviving Inquisitor, the previous order's leadership destroyed or scattered. The Archdemon—Corypheus, a demon of the Fifth Circle—has orchestrated the rift not merely to unleash demons, but to corrupt the very fabric of the world and seize dominion over Thedas.

Under the Inquisitor's command, the Inquisition becomes a ragtag army of mages, soldiers, and outcasts. Key figures such as Cassandra Pentaghast, the Qunari mage Varric Tethras, the rogue Sera, and the enigmatic Solas serve as advisors, warriors, and moral compasses. The Inquisitor must navigate political intrigue between Orlais, Ferelden, and the Chantry, while simultaneously sealing rifts across the continent and uncovering the Archdemon's true plan.

The Inquisitor's origin—Noble, Soldier, or Mage—shapes early dialogue, available companions, and certain tactical options, but the overarching narrative remains one of a single individual bearing the weight of a world's survival. The Inquisition's headquarters in Vianta becomes both a fortress and a home, its towers and war rooms reflecting the Inquisitor's growing power and the mounting dread of the final confrontation.

In Their Own Story

The war room smelled of cold iron and old parchment. The Inquisitor stood before the map of Thedas, fingers tracing the red threads of sealed and unsealed rifts. Outside, the sky still bled a faint violet where the great rift had been forced shut, and the distant bells of Vianta marked the hour. Cassandra's voice cut through the quiet: "The Archdemon is not finished. It is only waiting." The Inquisitor turned, and in the firelight the weight of every oath sworn in that room settled onto their shoulders. Somewhere beyond the mountains, Corypheus smiled. The Inquisitor picked up their weapon. There was no time left for doubt.

Reader's Guide

The Inquisitor is the player character in Dragon Age: Inquisition, leading the eponymous faction against the Archdemon Corypheus. You create them at the start, choosing race (Human, Elf, Dwarf, Qunari), gender, class (Warrior, Mage, Rogue), and origin (Noble, Soldier, Mage), which together shape early dialogue options, starting gear, and a handful of companion interactions.

In combat, the Inquisitor operates in a real-time-with-pause system. You can pause to issue abilities, swap weapons, and reposition. Companions (Cassandra, Varric, Sera, and others) fight alongside you with their own AI, following your lead and using class-specific abilities. The Inquisitor can mix and match weapon types and, for Mages and certain hybrid builds, cast spells from a radial wheel. Threat scales with the region: early Orlais encounters feature low-level demons, while later Ferelden and Val Royeaux zones introduce Archdemon-touched enemies and elite demons that require careful ability rotation.

Lore-wise, the Inquisitor's authority is absolute within the Inquisition. Dialogue choices with companions and Orlanese nobility determine who lives, who defects, and whether the Inquisition remains a unified force. The final confrontation in the Darkspawn realm is a scripted sequence where the Inquisitor's chosen abilities and companion synergies matter most.

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