Why Dragon Age 2 Followers Are Still The Best (and Worst) Part of Kirkwall

Why Dragon Age 2 Followers Are Still The Best (and Worst) Part of Kirkwall

Dragon Age 2 is a mess. Ask any fan who was there for the 2011 launch, and they’ll tell you about the recycled caves, the waves of enemies falling from the sky like rain, and the fact that you can’t leave one single city for ten years. But honestly? We still talk about it. We talk about it because Dragon Age 2 followers aren't just companions; they are high-maintenance roommates who refuse to leave your house even when you disagree with their borderline war crimes.

In Origins, you were the boss. You were a Grey Warden saving the world, and if someone didn't like it, you could usually just kick them out of camp or, you know, kill them. Kirkwall is different. You’re just Hawke. You’re trying to pay the rent and keep your family from dying in a gutter. Your friends aren't following you because of a holy mission; they’re following you because you’re the only person in the Free Marches who doesn't immediately judge them for having a blood magic hobby or a "stolen" Qunari scripture in their back pocket.

The Friendship-Rivalry System is Basically Magic

Most RPGs treat companions like vending machines. You put in the "nice" dialogue options, and eventually, a romance or a loyalty quest pops out. BioWare scrapped that for the sequel. The Friendship-Rivalry system is easily the most underrated mechanic in the series. It basically says that you can be a total jerk to someone, disagree with every word they say, and they will still respect you.

Being a Rival isn't the same as being an enemy. It’s a different kind of loyalty. If you Rivalry-path Fenris, you aren't just bullying him; you're challenging his worldview. It’s actually more interesting than just nodding along to everything he says. You get different stat bonuses, different dialogue, and sometimes a more "tough love" version of the romance. It feels human. Friends tell you what you want to hear, but Rivals tell you what you need to hear, even if it’s shouted over the sound of a fireball.

Varric Tethras: The Only Real Choice

Let’s be real. If you don't take Varric with you everywhere, are you even playing the game? He’s the glue. He is the narrator, the best friend, and the guy who gives everyone nicknames like "Daisy" or "Chuckles." Varric is the first time a Dragon Age 2 follower felt like a peer rather than a subordinate. He has his own life, his own business, and his own weird obsession with a crossbow named Bianca.

He’s also the most mechanically consistent character. While you’re out here trying to micromanage mana potions, Varric is just in the back, landing critical hits and making snarky comments about the architecture. He’s the only one who doesn't have a massive, life-altering secret that threatens to blow up the city—well, until the red lyridm idol shows up, but we don't blame him for that.

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Why Everyone Hates Anders (And Why They’re Wrong)

Anders is the elephant in the room. In Dragon Age: Awakening, he was a funny, cat-loving apostate who just wanted to be free. By the time he shows up in Kirkwall, he’s merged with Justice, and things have gone south. He’s moody. He’s obsessive. He’s constantly talking about mage rights in a way that makes you want to skip the dialogue.

But that’s the point.

Anders is a tragedy. He’s a cautionary tale about what happens when "good" intentions meet literal demons. Whether you love him or want to shank him in the final act, he is arguably the most important Dragon Age 2 follower because he forces the player to make a choice that actually matters. You can’t "fix" him. There is no happy ending where he realizes he was being a bit dramatic. He forces you to take a side in a war that has been brewing for decades. It’s uncomfortable. It’s supposed to be.

The Fenris and Sebastian Factor

Then you have the DLC and the late-comers. Fenris is a favorite for the "I can fix him" crowd, but he’s genuinely terrifying if you look at his lore. He’s a former slave covered in lyrium tattoos that let him phase through solid objects. He hates mages. If you’re playing a Mage Hawke, the tension is incredible.

Sebastian Vael, on the other hand, is the guy everyone loves to poke fun at. The "Chantry Boy." He was added in the Exiled Prince DLC, and he’s the only companion who will leave you if you don't execute Anders. He’s a reminder that not everyone in Kirkwall is a chaotic outlaw. Some people actually believe in the law and the church, even when the church is falling apart. He’s a bit of a buzzkill, sure, but he adds a layer of morality that the rest of the group is desperately lacking.

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Merrill and the Mirror of Doom

Merrill is the "innocent" one, but she’s arguably the most dangerous person in your party. She’s a Blood Mage. She’s rebuilding an ancient Eluvian using the very magic that everyone in Kirkwall is terrified of. What makes her fascinating is the cognitive dissonance. She’s sweet, she gets lost in her own neighborhood, and she loves her friends. But she’s also willing to risk her entire clan’s safety for a piece of history.

If you go the Friendship route with her, you’re basically enabling her. If you go the Rivalry route, you’re trying to stop her from destroying herself. There is no "right" answer. That’s the recurring theme with these characters. They aren't tools for the player; they are people with messy, often destructive lives.

Isabela: More Than Just a Pirate

Isabela is often dismissed as the "sexy pirate" archetype, but her personal quest is the entire catalyst for the Qunari conflict in Act 2. She stole the Tome of Koslun. She’s the reason the Arishok is sitting in the docks for three years looking annoyed.

Her arc is about growth. If you have high enough friendship, she actually comes back. She chooses Hawke over her own freedom. For a character who starts the game by literally starting a bar fight and ditching the bill, that’s huge. She’s the rogue with a heart of gold, but it’s a very tarnished, very dented heart of gold.

Real Talk: How to Build Your Party

You can't just pick your favorites if you’re playing on Nightmare difficulty. You need a balance, but more importantly, you need to think about who needs to be there for the story.

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  • Bring Varric for everything. Seriously. His commentary is the best part of the game.
  • The Siblings matter. Carver and Bethanie don't stay in your party forever (usually), but their presence in Act 1 shapes how your Hawke feels about the city.
  • Rotate for personal quests. DA2 is unique because the followers have lives outside of you. If you don't go to the Hanged Man or the clinic, you miss half the game.
  • Aveline is the tank you need. She’s the "mom" of the group, and while she’s not as flashy as Fenris, she will keep you alive when the Arishok tries to turn you into a shish kebab.

The Misconception of "Fixed" Armor

A lot of people hated that you couldn't change your followers' armor in DA2. It felt like a step back from Origins. But looking back, it gave them a visual identity. You can find "upgrades" that change their look slightly, but Aveline always looks like a guard, and Anders always looks like a hobo-wizard. It keeps them grounded in their roles. It stops them from being "The Player's Minion" and keeps them as "Aveline Vallen, Captain of the Guard."

What We Can Learn From Kirkwall's Finest

The legacy of the Dragon Age 2 followers isn't that they were perfect heroes. It’s that they were a group of refugees, outcasts, and weirdos who lived in a terrible city and somehow became a family—or at least a very violent social circle. They fought, they lied to each other, and they made mistakes that changed the world.

If you’re revisiting the game or playing it for the first time, don't try to make everyone happy. The game is much richer when you let the conflicts happen. Let Fenris and Anders argue. Let Aveline roll her eyes at Isabela. The magic of DA2 isn't in the combat or the maps; it's in the messy, loud, and often tragic people who stand beside you while the world burns.

Next Steps for Your Playthrough:

  1. Commit to a Rivalry. Pick one character (Fenris or Merrill are great for this) and deliberately disagree with them. Watch how the dialogue shifts into a more complex, respectful antagonism.
  2. Focus on Act 2 triggers. Many follower arcs culminate here; ensure you visit the Hanged Man after every major quest to ensure you aren't locked out of the "Questioning Beliefs" missions.
  3. Check your DLC. If you have the Mark of the Assassin or Legacy packs, play them in Act 3. The follower dialogue there is much more impactful once the stakes are at their highest.
  4. Balance your personality. Your Hawke's tone (Diplomatic, Humorous, or Aggressive) actually changes how your followers respond to you in idle barks. Experiment with the "Purple" (Humorous) Hawke for the most unique interactions with Varric and Isabela.