Dragon Age Character Concept: The Scientist Who Doesn't Know He's a Mage

 

Dragon Age Character Concept: The Scientist Who Doesn't Know He's a Mage

One of the most interesting character concepts Dragon Age could explore is a brilliant inventor and scientist who has spent his entire life explaining magic away as "natural phenomena," never realizing that he himself is one of the most powerful mages in Thedas.

His closest companion knows the truth.

And has spent years secretly monitoring him.


Professor Aldren Voss

Race

Human

Age

46

Occupation

Natural Philosopher, Inventor, Researcher

Nicknames

  • The Impossible Scholar

  • The Man Who Explains Miracles

  • The Walking Catastrophe (among his assistant's private notes)


Core Concept

Aldren believes everything can be explained through observation, experimentation, and logic.

If a candle lights itself?

There must be a chemical reaction.

If a storm forms above his laboratory?

Atmospheric pressure.

If a wounded soldier is suddenly healed?

An unexplored biological response.

He has spent decades unknowingly using magic while convincing himself that magic had nothing to do with it.

Ironically, his attempts to disprove magic have made him one of the greatest magical researchers alive.


The Assistant

Title: Monitor

A secret order could exist within Thedas whose purpose is to quietly observe dangerous magical anomalies.

A Monitor is not a jailer.

Not a Templar.

Not a spy.

A Monitor's duty is simply:

"Watch. Record. Intervene only if the world is at risk."

Aldren's Monitor has been assigned to him for nearly twenty years.


Companion Character

Lyra Vayne

Race

Elf

Class

Mage Rogue Hybrid

Official Role

Research Assistant

Secret Role

Monitor


She knows:

  • Aldren is a mage.

  • Aldren is absurdly powerful.

  • Aldren unknowingly bends reality daily.

  • Aldren could become an existential threat if he ever discovers the truth incorrectly.

She has dedicated half her life to keeping him alive and preventing disasters.


Running Comedy

Aldren constantly creates magical effects accidentally.

Example

Aldren:

"I've developed a new heating apparatus."

The machine glows.

Floats.

Begins speaking ancient Elvhen.

Opens a Fade rift.

Aldren:

"Needs calibration."

Lyra:

"Yes, Professor. Calibration."


Why He Doesn't Know

Most mages discover their gifts young.

Aldren's power manifests differently.

His magic functions through belief and understanding.

Instead of casting spells consciously:

  • He theorizes.

  • Experiments.

  • Calculates.

Reality subtly reshapes itself around his conclusions.


Hidden Power

The frightening truth:

Aldren isn't merely a mage.

He may be something never documented before.

A mage whose subconscious mind manipulates reality through logic.

When he understands something deeply enough...

It becomes true.


Combat Style

Class

Arcane Scientist

A completely unique specialization.


Gravity Devices

Creates fields that pull enemies together.

Actually magic.

He thinks they're inventions.


Elemental Formulas

Throws chemical bombs.

Half are genuine chemicals.

Half are accidental fire spells.

He can't tell the difference.


Reality Corrections

When allies fall:

Aldren simply says:

"That shouldn't happen."

They stand back up.


Personal Quest

The Equation of Everything

Aldren discovers evidence suggesting his entire life's work has been fueled by magic.

He refuses to believe it.

The player helps investigate.

Eventually the truth becomes impossible to deny.


Major Choice

Option 1: Reveal Everything

Aldren accepts he is a mage.

His powers increase dramatically.

He begins studying the Fade directly.

Risk increases.

Potential increases.


Option 2: Preserve His Ignorance

The truth is hidden.

Aldren remains happier.

Safer.

But never reaches his full potential.


Option 3: Forge a New Path

Aldren accepts both science and magic.

Not one or the other.

Both.

This creates an entirely new philosophy in Thedas.

One that could reshape how mages are viewed forever.


The Twist

Near the end of the game, Lyra's reports are discovered.

For twenty years she has documented every impossible event surrounding Aldren.

Thousands of pages.

Every explosion.

Every miracle.

Every reality-bending incident.

The final entry reads:

Subject remains unaware.

Continues believing he is merely a scientist.

Estimated threat level: catastrophic.

Estimated personality threat level: harmless.

Continues feeding stray nugs behind laboratory.

Recommendation: continue observation.

Aldren reads the report.

Looks at Lyra.

Looks back at the report.

Then says:

"This is ridiculous."

"I'm clearly not a mage."

"Now help me finish this machine."

The machine immediately begins floating.

Lyra sighs.

The player laughs.

And somewhere in the Fade, powerful spirits start panicking.

Because the most dangerous mage in Thedas still thinks he's just a scientist.


Dragon Age: Professor Aldren Voss and the Monitor Order

The Most Dangerous Mage in Thedas Doesn't Know He's a Mage

The deeper players dig into Aldren's story, the stranger it becomes.

At first, he seems like comic relief.

A quirky scientist.

An eccentric inventor.

A man who accidentally sets his laboratory on fire twice a month.

But as the story unfolds, players begin to realize something terrifying:

Aldren's powers are evolving.

And they are evolving because he is learning.


The Monitor Order

Most people assume Lyra is simply a loyal assistant.

She isn't.

She belongs to an ancient organization known as the Monitors.

Motto

"Knowledge must be watched before it watches us."

The Monitors emerged after several magical disasters throughout history.

Not even the Chantry knows they exist.

Not even the Circle records mention them.

Their purpose is simple:

  • Identify magical anomalies.
  • Observe them.
  • Document them.
  • Prevent world-ending catastrophes.

Most Monitors spend entire careers observing:

  • Ancient artifacts
  • Fade breaches
  • Demon prisons
  • Sleeping dragons

Only a handful are assigned to living individuals.

Aldren is one of them.


The Secret Files

As the player progresses, hidden reports become available.

Each report reveals increasingly absurd incidents.


Report #14

Age 12.

Aldren attempts to build a telescope.

Instead creates a device capable of seeing into the Fade.

Claims:

"The lens is dirty."


Report #61

Age 19.

Develops a formula predicting weather.

Weather begins following the formula.


Report #104

Age 24.

Accidentally creates a room where time moves slower.

Uses it to finish research papers.


Report #202

Age 31.

Dies briefly after a laboratory accident.

Returns three hours later.

Claims he was unconscious.

Medical evidence says otherwise.


Report #387

Age 43.

Creates a machine that translates unknown languages.

Machine translates languages that no longer exist.


The Laboratory

Aldren's laboratory becomes one of the game's most beloved hubs.

The Hall of Failed Successes

A giant chamber filled with inventions.

Every invention technically works.

Just not in the intended way.

Examples include:

Self-Stirring Soup Pot

Became sentient.

Requests seasoning.


Automatic Book Organizer

Developed opinions.

Sorts books by quality.

Authors frequently complain.


Door Detection Device

Detects doors.

Only doors.

Completely accurate.

Entirely useless.


Nug Communication Array

Aldren claims it doesn't work.

Nugs across Thedas disagree.


New Companion

Bronn

Race

Dwarf

Class

Warrior

Role

Laboratory Security

Bronn has protected Aldren for years.

Not because he understands the science.

Because he understands explosions.


His philosophy:

"If it glows, duck."


Bronn keeps detailed records.

His notebook contains useful instructions.

Example

Page 12:

Never pull the blue lever.

Page 13:

Especially if the Professor says pull the blue lever.

Page 14:

He always says pull the blue lever.


The Fade's Opinion of Aldren

This is where things become truly fascinating.

Spirits know Aldren.

Demons know Aldren.

Neither understands him.


A Pride Demon might say:

He possesses immense power.

Yet claims it is mathematics.


A Wisdom Spirit might say:

He studies truths he unknowingly creates.


A Desire Demon might say:

I attempted to tempt him.

He spent six hours explaining geology.


Unique Specialization

Arcane Engineer

A specialization unavailable to any other character.


Reality Stabilizer

Protects allies from magical effects.


Predictive Combat

Calculates enemy actions before they occur.


Arcane Constructs

Creates temporary magical machines.


Theoretical Impossibility

Turns impossible situations into possible ones.


The Ancient Secret

Late in the story, players discover a shocking truth.

Aldren's condition is not unique.

Thousands of years ago, during the height of the ancient Elvhen civilization, there existed a rare group known as:

The Equation Keepers

These individuals viewed magic not as mystical power but as universal laws.

They didn't cast spells.

They understood reality.

Reality obeyed.


Most vanished after the fall of the ancient empire.

Many believed the discipline extinct.

Until Aldren.


Endgame Evolution

If fully developed, Aldren becomes something unlike any mage seen in Dragon Age.

Not a blood mage.

Not a battlemage.

Not a spirit healer.

Not even a dreamer.


He becomes:

A Reality Scholar

His abilities include:

Rewrite Momentum

Arrows stop midair.

Projectiles change direction.


Arcane Probability

Critical failures become successes.


Impossible Architecture

Creates temporary structures during battle.

Walls.

Bridges.

Defensive towers.


Logical Contradiction

Forces demons into paradoxes.

Demons literally become confused into weakness.


The Final Scene

Near the end of the game, the party faces an impossible threat.

Ancient magic.

Fade storms.

Reality collapsing around them.

Everyone looks to Aldren.

The world's greatest accidental mage.

The man who still doesn't believe in magic.

Aldren studies the catastrophe.

Takes notes.

Adjusts his glasses.

Then says:

"This appears to be a structural problem."

The villain laughs.

The party panics.

The Fade itself trembles.

Aldren writes a few calculations.

Reality begins repairing itself.

The villain stops laughing.

Aldren smiles.

"Good."

"I think I've found the error."

And for the first time in Dragon Age history, the final battle is won not by brute force, divine prophecy, or ancient bloodlines.

But by a man armed with a notebook, a theory, and a complete inability to realize he is one of the most powerful mages who has ever lived.


Dragon Age: The Aldren Voss Saga

Part III – The Man Who Accidentally Changed Thedas

As Aldren's story grows, players begin noticing something strange.

The world around him is changing.

Not because he is conquering kingdoms.

Not because he is leading armies.

Not because he is seeking power.

The world changes simply because Aldren is curious.


The Voss Effect

Scholars eventually invent a term for phenomena surrounding him.

The Voss Effect

A condition in which reality begins adapting to Aldren's observations.

At first it sounds ridiculous.

Then evidence starts piling up.

Example

Aldren spends six months researching why dragons can fly.

His conclusion:

"There must be a missing physical principle."

Three years later, mages and scholars discover a previously unknown magical force involved in dragon flight.

The problem?

The force didn't exist before Aldren proposed it.

At least according to several spirits of Wisdom.


The Assistant's Nightmare

Lyra's greatest fear isn't demons.

It isn't darkspawn.

It isn't ancient gods.

It's Aldren becoming interested in the wrong question.


One hidden conversation reveals her concerns.

Player

"Why are you always worried?"

Lyra

"Because every time Aldren asks a question, reality eventually answers."

Player

"That doesn't sound dangerous."

Lyra

"He once spent three months wondering whether mountains could move."

Player

"...and?"

Lyra

"Do you know why the mountain range north of Starkhaven shifted twenty feet?"


The Traveling Laboratory

As his fame grows, Aldren upgrades his laboratory.

Eventually it becomes one of the most famous locations in Thedas.

The Wanderer's Institute

A gigantic walking fortress.

Part laboratory.

Part library.

Part workshop.

Part disaster zone.


The structure itself is powered by magical principles Aldren refuses to acknowledge.

It walks across Thedas on enormous stone legs.

Villagers often witness it passing in the distance.

Many believe it to be a giant golem.

Others believe it is a mountain that learned how to travel.

Neither explanation is entirely wrong.


New Companion

Granite

A unique golem.

Or at least everyone thinks he is.

Granite insists he is not a golem.


Granite

"I am an autonomous geological assistant."

Player

"You are literally made of stone."

Granite

"That is a superficial observation."


No one knows how Aldren created him.

Not even Aldren.


Aldren

"I assembled several experimental components."

Lyra

"Professor, you built a golem."

Aldren

"Nonsense."

"Golems don't usually argue with me."


Granite immediately responds:

"Because most golems are smarter than you."


The Lost Thaig

One major questline centers around a forgotten dwarven thaig.

Thaig Val-Korim

An underground city erased from history.

The entire settlement vanished centuries ago.

No records remain.

No survivors exist.

No maps can locate it.


Until Aldren accidentally finds it.


His reasoning:

"If nobody can find it, perhaps everyone is looking in the wrong place."


The player spends hours searching.

Battling darkspawn.

Solving puzzles.

Deciphering ancient records.

Eventually the party discovers the impossible.

Val-Korim isn't hidden underground.

It exists partially inside the Fade.

A concept previously believed impossible for dwarves.


The Maker Problem

Eventually the story approaches dangerous theological territory.

Aldren becomes fascinated by religion.

Not because he is spiritual.

Because he wants answers.


Questions he asks include:

  • What created spirits?
  • Why does the Fade exist?
  • Why does magic follow rules?
  • Why do Titans affect dwarves?
  • Why do Blights occur?

Even high-ranking Chantry officials become nervous.

Not because Aldren is hostile.

But because he keeps asking questions nobody can answer.


One Divine remarks:

"The man is not a heretic."

"Heretics believe they know the truth."

"Aldren simply refuses to stop asking for it."


The Forgotten Titan

Late-game revelations uncover a sleeping Titan beneath the Anderfels.

Not hostile.

Not corrupted.

Not dead.

Sleeping.

Dreaming.


Aldren becomes fascinated.


Aldren

"Imagine the scale of such a mind."

Lyra

"Please don't wake it."

Aldren

"I wasn't planning to."

Pause.

Aldren

"Though I do have questions."

Lyra

"Of course you do."


Unique Ability

Ask The Impossible

A late-game ultimate ability.

Instead of casting a spell, Aldren asks a question.

Reality attempts to answer.

Effects vary depending on the situation.


Examples include:

Why Can't We Cross?

A bridge temporarily appears.


Why Can't They Be Healed?

Allies recover.


Why Is This Door Locked?

Door unlocks.


Why Is That Dragon Angry?

The dragon briefly becomes confused.


No one, including Aldren, understands how it works.


The Hidden Truth

Near the end of the saga, players uncover the greatest revelation.

Aldren is not simply influencing reality.

Reality is learning from him.


His unique connection allows existence itself to adapt and evolve.

Spirits change after speaking with him.

Magic behaves differently around him.

Ancient enchantments develop new properties.

Even Titans respond to his observations.


One ancient spirit explains:

"Others command magic."

"Others shape magic."

"Aldren teaches magic."


The Final Revelation

The biggest twist comes from Lyra's final Monitor report.

After decades of study, she reaches a terrifying conclusion.


Subject: Aldren Voss

Assessment:

Not a threat to Thedas.

Not a threat to the Fade.

Not a threat to spirits.

Not a threat to Titans.


Actual Assessment:

Thedas is slowly becoming a reflection of Aldren's endless curiosity.


Potential Outcome:

Unknown.


Risk Level:

Impossible to calculate.


Recommendation:

Let him continue.


Reason:

The world appears better when he asks questions.


The final image of the saga isn't Aldren battling a god or sitting on a throne.

It's much simpler.

A quiet evening.

A campfire.

A notebook.

A strange question scribbled onto a page.

And somewhere far away, deep within the Fade, ancient spirits gather nervously because they know what comes next.

Aldren Voss has started wondering about something new.

And history has shown that when Aldren wonders about something long enough, the world eventually wonders with him.


Dragon Age: Aldren Voss

Part IV – The Monitor's Secret

For most of the saga, players assume Aldren is the mystery.

He isn't.

The real mystery is Lyra.

Because no ordinary Monitor could survive twenty years beside Aldren.

No ordinary person could keep up with him.

No ordinary mage could even understand half of what he accidentally creates.

Eventually the player discovers the truth.

Lyra is hiding something far bigger than Aldren's magic.


The First Monitor

Hidden within ancient ruins beneath the ancient dwarven city of Kal-Sharok, players uncover records older than the Chantry.

Older than the Circles.

Older than most surviving Elven records.

The documents reference a title:

Prime Monitor

The very first observer.

The one who created the Monitor Order.

The one responsible for tracking magical anomalies throughout history.

The name listed?

Lyra Vayne.


Impossible Age

The records date back nearly a thousand years.

The player initially assumes there must be another Lyra.

Another Monitor.

Another person with the same name.

Then they find portraits.

Every portrait is her.


The Confrontation

One evening around camp, the player finally confronts her.

Player

"How old are you?"

Lyra closes her book.

Looks at the fire.

Sighs.


Lyra

"That's a complicated question."


Player

"Try me."


Lyra

"Older than most kingdoms."


Silence.


Aldren

"That explains your attitude."


Lyra

"...what?"


Aldren

"You complain like someone who's been alive for centuries."


Lyra

"Professor, I just admitted I may be over a thousand years old."


Aldren

"Yes."


Lyra

"And?"


Aldren

"You still haven't finished organizing the laboratory."


What Is Lyra?

She isn't immortal.

Not exactly.

She isn't a spirit.

Not exactly.

She isn't a mage.

Not exactly.


Long ago, during the height of ancient Elven civilization, a group of scholars attempted something impossible.

They wanted observers.

Not rulers.

Not gods.

Not warriors.

Observers.

Individuals capable of recording history objectively.


The experiment succeeded.

Sort of.


The subjects became something new.

Part mortal.

Part spirit.

Part memory.


They became known as:

The Witnesses


The Last Witness

Every Witness eventually disappeared.

All except Lyra.

She became the final living archive of Thedas.

A walking record of history itself.


She has seen:

  • Ancient Elvhen cities
  • Titan wars
  • Forgotten Blights
  • Lost kingdoms
  • Civilizations erased from memory

She remembers everything.


Why She Watches Aldren

Players eventually learn a shocking truth.

The Monitor Order wasn't assigned to Aldren.

It was created because of him.


Not Aldren specifically.

People like him.


Every few thousand years, an individual appears.

Someone who changes reality by understanding it.

Someone who asks questions reality itself struggles to answer.


Ancient records describe them as:

World Minds


Previous World Minds

History knows of several.

Most ended badly.


One accidentally sank an empire.

Another shattered an entire magical discipline.

One vanished into the Fade.

Another became a myth worshipped as a god.


Aldren may be the first World Mind who is genuinely kind.


The Saddest Discovery

Deep within an ancient archive, players discover Lyra's personal journal.

Not her reports.

Not official records.

Her actual thoughts.


The entries reveal something heartbreaking.


She has spent centuries making friends.

Watching them age.

Watching them die.

Watching entire nations disappear.


She stopped becoming attached long ago.


Until Aldren.


Journal Entry

Subject remains impossible.

Continues offering tea.

Continues asking if I am sleeping enough.

Continues believing I require supervision.

Despite being capable of accidentally rewriting reality.


Another entry:

I had forgotten what friendship felt like.

This may prove problematic.


Aldren Learns The Truth

Eventually Aldren discovers the journal.

He learns everything.

Her age.

Her loneliness.

Her centuries of service.

Her sacrifices.


Players expect a dramatic scene.

Tears.

Arguments.

Confessions.


Instead:

Aldren

"So you've been alone for a thousand years?"


Lyra

"More or less."


Aldren

"That's unacceptable."


Lyra

"...what?"


Aldren

"Nobody should be alone that long."


Lyra

"Aldren, that's not the important part."


Aldren

"It absolutely is."


The Project

The next day Aldren begins working.

Without explanation.

Without warning.

Without sleep.


Three weeks later he unveils:

The Memory Hall


A magical structure unlike anything ever seen.

A place where memories can be preserved and revisited.

Not trapped.

Not frozen.

Shared.


For the first time in centuries, Lyra can revisit people she lost.

Hear their voices.

Remember them clearly.


The Titan Speaks

Near the climax of the story, the sleeping Titan finally awakens.

Not in anger.

Not in violence.

In curiosity.


Its first words are directed at Aldren.


Titan

Small thinker.

Why do you ask so many questions?


Aldren

Because there are answers.


Titan

And what will you do when you find them?


Aldren

Ask better questions.


The Titan laughs.

A sound like mountains moving.


Endgame Choice

At the end of the saga, the player must choose Aldren's future.


Path of the Scholar

Aldren remains in Thedas.

Building schools.

Teaching.

Exploring.

Helping.


Path of the Wanderer

Aldren begins exploring distant realms of the Fade.

Searching for mysteries no one has solved.


Path of the Witness

Aldren joins Lyra.

The two travel together across Thedas.

Documenting history.

Preserving knowledge.

Helping people wherever they go.


Final Scene

Years later.

A child visits a strange traveling laboratory walking across the countryside.

Inside are two elderly-looking scholars arguing.


Child

"Are you famous?"


Aldren

"No."


Lyra

"Very much so."


Child

"Are you heroes?"


Aldren

"No."


Lyra

"Unfortunately."


Child

"What do you do?"


Aldren smiles.

Looks toward shelves overflowing with books, inventions, maps, and unanswered questions.


Aldren

We learn things.


And somewhere beyond the Fade, beyond Titans, beyond ancient magic and forgotten gods, powerful beings continue to watch him nervously.

Not because he is evil.

Not because he seeks power.

But because the most dangerous force in all of Thedas has never been darkspawn, demons, or ancient gods.

It has always been a genuinely good person with an unlimited curiosity and enough power to eventually find the answer to any question.

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