Dragon Age: The Gatekeepers
Dragon Age: The Gatekeepers
Among the oldest legends whispered between Grey Wardens, Templars, and Chantry scholars is the story of two brothers known only as The Gatekeepers.
Not kings.
Not champions.
Not heroes.
They are the last wall standing between civilization and catastrophe.
The Twin Brothers
Garron the Iron Gate
The elder brother.
A towering warrior whose size rivals the largest Qunari.
Garron is calm, patient, and nearly impossible to provoke.
He believes every battle is won before the first sword is drawn.
His role is simple:
Nothing passes.
Not darkspawn.
Not demons.
Not assassins.
Not dragons.
If Garron plants his shield into the ground, enemies know they are facing a fortress rather than a man.
Thane the Living Gate
The younger twin.
Equally massive but far more aggressive.
Where Garron is a wall, Thane is a battering ram.
He charges into impossible situations and emerges covered in blood, dust, and broken weapons.
He laughs during battles.
Sings Chantry hymns while fighting demons.
And has been known to carry wounded soldiers from battlefields while still swinging a warhammer.
The Blessed Armor
Their armor is known as the:
Gates of Andraste
A pair of legendary suits forged through cooperation between:
- Chantry artisans
- Dwarven smiths
- Circle enchanters
- Templar armorers
An almost impossible alliance.
Many claim the armor contains:
- Lyrium-infused silver
- Ashes from sacred Chantry relics
- Enchantments woven by senior enchanters
- Blessings from Grand Clerics
The armor weighs so much that ordinary warriors cannot even stand while wearing it.
Only the brothers can move naturally within it.
Appearance
The Gatekeepers are instantly recognizable.
- Nearly eight feet tall
- Massive plate armor
- White cloaks bearing Chantry symbols
- Giant tower shields
- Cathedral-like armor engravings
- Golden lyrium veins running through the metal
- Helmet visors shaped like cathedral windows
When they march together they resemble moving fortresses.
Their Sacred Weapons
The First Lock
Garron's shield.
A colossal tower shield taller than many men.
Abilities include:
- Creates protective barriers
- Weakens demonic magic nearby
- Strengthens allies behind it
- Can anchor itself into the earth
Legends claim it once stopped a High Dragon charge.
The Final Key
Thane's warhammer.
Forged from enchanted steel and blessed silver.
Abilities include:
- Breaks magical barriers
- Crushes darkspawn armor
- Emits shockwaves
- Can stagger ogres and giants
Some Chantry records claim it was originally intended to destroy a corrupted archdemon lieutenant.
The Oath of the Gatekeepers
Their order follows a simple creed:
"When all others flee, we remain."
"When gates fail, we stand."
"When hope dies, we endure."
They are forbidden from seeking political office.
Forbidden from ruling.
Forbidden from becoming nobles.
Their entire purpose is protection.
Special Abilities
Living Bastion
The brothers stand side by side.
A magical barrier forms between them.
Allies inside receive:
- Increased defense
- Reduced fear
- Protection from possession
- Faster recovery
Judgment Wall
Both shields strike the ground simultaneously.
Enemies cannot advance through the zone.
Even powerful demons struggle to cross it.
Maker's Bulwark
The ultimate ability.
Their armor begins glowing with golden light.
For a short period:
- Demons are weakened
- Darkspawn lose morale
- Allies gain courage
- The twins become nearly unstoppable
Many believe this is not magic.
Others insist it is a genuine miracle.
The Secret Behind Their Power
A mystery surrounds the twins.
Neither brother possesses magical talent.
Yet both occasionally demonstrate abilities impossible for ordinary warriors.
Some theories suggest:
- Ancient guardian spirits accompany them.
- The Maker personally blessed their bloodline.
- Their armor contains forgotten Tevinter enchantments.
- A powerful Faith Spirit protects them.
- The armor was crafted using knowledge hidden beneath the Grand Cathedral.
The brothers refuse to answer.
Why They Fit Dragon Age
The Gatekeepers embody several themes central to Dragon Age:
- Faith versus certainty
- The power of belief
- Sacrifice
- Duty over glory
- The relationship between the Chantry and magic
- The question of whether miracles truly exist
Most importantly, they are not conquerors.
They are guardians.
Thedas has many heroes who save the world.
Very few characters are dedicated solely to holding the line when everyone else has fallen back.
That makes The Gatekeepers unique.
The Gatekeepers of Thedas
"The Door Must Never Open"
As famous as the twin brothers are, the truth is that most people only know half the story.
The title Gatekeeper does not refer to a city gate, fortress gate, or castle wall.
It refers to something far older.
Something buried.
Something sealed.
Something that should never be opened.
The First Gate
Deep beneath the mountains between Orlais and the Anderfels lies a place known only in forbidden records as:
The Silent Threshold
Ancient texts describe it as:
- Older than the Tevinter Imperium
- Older than the Chantry
- Older than recorded human history
- Possibly older than the Veil itself
The location is protected by:
- Chantry agents
- Grey Wardens
- Dwarven guardians
- Secret mage circles
None fully understand what lies beyond it.
Only that countless groups throughout history have tried to reach it.
None returned unchanged.
Why Two Gatekeepers?
Ancient records state:
"One watches the world."
"One watches the darkness."
The brothers rarely stand together.
This surprises people.
Most of the time they are separated.
Garron
Remains near civilization.
Monitoring:
- Political instability
- Darkspawn activity
- Cult movements
- Ancient relic discoveries
He acts as the eyes.
Thane
Spends much of his life beneath the earth.
Guarding forgotten passages.
Sealing tunnels.
Destroying creatures emerging from places no map records.
He acts as the shield.
The Hidden Arsenal
Beneath their fortress exists a vault called:
The Hall of Locks
A collection of dangerous artifacts.
Not weapons for war.
Weapons for containment.
Examples include:
The Silence Chains
Chains capable of restraining demons.
Even powerful Pride Demons struggle to break them.
The Black Lantern
A relic that reveals hidden Fade activity.
Spirits cannot hide from its light.
The Stone Crown
A dwarven artifact.
When worn, it allows temporary communication with Titans.
Most people go insane attempting it.
The Last Bell
A massive silver bell.
If rung, every Gatekeeper across history is summoned through emergency signals and ancient agreements.
It has only been used three times.
Their Fortress
Bastion Eternum
Not marked on any map.
Not recognized by any kingdom.
Not controlled by the Chantry.
Not controlled by the Inquisition.
The fortress serves only one purpose.
Containment.
Its walls contain:
- Lyrium-infused stone
- Anti-demonic wards
- Dwarven engineering
- Ancient runes no scholar can fully translate
The fortress itself resembles a cathedral merged with a mountain.
Their Elite Followers
The Keepers of the Lock
A small order serving the twins.
Members include:
- Former Templars
- Warriors
- Mages
- Dwarven defenders
- Reformed mercenaries
Admission is incredibly rare.
Most applicants are rejected.
Skill alone is not enough.
Character matters more.
The Three Tests
Anyone seeking to join must pass:
The Test of Strength
Physical endurance.
Many fail.
The Test of Truth
Candidates enter a magical chamber.
Every lie they have ever told is revealed.
Many leave in shame.
The Test of Sacrifice
Candidates must willingly surrender something precious.
Money.
Status.
Power.
Sometimes even inheritance.
The Gatekeepers believe selfish people cannot guard humanity.
The Forgotten Battle
The greatest victory of the brothers is not recorded in history.
Because history never learned it happened.
Twenty years before the events of the games:
A massive tear between the Fade and reality opened beneath the Deep Roads.
Demons emerged.
Darkspawn followed.
Ancient creatures awakened.
For six days and nights:
- The twins fought without sleep.
- Hundreds of Keepers died.
- Entire sections of tunnels collapsed.
- Mages burned themselves out sealing rifts.
The breach was eventually closed.
Official records claim nothing happened.
The public never knew how close Thedas came to disaster.
The Maker's Judgment
A controversial belief surrounds the brothers.
Some priests claim:
The Gatekeepers are chosen by the Maker.
Others disagree.
Many scholars point out that:
- No official Chantry doctrine supports this.
- No Divine has declared them saints.
- Their powers remain unexplained.
Yet strange events continue to occur around them.
The wounded recover faster.
Demons hesitate.
Corrupted creatures become fearful.
Even hardened criminals often feel guilt in their presence.
Their Greatest Enemy
A mysterious figure known as:
The Keymaker
An ancient being obsessed with opening every sealed place in Thedas.
The Keymaker believes:
Knowledge should never be hidden.
Power should never be restricted.
Every prison should be opened.
Every secret revealed.
Every gate unlocked.
The Gatekeepers believe the opposite.
Some doors exist for a reason.
The conflict between them has lasted decades.
Neither side has won.
A Companion Version
In a future Dragon Age game, the Gatekeepers could become one of the most unique companion concepts in the series.
Unlike most companions, recruiting one brother means leaving the other behind.
The player must choose:
- Garron, the defensive strategist
- Thane, the aggressive protector
The choice affects:
- Companion quests
- Political outcomes
- Battles
- Endings
And near the finale, the brothers reunite for a legendary last stand against a threat that has spent centuries trying to open the First Gate.
When the moment arrives, players finally understand why all of Thedas fears what lies on the other side.
Not because it wants to escape.
But because something on the other side has been trying to get in.
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