Flemeth. The Witch of the Wilds
You owe nothing to anyone, and especially you shouldn't believe. Close your eyes in boredom, stretch your arms wide… Either way, you will be fooled.
Race
Unknown
Gender
Female
Nickname
Witch of the Wilds
Class
Mage
Family
Morrigan
Voice Acting
Kate Mulgrew
Appearances
Dragon Age: Origins
Dragon Age II
The name "Flemeth" supposedly belonged to a legendary and fearsome figure who roamed the wilds long ago. According to legend, the daughters of Flemeth can scare someone to death. "Witch of the Wilds" is how the local inhabitants of the Korcari Wilds have named Flemeth and her daughter, Morrigan. If Morrigan is to be believed, she is either possessed or in a symbiotic relationship with a demon, thus belonging to the "abomination," even though it is strange - the appearance of a human abomination. However, at the end of the "witch hunt," before Morrigan uses the Eluvian to enter the world "Beyond this world, beyond the Shadow," she states that Flemeth is neither a blood mage, nor an abomination, and not even a human.
The Legend of the "Witch of the Wilds"
"Once, in Ferelden, there lived a great templar, noble and proud, a just judge, devoutly believing in the Maker. He was so proud that having heard the legends of Flemeth, the Witch of the Wilds, he left his native home in Redcliffe and set out to find her, wishing to personally kill the renegade.
On his way to the Korcari Wilds, the templar stopped in the village of Rosleigh, on the western roads. There he spoke with a young woman who had recently heard stories about the witch from the wandering Hasindar tribe. "She is a monster,” the woman said, "with a dreadful character and wild beauty. She is the hand of cold and darkness. And yet – a myth, capturing her is not worth the human suffering she can bring upon the seeker.” But the templar did not heed her words and set off on his journey.
He arrived in Lothering, a village on the border with the Wilds. There he met a woman, a mother, who was telling her child about the terrors of the woods. "Yes, I know of her,” the mother replied. "She is a creature from legends, a cautionary tale about knowing limits. No one, not even the greatest templar, can destroy a warning, sir.” But the templar was convinced that the Witch was more than a symbol, and therefore he continued his search.
Then the templar stepped onto the territory of the Korcari Wilds, where he stumbled upon the Hasindar tribe. He found an elder, an ancient crone who spoke his language. "She steals human souls at the end of the green path,” the crone croaked, "where human hearts turn to ice, and blood turns blue. No templar should pursue her, she desires it, for if a templar finds her, his life will be severed by his own sword.” The old woman’s blatant doubts about his abilities as well as the will of the Maker angered the templar. He continued on his way.
The templar reached the end of the green path, where the air of the Wilds barely crackled with frost, and the grass, withered from the cold, sparkled with snow. There, not far away, he noticed a house, hidden among the trees from the wind. By the house, the templar saw a beautiful young woman tending to a garden that bloomed despite the frost. He approached the woman to inquire about the Witch.
"You have traveled from afar, noble templar,” the woman purred, possessing some exotic and dark beauty, "You should rest.”
"I can only rest when the Witch of the Wilds is dead,” the templar replied, "Tell me where she is!” The templar drew his sword and pointed it at the young woman, who smiled warmly just as the knife gently entered the templar's back.
"I am a myth, a caution, and a guardian of souls,” whispered his killer. "I am the embodiment of all you have heard about me, and I was all those people with whom you spoke.” The templar fell to his knees and struggled to turn his face to the voice, but he saw only a smoky silhouette enveloped in dense fog. "And I am the one you will never see.”
The templar's search ended at the feet of the Witch and her dark daughter. Since then, those who know the stories of the Witch of the Wilds never ask about her, no one has since sought out that whom the legends named Flemeth."
the story of "Witch of the Wilds," told by the bard Ensuelo in Antivan taverns
Appearances:
Dragon Age: The Stolen Throne
Fleeing from the Orlesians, Maric and Loghain find themselves with the Dalish, who lead them to Flemeth. She tells Maric that Loghain will betray him if he lets him get closer. "Every time worse than the last." She also tells him that after his death, Morrigan will return to Ferelden. In exchange for leading them out of the Wilds, Flemeth demanded that Maric promise never to tell anyone.
Dragon Age: Origins
The Warden meets Flemeth in the Korcari Wilds when Morrigan brings him to her. They must find treaties signed by other races in which they promise to aid the Grey Wardens if necessary. The Warden and Alistair meet Flemeth again when she saves them from the Tower of Ishal. When she sends them on their way, she asks Morrigan to accompany them.
Eventually, Morrigan will ask to search the Circle Tower for Flemeth's black grimoire, supposedly kept there. However, you can find the grimoire in the office of First Enchanter Irving on the third floor of the Tower before that request.
After obtaining the Grimoire, Morrigan will be pleased, and upon returning to camp, she will tell what she was able to learn from reading it. It turns out the book is not about magic at all; it describes how Flemeth has managed to live so long – when she ages, she raises her daughter and at a certain point possesses her body.
Morrigan does not wish to be the next victim. And Morrigan asks to travel to Flemeth's hut, find the real grimoire in the house, pass it to Morrigan, and also kill Flemeth.
Flemeth, of course, will guess why the Warden has appeared in the Wilds, and will offer an alternative – to let her escape while deceiving Morrigan. Thus, you can allow Flemeth to flee or kill her; the loot will be the same: the real grimoire and the best outfit for Morrigan, only the companions will react differently to the deception. If you choose to fight, you will have to battle a dragon that Flemeth will turn into.
Dragon Age 2
Flemeth returns in Dragon Age 2. Her goals and intentions are still unknown. It is known that she saves Hawke's life during a fight with a group of hurlocks. It is also known that she offers Hawke a deal: a safe passage for delivering a Dalish amulet to the keeper Marethari, whose clan has settled near Kirkwall. This clan is from Dragon Age Origins when playing as a Dalish.
Before Hawke/Aveline kills Wesley, Flemeth will remark that the only remedy for the taint is to become a Grey Warden. Hawke already knows what happened at Ostagar and says that all the Wardens died. Flemeth then responds: "Not everyone died, but beyond reach."
Flemeth encounters us again when we bring the amulet to the Dalish and help conduct the ritual. Flemeth emerges from the amulet. It turns out that she sealed a part of herself within it, as she foresaw that Morrigan would want to kill her. Thus, Flemeth escapes and flies away, transforming into a dragon.
Author's translation
Sources: