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The Fantasy Art of Dragon Age: Origins - Creature - Abomination

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Dragon Age: Origins is a beautifully rendered fantasy role-playing game with medieval European visualization for the game art direction. Combat is bloody and gruesome, filled with spraying blood and decapitation, but also stylized with special finishing blow animations. The game has various Downloadable Content adventures, items, and small expansions; and one major expansion/sequel, "Awakening".

This page of fantasy game art from Dragon Age: Origins features Abominations. The term broadly refers to anyone who has been possessed by a spirit from the dream world (the Fade), although more specifically it refers to instances when the spirit is malevolent or which exemplifies one of the darker human emotions, such as rage, desire, or pride. In Dragon Age: Origins, the label "Abomination" is generally given to a demon-possessed mage who is also corrupted in form into a monstrous humanoid. These creatures have a specific set of powers instead of any spellcasting they may have had in life.

From Codex entry: Abomination:

It is known that mages are able to walk the Fade while completely aware of their surroundings, unlike most others who may only enter the realm as dreamers and leave it scarcely aware of their experience. Demons are drawn to mages, though whether it is because of this awareness or simply by virtue of their magical power in our world is unknown.

Regardless of the reason, a demon always attempts to possess a mage when it encounters one -- by force or by making some kind of deal depending on the strength of the mage. Should the demon get the upper hand, the result is an unholy union known as an abomination. Abominations have been responsible for some of the worst cataclysms in history, and the notion that some mage in a remote tower could turn into such a creature unbeknownst to any was the driving force behind the creation of the Circle of Magi.

Thankfully, abominations are rare. The Circle has methods for weeding out those who are too at risk for demonic possession, and scant few mages would give up their free will to submit to such a bond with a demon. But once an abomination is created, it will do its best to create more. Considering that entire squads of templars have been known to fall at the hands of a single abomination, it is not surprising that the Chantry takes the business of the Circle of Magi very seriously indeed.

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