The Dwarven Merchants' Guild is a powerful and extensively connected organization comprised of surface dwarves. Some of the Guild's members left the dwarven city of Orzammar to pursue business and trade on the surface while others joined after being exiled from the city.

The upper-class surface dwarf members of the guild are composed of two distinct groups: kalna, who insist on maintaining caste and rank (typically those from Noble caste or Merchant caste families) and ascendant, who believe in leaving Orzammar's traditions behind and embracing surface life.[3]

Background Edit

Dwarves emigrating to the surface bring with them the skills and talents they possessed as members of their caste in Orzammar. For those of the Noble and Merchant caste, this also means ties to surface traders and suppliers and the wealth to begin trading of their own on the surface. Many formerly Noble or Merchant caste dwarves maintain respectable if unofficial ties to their former houses and use them as a means to trade.[4] For many years maintaining ties to Orzammar via trade was seen as essential to making a lucrative living – even as a sacred duty to their kin or a patron in Orzammar as leaving the city meant sacrificing their caste and clan.[5] However, in recent years, many surface dwarves, particularly ascendants, have developed new ways of making a life on the surface by starting banks, mercenary companies, and overland trade caravans. These entrepreneurial dwarves became investors and speculators in purely surface trade without connection to Orzammar. These new industries have proven tremendous sources of wealth, but are looked down upon by those dwarves who respect maintaining strong ties to Orzammar.

For less affluent surface dwarves, association with a powerful kalna can open many doors. They can get credit with dwarven merchants and are offered work opportunities by the powerful Dwarven Merchants Guild more readily, sometimes, than more qualified but less-connected individuals.

Organization Edit

These are dwarves who would sell their own mothers if they thought it'd get them a better share of the lyrium market. ―Varric Tethras[6]

The Merchants Guild is a world unto itself, one of social hierarchy between kalna and ascendant as rigid as that found in Orzammar, as well as influence and manipulation. Being a member of the Guild affords power and wealth and the membership is exclusive.

The Guild is administered by a council who hold meetings to maintain the functioning of the organization.[7] Missing meetings is considered an insult.[8] Crossing the Guild is also seen as a deadly offense.[9] Council members hold the title of Deshyr, as in the Assembly of Orzammar.

Alliances tend to form around family Houses, much like in Orzammar. Many exiles from Orzammar reconstitute themselves as influential families of the guild, or alternatively the Carta. House Tethras, House Davri and House Vasca all wield considerable influence within the guild.

Activities Edit

Hightown Dwarven Merchant's Guild

The Dwarven Merchant's Guild office in the Hightown district of Kirkwall

The Guild appears to work in opposition to – or in uneasy alliance with – the Coterie in Kirkwall as Varric mentions that part of his job is to "[pull] strings to keep the Coterie out of our hair," presumably because both organizations deal in smuggled and stolen goods and other criminal activities. In addition, as implied in conversation with Varric, families compete with one another for profit and survival in the cut-throat world of the Guild.

The sculptures of Ander artisans, which usually have religious content, are the most prized and sought-after in all of Thedas, especially within circles of the Orlesian nobility who would pay exorbitant prices in order to have them. However, members of the Merchants' Guild who act as the middle party in these transactions keep most of the profits as "handling fees" while the artisans receive very little, if any.[10]

Around 9:41 Dragon the Merchants' Guild sends emissaries to the great thaig of Kal-Sharok but they hear no news since from their delegation which makes the Guild doubtful that they will find them alive.[11]

Surface trade and the Carta Edit

Those dwarves who lack ties to Orzammar, either because they were cast out or had no contacts to begin with, must return to Orzammar to trade directly with the city, where they are treated as outcasts. For those dwarves the Carta acts as an intermediary, selling the surfacer's goods on the black market for a cut of the profit.[12] The Carta's ability to facilitate black market trade between the surface and Orzammar is integral to the survival of the dwarven city, and as such the Carta has infiltrated all aspects of dwarven life – including the placement of Carta members in the Dwarven Merchants Guild.[13]

Known members Edit

This section contains spoilers for:

  • Jerrik Dace (kalna)
  • Bianca Davri (kalna)
  • Dusana Helmi (status unknown)[14]
  • Korpin (kalna)
  • Bartrand Tethras (kalna)[15]
  • Varric Tethras (ascendant)[16]
  • Yevhen (status unknown)
  • Notes Edit

    • According to Varric, the Merchants Guild and the Carta function in much the same way, both dealing in smuggled goods and engaging in other dubious activities.[17]
    • Varric and Bartrand appear to use their influence in the Guild to run several fake businesses, presumably as fronts for other illegal dealings.[18]
    • The Guild owns all the taverns in Hightown.[19]

    See also Edit

    Codex icon DA2 Codex entry: The Dwarven Merchants Guild
    Codex icon DA2 Codex entry: Surface Dwarves
    Ico codex entry Codex entry: Surfacer Dwarves
    Codex icon DA2 Codex entry: Bartrand Tethras
    Codex icon DA2 Codex entry: Varric Tethras
    Codex icon DA2 Codex entry: Varric - After the Deep Roads
    Codex icon DA2 Codex entry: Varric - The Last Three Years
    Codex icon DA2 Codex entry: The Rascal's Scale, by Coinheart
    Codex icon DA2 Codex entry: The Coterie
    Codex icon DAI Codex entry: An Unsigned Letter in the Hinterlands

    References Edit

    1. Mentioned in Dragon Age: Until We Sleep.
    2. Dragon Age: Hard in Hightown, pp. 35-36
    3. Codex entry: Surface Dwarves
    4. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 35
    5. Codex entry: Surface Dwarves
    6. Conversation between Varric and Hawke in Dragon Age II.
    7. Codex entry: Varric - After the Deep Roads
    8. As inferred from location-specific dialog by Varric Tethras in Dragon Age II.
    9. Dragon Age: Until We Sleep
    10. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 74
    11. According to the gossiping dwarves at the Winter Palace during Wicked Eyes and Wicked Hearts.
    12. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 35
    13. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 35
    14. Mentioned in conversation between Hawke and Varric Tethras in Dragon Age II. She is presumably kalna due to her noble family's good standing in Orzammar but in light of Lady Helmi's views on surfacers in the Dwarf Noble Origin it is uncertain what status Dusana holds with the house, or if she has broken ties with them.
    15. Codex entry: Bartrand Tethras.
    16. Codex entry: Varric Tethras (Dragon Age II)
    17. As mentioned in dialog between Varric and Sebastian in Dragon Age II.
    18. As inferred from dialog between Varric and Merrill in Dragon Age II.
    19. According to Varric in location-based dialogue when approaching The Hanged Man.
    Community content is available under CC-BY-SA unless otherwise noted.