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|px = 270px
 
|px = 270px
 
|type = Merchant Guild
 
|type = Merchant Guild
|headquarters = [[Kirkwall]], Ostheim<ref>Mentioned in ''[[Dragon Age: Until We Sleep]]''.</ref>
+
|headquarters = [[Kirkwall]], Ostheim<ref name="until">Mentioned in ''[[Dragon Age: Until We Sleep]]''.</ref>
 
|leaders =
 
|leaders =
 
|location = Various cities in [[Thedas]]
 
|location = Various cities in [[Thedas]]
|appearances = [[Dragon Age II]] <br> [[Dragon Age: Until We Sleep]] <br> [[Dragon Age: Inquisition]] <small>(mentioned)</small>
+
|appearances = [[Dragon Age II]] <br> [[Dragon Age: Until We Sleep]] <br> [[Dragon Age: Inquisition]] <small>(mentioned)</small> <br> [[Dragon Age: Hard in Hightown]] <small>(mentioned)</small><ref>''[[Dragon Age: Hard in Hightown]]'', pp. 35-36</ref>
 
}}</onlyinclude>
 
}}</onlyinclude>
   
 
The '''Dwarven Merchants' Guild''' is a powerful and extensively connected organization comprised of [[surface dwarves]]. Some of the Guild's members left the [[Dwarf|dwarven]] city of [[Orzammar]] to pursue business and trade on the surface while others joined after being exiled from the city.
 
The '''Dwarven Merchants' Guild''' is a powerful and extensively connected organization comprised of [[surface dwarves]]. Some of the Guild's members left the [[Dwarf|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.<ref>[[Codex entry: Surface Dwarves]]</ref>
+
The upper-class surface dwarf members of the Guild are composed of two distinct groups; the '''kalna''' who insist on maintaining [[caste]] and rank and '''ascendant''' who believe in leaving Orzammar's traditions behind and embracing surface life.<ref name="surface">[[Codex entry: Surface Dwarves]]</ref>
   
 
== Background ==
 
== Background ==
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.<ref>{{Cite wot|35}}</ref> 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.<ref>[[Codex entry: Surface Dwarves]]</ref> 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.
+
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 caste|Noble]] and [[Merchant caste|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.<ref name="wot35">{{Cite wot|35}}</ref> 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.<ref name="surface"/> 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 been lucrative 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.
+
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 ==
 
== Organization ==
{{Quote|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]]<ref>Conversation between Varric and [[Hawke]] in ''[[Dragon Age II]]''.</ref>}}
+
{{Quote|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]]<ref name="hawke">Mentioned in conversation between [[Varric Tethras]] and [[Hawke]] in ''[[Dragon Age II]]''.</ref>}}
   
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 Merchants' Guild is a world unto itself, one of social hierarchy and influence between kalna and ascendant as rigid as that found in Orzammar. 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.<ref>[[Codex entry: Varric - After the Deep Roads]]</ref> Missing meetings is considered an insult.<ref>As inferred from location-specific dialog by [[Varric Tethras]] in ''[[Dragon Age II]]''.</ref> Crossing the Guild is also seen as a deadly offense.<ref>''[[Dragon Age: Until We Sleep]]''</ref> Council members hold the title of Deshyr, as in the [[Assembly]] of Orzammar.
+
The Guild is administered by a council who hold meetings to maintain the functioning of the organization.<ref>[[Codex entry: Varric - After the Deep Roads]]</ref> Missing meetings is considered an insult.<ref>As inferred from location-specific dialog by [[Varric Tethras]] in ''[[Dragon Age II]]''.</ref> Crossing the Guild is also seen as a deadly offense.<ref name="until"/> Council members hold the title of [[Deshyr]], which is also used by the members of the [[Assembly]] in 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.
+
Alliances tend to form around family [[House]]s, 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 ==
 
== Activities ==
 
[[File:Hightown Dwarven Merchant's Guild.png|thumb|250px|The Dwarven Merchant's Guild office in the Hightown district of Kirkwall]]
 
[[File:Hightown Dwarven Merchant's Guild.png|thumb|250px|The Dwarven Merchant's Guild office in the Hightown district of Kirkwall]]
   
  +
The Guild's main source of profit is the [[lyrium]] trade.
The Guild appears to work in opposition to – or in uneasy alliance with the [[Coterie]] in [[Kirkwall]] as [[Varric Tethras|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.
 
   
 
They appear to have an understanding with the [[Coterie]] in [[Kirkwall]] as [[Varric Tethras]] mentions that part of his job is to "[pull] strings to keep the Coterie out of our hair", presumably because the Guild pays them not to harm Guild members or steal their property. A similar agreement exists with the Carta as well.<ref>Mentioned by [[Varric Tethras]] while inspecting the massacred Guild caravan at the beginning of [[Legacy (quest)]].</ref> 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 [[Anderfels|Ander]] artisans, which usually have [[Chantry|religious]] content, are the most prized and sought-after in all of [[Thedas]], especially within circles of the [[Orlais|Orlesian]] [[Orlesian royalty and nobility|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.<ref>{{Cite wot|74}}</ref>
 
  +
 
Another area of Guild work is the sought-after sculptures of [[Anderfels|Ander]] artisans, which usually have [[Chantry|religious]] theme and are the most prized in all of [[Thedas]] especially within circles of the [[Orlais|Orlesian]] [[Orlesian royalty and nobility|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.<ref>{{Cite wot|74}}</ref>
   
 
Around 9:41 [[Dragon Age (time period)|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.<ref>According to the gossiping [[Dwarf|dwarves]] at the [[Winter Palace]] during [[Wicked Eyes and Wicked Hearts]].</ref>
 
Around 9:41 [[Dragon Age (time period)|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.<ref>According to the gossiping [[Dwarf|dwarves]] at the [[Winter Palace]] during [[Wicked Eyes and Wicked Hearts]].</ref>
   
 
=== Surface trade and the Carta ===
 
=== Surface trade and the Carta ===
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.<ref>{{Cite wot|35}}</ref> 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.<ref>{{Cite wot|35}}</ref>
+
Merchants 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. The Carta's ability to facilitate trade between the surface and Orzammar is integral to the survival of the dwarven city which notably is not self-sufficient on food. Consequently, the Carta has infiltrated all aspects of dwarven life as upstanding members of the Merchants' Guild or even respectable dwarven lords cooperate with the criminal organization.<ref name="wot35"/>
   
 
== Known members ==
 
== Known members ==
 
{{SpoilerDAIT|style=short|{{clr}}
  +
* [[The Inquisitor|Inquisitor]] [[Cadash]] (conditionally)<ref>If they are friends, [[Varric Tethras]] will offer a seat in the Merchant's Guild to [[the Inquisitor]] upon their reunion in ''[[Trespasser]]'' [[Downloadable content (Inquisition)|DLC]].</ref>}}
 
* [[Jerrik Dace]] (kalna)
 
* [[Jerrik Dace]] (kalna)
 
* [[Bianca Davri]] (kalna)
 
* [[Bianca Davri]] (kalna)
  +
* Dusana [[House Helmi|Helmi]] (status unknown)<ref name="hawke"/>
{{SpoilerDAIT|style=short|{{clear}}
 
* Inquisitor [[Cadash]] (status unknown)}}
 
* Dusana [[Helmi]] (status unknown)<ref>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.</ref>
 
 
* [[Korpin]] (kalna)
 
* [[Korpin]] (kalna)
* [[Bartrand Tethras]] (kalna)<ref>[[Codex entry: Bartrand Tethras]].</ref>
+
* [[Bartrand Tethras]] (kalna)<ref>[[Codex entry: Bartrand Tethras]]</ref>
* [[Varric Tethras]] (ascendant)<ref>[[Codex entry: Varric Tethras]]</ref>
+
* [[Varric Tethras]] (ascendant)
 
* [[Yevhen]] (status unknown)
 
* [[Yevhen]] (status unknown)
   
 
== Notes ==
 
== Notes ==
* 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.<ref>As mentioned in dialog between Varric and Sebastian in ''[[Dragon Age II]]''.</ref>
+
* 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.<ref>Mentioned in [[Varric Tethras/Dialogue (Dragon Age II)#Varric and Sebastian|conversation]] between [[Varric Tethras]] and [[Sebastian Vael]] in ''[[Dragon Age II]]''.</ref>
* Varric and Bartrand appear to use their influence in the Guild to run several fake businesses, presumably as fronts for other illegal dealings.<ref>As inferred from dialog between Varric and [[Merrill]] in ''[[Dragon Age II]]''.</ref>
+
* Varric and Bartrand appear to use their influence in the Guild to run several fake businesses, presumably as fronts for other illegal dealings.<ref>As inferred from [[Varric Tethras/Dialogue (Dragon Age II)#Varric and Merrill|conversation]] between [[Varric Tethras]] and [[Merrill]] in ''[[Dragon Age II]]''.</ref>
* The Guild owns all the [[Taverns|taverns]] in [[Hightown]].<ref>According to Varric in location-based dialogue when approaching [[The Hanged Man]].</ref>
+
* The Guild owns all the [[taverns]] in [[Hightown]].<ref>As inferred from location-specific dialog by [[Varric Tethras]] while approaching [[The Hanged Man]].</ref>
   
 
== See also ==
 
== See also ==
{{:Codex entry: The Dwarven Merchants Guild|style=iconmini}}{{clrl}}
+
{{:Codex entry: Surfacer Dwarves|style=iconmini}}<br>
{{:Codex entry: Surface Dwarves|style=iconmini}}{{clrl}}
+
{{:Codex entry: The Dwarven Merchants Guild|style=iconmini}}<br>
{{:Codex entry: Surfacer Dwarves|style=iconmini}}{{clrl}}
+
{{:Codex entry: Surface Dwarves|style=iconmini}}<br>
{{:Codex entry: Bartrand Tethras|style=iconmini}}{{clrl}}
+
{{:Codex entry: Bartrand Tethras|style=iconmini}}<br>
{{:Codex entry: Varric Tethras|style=iconmini}}{{clrl}}
+
{{:Codex entry: Varric Tethras (Dragon Age II)|style=iconmini}}<br>
{{:Codex entry: Varric - After the Deep Roads|style=iconmini}}{{clrl}}
+
{{:Codex entry: Varric - After the Deep Roads|style=iconmini}}<br>
{{:Codex entry: Varric - The Last Three Years|style=iconmini}}{{clrl}}
+
{{:Codex entry: Varric - The Last Three Years|style=iconmini}}<br>
{{:Codex entry: The Rascal's Scale, by Coinheart|style=iconmini}}{{clrl}}
+
{{:Codex entry: The Rascal's Scale, by Coinheart|style=iconmini}}<br>
{{:Codex entry: The Coterie|style=iconmini}}{{clrl}}
+
{{:Codex entry: The Coterie|style=iconmini}}<br>
{{:Codex entry: An Unsigned Letter in the Hinterlands|style=iconmini}}{{clr}}
+
{{:Codex entry: An Unsigned Letter in the Hinterlands|style=iconmini}}
   
 
== References ==
 
== References ==
Line 73: Line 75:
   
 
{{Dwarves}}
 
{{Dwarves}}
{{DEFAULTSORT:Merchants Guild, dwarven}}
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{{DEFAULTSORT:Merchants' Guild, dwarven}}
 
[[Category:Dwarven groups]]
 
[[Category:Dwarven groups]]
 
[[Category:Dwarven lore]]
 
[[Category:Dwarven lore]]
 
[[Category:Free Marches]]
 
[[Category:Free Marches]]
[[Category:Groups]]
+
[[Category:Dwarven Merchants' Guildmembers| ]]

Revision as of 17:30, 31 January 2020


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; the kalna who insist on maintaining caste and rank and ascendant who believe in leaving Orzammar's traditions behind and embracing surface life.[3]

Background

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.[3] 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 been lucrative 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

“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[5]

The Merchants' Guild is a world unto itself, one of social hierarchy and influence between kalna and ascendant as rigid as that found in Orzammar. 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.[6] Missing meetings is considered an insult.[7] Crossing the Guild is also seen as a deadly offense.[1] Council members hold the title of Deshyr, which is also used by the members of the Assembly in 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

Hightown Dwarven Merchant's Guild

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

The Guild's main source of profit is the lyrium trade.

They appear to have an understanding with the Coterie in Kirkwall as Varric Tethras mentions that part of his job is to "[pull] strings to keep the Coterie out of our hair", presumably because the Guild pays them not to harm Guild members or steal their property. A similar agreement exists with the Carta as well.[8] 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.

Another area of Guild work is the sought-after sculptures of Ander artisans, which usually have religious theme and are the most prized 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.[9]

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.[10]

Surface trade and the Carta

Merchants 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. The Carta's ability to facilitate trade between the surface and Orzammar is integral to the survival of the dwarven city which notably is not self-sufficient on food. Consequently, the Carta has infiltrated all aspects of dwarven life as upstanding members of the Merchants' Guild or even respectable dwarven lords cooperate with the criminal organization.[4]

Known members


This section contains spoilers for:
Trespasser.



  • Jerrik Dace (kalna)
  • Bianca Davri (kalna)
  • Dusana Helmi (status unknown)[5]
  • Korpin (kalna)
  • Bartrand Tethras (kalna)[12]
  • Varric Tethras (ascendant)
  • Yevhen (status unknown)
  • Notes

    • 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.[13]
    • Varric and Bartrand appear to use their influence in the Guild to run several fake businesses, presumably as fronts for other illegal dealings.[14]
    • The Guild owns all the taverns in Hightown.[15]

    See also

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

    References

    1. 1.0 1.1 Mentioned in Dragon Age: Until We Sleep.
    2. Dragon Age: Hard in Hightown, pp. 35-36
    3. 3.0 3.1 Codex entry: Surface Dwarves
    4. 4.0 4.1 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 35
    5. 5.0 5.1 Mentioned in conversation between Varric Tethras and Hawke in Dragon Age II.
    6. Codex entry: Varric - After the Deep Roads
    7. As inferred from location-specific dialog by Varric Tethras in Dragon Age II.
    8. Mentioned by Varric Tethras while inspecting the massacred Guild caravan at the beginning of Legacy (quest).
    9. Dragon Age logo - new Dragon Age: The World of Thedas, vol. 1, p. 74
    10. According to the gossiping dwarves at the Winter Palace during Wicked Eyes and Wicked Hearts.
    11. If they are friends, Varric Tethras will offer a seat in the Merchant's Guild to the Inquisitor upon their reunion in Trespasser DLC.
    12. Codex entry: Bartrand Tethras
    13. Mentioned in conversation between Varric Tethras and Sebastian Vael in Dragon Age II.
    14. As inferred from conversation between Varric Tethras and Merrill in Dragon Age II.
    15. As inferred from location-specific dialog by Varric Tethras while approaching The Hanged Man.