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|terrain = Underground |
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− | |type = [[ |
+ | |type = [[Great thaig]] |
− | |location = [[Frostback Mountains]] |
+ | |location = Beneath [[Frostback Mountains]] |
|inhabitants = [[Dwarf|Dwarves]] |
|inhabitants = [[Dwarf|Dwarves]] |
||
− | |population = Over 100,000<ref>{{Cite wot|37}}</ref> |
+ | |population = Over 100,000<ref name="wot37">{{Cite wot|37}}</ref> |
|sections = [[Orzammar Commons|Commons]] <br> [[Orzammar Diamond Quarter|Diamond Quarter]] <br> [[Dust Town]] <br> [[Orzammar Hall of Heroes|Hall of Heroes]] |
|sections = [[Orzammar Commons|Commons]] <br> [[Orzammar Diamond Quarter|Diamond Quarter]] <br> [[Dust Town]] <br> [[Orzammar Hall of Heroes|Hall of Heroes]] |
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}}</onlyinclude> |
}}</onlyinclude> |
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− | '''Orzammar''' is one of the remaining [[Dwarf|dwarven]] kingdoms in [[Thedas]]. An underground metropolis, the |
+ | '''Orzammar''' is a [[great thaig]] and one of the remaining [[Dwarf|dwarven]] kingdoms in [[Thedas]]. An underground metropolis, the thaig is located deep beneath the [[Frostback Mountains]] and was once the capital of the [[Dwarf#History|dwarven empire]]. |
+ | |||
+ | According to legend, the thaig's name derives from one of the seven brothers who founded the dwarven empire and his descendants formed the [[Mining caste]]. |
||
== History == |
== History == |
||
{{Blockquote|It is an awe–inspiring sight, a great city of stone standing within a vast cavern, poised over a sea of molten lava. There the forges ring loudest, and the finest smiths create works that are the envy of all races. Countless thaigs were lost in the [[First Blight]], when the [[darkspawn]] poured out of the [[Deep Roads]] like smoke. With each generation, more of the Deep Roads had to be sealed, more thaigs lost forever. Now only Orzammar stands—the last bastion of the dwarven race and its finest creation.<ref>[http://dragonage.bioware.com/dao/world/orzammar Orzammar]. BioWare wiki.</ref>}} |
{{Blockquote|It is an awe–inspiring sight, a great city of stone standing within a vast cavern, poised over a sea of molten lava. There the forges ring loudest, and the finest smiths create works that are the envy of all races. Countless thaigs were lost in the [[First Blight]], when the [[darkspawn]] poured out of the [[Deep Roads]] like smoke. With each generation, more of the Deep Roads had to be sealed, more thaigs lost forever. Now only Orzammar stands—the last bastion of the dwarven race and its finest creation.<ref>[http://dragonage.bioware.com/dao/world/orzammar Orzammar]. BioWare wiki.</ref>}} |
||
− | According to the dwarven history, the dwarven empire once spread across all of |
+ | According to the dwarven history, the dwarven empire once spread across all of Thedas, and that the [[Thedas#Underground|underground]] city-fortresses called thaigs were almost beyond counting. [[Kal-Sharok]] was the capital then, home to all the [[Noble caste|noble]] [[house]]s, and Orzammar was simply the home of the mining and [[Smith caste|smith]] [[caste]]s. |
− | Orzammar |
+ | Orzammar, Kal-Sharok, [[Kal'Hirol]], and nine other thaigs, are considered "great thaigs", as opposed to the numerous other thaigs as they were once the main centers of the dwarven empire. |
− | At -1170 [[Ancient Age|Ancient]] (25 TE) [[Dwarven royalty|King]] [[ |
+ | At -1170 [[Ancient Age|Ancient]] (25 TE) [[Dwarven royalty|King]] [[Endrin Stonehammer]] moved the capital of the dwarven empire to Orzammar<ref name="wot19">{{Cite wot|19-20}}</ref> to preside more directly over the commercial aspects of dwarven life, mining and crafting, as Orzammar was the ancestral seat of the Mining and [[Smith caste|Smith]] [[caste]]s<ref>[[Codex entry: Orzammar History: Chapter One]]</ref> and because of the turmoil in the [[Tevinter Imperium]] following the death of the [[Archon]] [[Darinius]].<ref name="wot37"/> This sparked the development of several construction projects in the city. The most famous of which is the Stonehammer Hall and the expansion of the [[Orzammar Proving|Proving Grounds]]. However some years later, the taxes drained by Orzammar from Kal-Sharok's trade profits began to grow burdensome.<ref name="wot19"/> |
Following the outbreak of the First Blight, the dwarven empire was crumbling. [[Paragon]] [[House Aeducan|Aeducan]] assumed the leadership of Orzammar and managed to push back the darkspawn. Despite his victory, it was not enough and after the end of the First Blight the darkspawn kept pushing; by -15 [[Ancient Age|Ancient]] (1180 TE), the kingdom of Orzammar was assumed to be the last one still standing.<ref>{{Cite wot|52}}</ref> Since then, the kingdom was in a steady decline by losing most of its outlying thaigs. |
Following the outbreak of the First Blight, the dwarven empire was crumbling. [[Paragon]] [[House Aeducan|Aeducan]] assumed the leadership of Orzammar and managed to push back the darkspawn. Despite his victory, it was not enough and after the end of the First Blight the darkspawn kept pushing; by -15 [[Ancient Age|Ancient]] (1180 TE), the kingdom of Orzammar was assumed to be the last one still standing.<ref>{{Cite wot|52}}</ref> Since then, the kingdom was in a steady decline by losing most of its outlying thaigs. |
||
− | In the [[Towers Age]] the [[Chasind Wilder]]s along with other "terrible things" were led by [[Flemeth]]'s daughters, the [[Witch of the Wild|Witches of the Wild]]. This force invaded the region of what would be [[Ferelden]] and were all but unopposed until the hero Cormac led an army of [[Alamarri]] fighters and Orzammar dwarves. After a long series of dreadful battles, the Chasind were all but destroyed, and the witches burned |
+ | In the [[Towers Age]] the [[Chasind Wilder]]s along with other "terrible things" were led by [[Flemeth]]'s daughters, the [[Witch of the Wild|Witches of the Wild]]. This force invaded the region of what would be [[Ferelden]] and were all but unopposed until the hero Cormac led an army of [[Alamarri]] fighters and Orzammar dwarves. After a long series of dreadful battles, the Chasind were all but destroyed, and the witches burned.<ref>''[[Dragon Age (tabletop RPG)]]'', Player's Guide, set 1, p. 9</ref> |
== Involvement == |
== Involvement == |
||
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; Main quests<nowiki>:</nowiki> |
; Main quests<nowiki>:</nowiki> |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
[[File:Orzammar map location.png|thumb|300px|The map location of Orzammar]] |
[[File:Orzammar map location.png|thumb|300px|The map location of Orzammar]] |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
+ | |||
; Side quests<nowiki>:</nowiki> |
; Side quests<nowiki>:</nowiki> |
||
− | {{:A Lost Nug|style=iconmini}} |
+ | {{:A Lost Nug|style=iconmini}}<br> |
− | {{:A Mother's Hope|style=iconmini}} |
+ | {{:A Mother's Hope|style=iconmini}}<br> |
− | {{:An Unlikely Scholar|style=iconmini}} |
+ | {{:An Unlikely Scholar|style=iconmini}}<br> |
− | {{: |
+ | {{:Caged in Stone|style=iconmini}} ''(unmarked)''<br> |
− | {{: |
+ | {{:Exotic Methods|style=iconmini}}<br> |
− | {{: |
+ | {{:Jammer's Stash|style=iconmini}}<br> |
− | {{: |
+ | {{:Lost to the Memories|style=iconmini}}<br> |
− | {{: |
+ | {{:Of Noble Birth|style=iconmini}}<br> |
− | {{: |
+ | {{:Precious Metals|style=iconmini}}<br> |
− | {{: |
+ | {{:Proving After Dark|style=iconmini}} ''(unmarked)''<br> |
− | {{:The |
+ | {{:The Chant in the Deeps|style=iconmini}}<br> |
− | {{:The |
+ | {{:The Dead Caste|style=iconmini}}<br> |
− | {{:The |
+ | {{:The Golem Registry|style=iconmini}}<br> |
− | {{: |
+ | {{:The Key to the City|style=iconmini}}<br> |
− | {{: |
+ | {{:The Shaper's Life|style=iconmini}} ''(unmarked)''<br> |
+ | {{:Thief in the House of Learning|style=iconmini}}<br> |
||
⚫ | |||
; Surrounding environments<nowiki>:</nowiki> |
; Surrounding environments<nowiki>:</nowiki> |
||
Line 73: | Line 78: | ||
{{:Asunder|style=iconmini}}{{clrl}} |
{{:Asunder|style=iconmini}}{{clrl}} |
||
{{:The Drifters' Cache|style=iconmini}}{{clrl}} |
{{:The Drifters' Cache|style=iconmini}}{{clrl}} |
||
+ | {{:The Gangue Shade|style=iconmini}} ''(unmarked)''<br> |
||
− | |||
− | ; Unlisted quests<nowiki>:</nowiki> |
||
− | These ''quests'' have a [[Codex: Quest-Related|codex]] entry, but are not logged in the journal. |
||
⚫ | |||
− | * [[Gangue shade]], occurs at the ''Legion of the Dead Relic'' in [[the Dead Trenches]]. |
||
− | * [[Codex entry: The Shaper's Life|The Shaper's Life]], starts and ends at the ''Wall of Memories'' in the [[Orzammar Shaperate]]. |
||
=== ''Dragon Age: Origins - Awakening'' === |
=== ''Dragon Age: Origins - Awakening'' === |
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By 9:32 [[Dragon Age (time period)|Dragon]] the Fereldans still remember the help and support of Orzammar in the last Blight. This resulted in increased trade and stronger diplomatic ties between the two kingdoms.<ref>Mentioned in the description of Orzammar while viewing the [[World map (Origins)|world map]] in ''[[Witch Hunt]]'' [[Downloadable content (Origins)|DLC]].</ref>}} |
By 9:32 [[Dragon Age (time period)|Dragon]] the Fereldans still remember the help and support of Orzammar in the last Blight. This resulted in increased trade and stronger diplomatic ties between the two kingdoms.<ref>Mentioned in the description of Orzammar while viewing the [[World map (Origins)|world map]] in ''[[Witch Hunt]]'' [[Downloadable content (Origins)|DLC]].</ref>}} |
||
+ | === ''Dragon Age: Inquisition'' === |
||
⚫ | |||
+ | {{SpoilerDAI| |
||
+ | In 9:41 [[Dragon Age (time period)|Dragon]] the newly-established [[Inquisition]] allies with Orzammar because of their common [[Corypheus|enemy]] and is their sole supplier of lyrium. |
||
+ | |||
+ | However things are not well in the city, with the turmoil happening on the surface, including the [[War of the Lions|Orlesian Civil War]], the food imports from the surface have severely been decreased, causing widespread food riots and civil unrest.}} |
||
== Places == |
== Places == |
||
⚫ | |||
⚫ | |||
− | {{: |
+ | {{:Alimar's Emporium|style=iconmini}}<br> |
− | {{: |
+ | {{:Carta Hideout (Origins)|style=iconmini}}<br> |
+ | {{:Chamber of the Assembly|style=iconmini}}<br> |
||
− | {{:Orzammar Chantry|style=iconmini}}, if you complete the quest [[The Chant in the Deep]].{{clrl}} |
||
− | {{:Orzammar |
+ | {{:Orzammar Chantry|style=iconmini}}, if you complete the quest [[The Chant in the Deep]].<br> |
− | {{:Orzammar |
+ | {{:Orzammar Commons|style=iconmini}}<br> |
− | {{: |
+ | {{:Orzammar Diamond Quarter|style=iconmini}}<br> |
− | {{:Dust Town |
+ | {{:Dust Town|style=iconmini}}<br> |
− | {{: |
+ | {{:Dust Town Home|style=iconmini}}<br> |
− | {{: |
+ | {{:Figor's Imports|style=iconmini}}, locked when you first arrive.<br> |
− | {{: |
+ | {{:Orzammar Hall of Heroes|style=iconmini}}<br> |
− | {{: |
+ | {{:Harrowmont's Estate|style=iconmini}}<br> |
− | {{: |
+ | {{:Janar Armorers|style=iconmini}}<br> |
− | {{:Orzammar |
+ | {{:Orzammar Prison|style=iconmini}}, encountered in [[The Exile]] quest.<br> |
− | {{:Orzammar |
+ | {{:Orzammar Proving|style=iconmini}}<br> |
− | {{:Orzammar |
+ | {{:Orzammar Royal Palace|style=iconmini}}<br> |
− | {{: |
+ | {{:Orzammar Shaperate|style=iconmini}}<br> |
+ | {{:Tapster's Tavern|style=iconmini}}, a popular [[Taverns|tavern]] of the area.<br> |
||
=== Diamond Quarter === |
=== Diamond Quarter === |
||
⚫ | |||
− | + | The [[Orzammar Diamond Quarter|Diamond Quarter]] is the home to the very pinnacle of dwarven society, the noble caste and the [[Dwarven royalty|royal]] family. It is also the highest point in Orzammar, looking down upon the rest of the city. The many halls here contain the most important aspects of dwarven society and is not often seen by those of other [[caste]]s. On some occasions, however, a select few of the [[merchant caste]] are allowed to set up stalls here and sell their wares directly to the nobles.<ref name="rpg19">''[[Dragon Age (tabletop RPG)]]'', Player's Guide, set 2, p. 19</ref> |
|
The [[Orzammar Royal Palace|Royal Palace]] sits here as does the [[Harrowmont's Estate|estate]] of [[House Harrowmont]]. The [[Chamber of the Assembly|Assembly]] resides next to the Palace, the home of Orzammar's bitter political battles. For those few outsiders engaging in diplomatic relations, a ceremonial [[Key to the City]] awaits, should they take it upon themselves to learn more of dwarven culture. The [[Orzammar Shaperate|Shaperate]] lies next to the Assembly, the literal [[Memories]] of the dwarven society. If it is not recorded within the Shaperate, it is either completely unknown, misplaced in the Deep Roads or outright ignored. |
The [[Orzammar Royal Palace|Royal Palace]] sits here as does the [[Harrowmont's Estate|estate]] of [[House Harrowmont]]. The [[Chamber of the Assembly|Assembly]] resides next to the Palace, the home of Orzammar's bitter political battles. For those few outsiders engaging in diplomatic relations, a ceremonial [[Key to the City]] awaits, should they take it upon themselves to learn more of dwarven culture. The [[Orzammar Shaperate|Shaperate]] lies next to the Assembly, the literal [[Memories]] of the dwarven society. If it is not recorded within the Shaperate, it is either completely unknown, misplaced in the Deep Roads or outright ignored. |
||
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The Commons has many tiers. As a general rule, higher tiers are home to more powerful or influential dwarves. [[Warrior caste|Warriors]] generally live higher than smiths, who dwell higher than [[Artisan caste|artisans]], and so forth. As a rule, though, the dwellings of the Commons are far simpler than those of the Diamond Quarter, and seldom extend as deep into the rock. |
The Commons has many tiers. As a general rule, higher tiers are home to more powerful or influential dwarves. [[Warrior caste|Warriors]] generally live higher than smiths, who dwell higher than [[Artisan caste|artisans]], and so forth. As a rule, though, the dwellings of the Commons are far simpler than those of the Diamond Quarter, and seldom extend as deep into the rock. |
||
− | The lowest Commons tier rests just above a pool of lava spanned by a bridge that leads to the Proving Grounds which are the home of the honorable dwarven |
+ | The lowest Commons tier rests just above a pool of lava spanned by a bridge that leads to the Proving Grounds which are the home of the honorable dwarven gladiatorial contests known simply as the "[[Provings]]". Merchants of every stripe, including surfacers, do their business here. There is always a great deal of activity on the streets, and regular patrols of soldiers keep order. Many passages lead from the Commons to Orzammar's mine works and to the Deep Roads, though many of the latter are sealed and heavily guarded.<ref name="rpg19"/> |
⚫ | |||
=== Dust Town === |
=== Dust Town === |
||
+ | [[File:Orzammar WOT.jpg|thumb|280px|Concept art of Orzammar<ref>{{Cite wot|18}}</ref>]] |
||
− | The [[Dust Town]] is the poorest sector of Orzammar. The old palace of the thaig used to be located here but now it is in an appalling state of disrepair and ruin and is the veritable "seedy underbelly" of the city. The reason is that it is the home of the [[ |
+ | The [[Dust Town]] is the poorest sector of Orzammar. The old palace of the thaig used to be located here but now it is in an appalling state of disrepair and ruin and is the veritable "seedy underbelly" of the city. The reason is that it is the home of the [[casteless]], or "dusters" as they are informally known, dwarves who are believed to be rejected by [[the Stone]] and thus shunned by the rest of society and left to rot. The inhabitants of Dust Town have no rights and are not allowed to do work that is performed by any of the other castes and, as such, the majority turn to the [[Carta]], a criminal organisation. Beyond crime, the only other means of survival are begging, "[[Noble hunter|Noble Hunting]]" or hunting [[nug]]s. |
Dust Town is a dangerous place and should an unwary outsider ever find their way in the midst of the Carta's territory, the local Dusters will feel no hesitation in relieving them of their possessions. |
Dust Town is a dangerous place and should an unwary outsider ever find their way in the midst of the Carta's territory, the local Dusters will feel no hesitation in relieving them of their possessions. |
||
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== See also == |
== See also == |
||
− | {{:Codex entry: The City of Orzammar|style=iconmini}} |
+ | {{:Codex entry: The City of Orzammar|style=iconmini}}<br> |
− | {{:Codex entry: Orzammar History: Chapter One|style=iconmini}} |
+ | {{:Codex entry: Orzammar History: Chapter One|style=iconmini}}<br> |
− | {{:Codex entry: Orzammar History: Chapter Two|style=iconmini}} |
+ | {{:Codex entry: Orzammar History: Chapter Two|style=iconmini}}<br> |
− | {{:Codex entry: The Key to the City|style=iconmini}} |
+ | {{:Codex entry: The Key to the City|style=iconmini}}<br> |
+ | {{:Codex entry: Darktown's Deal|style=iconmini}}<br> |
||
== References == |
== References == |
||
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{{Dwarves}} |
{{Dwarves}} |
||
{{Thedas}} |
{{Thedas}} |
||
− | [[Category:Dragon Age: The Calling locations]] |
||
[[Category:Dragon Age: Origins locations]] |
[[Category:Dragon Age: Origins locations]] |
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[[Category:Dragon Age Journeys locations]] |
[[Category:Dragon Age Journeys locations]] |
Revision as of 16:10, 29 October 2018
Orzammar is a great thaig and one of the remaining dwarven kingdoms in Thedas. An underground metropolis, the thaig is located deep beneath the Frostback Mountains and was once the capital of the dwarven empire.
According to legend, the thaig's name derives from one of the seven brothers who founded the dwarven empire and his descendants formed the Mining caste.
History
It is an awe–inspiring sight, a great city of stone standing within a vast cavern, poised over a sea of molten lava. There the forges ring loudest, and the finest smiths create works that are the envy of all races. Countless thaigs were lost in the First Blight, when the darkspawn poured out of the Deep Roads like smoke. With each generation, more of the Deep Roads had to be sealed, more thaigs lost forever. Now only Orzammar stands—the last bastion of the dwarven race and its finest creation.[2]
According to the dwarven history, the dwarven empire once spread across all of Thedas, and that the underground city-fortresses called thaigs were almost beyond counting. Kal-Sharok was the capital then, home to all the noble houses, and Orzammar was simply the home of the mining and smith castes.
Orzammar, Kal-Sharok, Kal'Hirol, and nine other thaigs, are considered "great thaigs", as opposed to the numerous other thaigs as they were once the main centers of the dwarven empire.
At -1170 Ancient (25 TE) King Endrin Stonehammer moved the capital of the dwarven empire to Orzammar[3] to preside more directly over the commercial aspects of dwarven life, mining and crafting, as Orzammar was the ancestral seat of the Mining and Smith castes[4] and because of the turmoil in the Tevinter Imperium following the death of the Archon Darinius.[1] This sparked the development of several construction projects in the city. The most famous of which is the Stonehammer Hall and the expansion of the Proving Grounds. However some years later, the taxes drained by Orzammar from Kal-Sharok's trade profits began to grow burdensome.[3]
Following the outbreak of the First Blight, the dwarven empire was crumbling. Paragon Aeducan assumed the leadership of Orzammar and managed to push back the darkspawn. Despite his victory, it was not enough and after the end of the First Blight the darkspawn kept pushing; by -15 Ancient (1180 TE), the kingdom of Orzammar was assumed to be the last one still standing.[5] Since then, the kingdom was in a steady decline by losing most of its outlying thaigs.
In the Towers Age the Chasind Wilders along with other "terrible things" were led by Flemeth's daughters, the Witches of the Wild. This force invaded the region of what would be Ferelden and were all but unopposed until the hero Cormac led an army of Alamarri fighters and Orzammar dwarves. After a long series of dreadful battles, the Chasind were all but destroyed, and the witches burned.[6]
Involvement
In Orzammar, things are solved quickly and with as much bloodshed as we can stand... and then a little bit more.
Dragon Age: Origins
In the eve of the Fifth Blight, King Endrin Aeducan passes away and the two candidates for the throne, Prince Bhelen Aeducan and Lord Pyral Harrowmont vie for power. This creates an internal strife in Orzammar which the Warden manages to solve by eventually choosing one of the two candidates as new king of Orzammar.
This leads to Orzammar sending forces to Ferelden for the purpose of defeating the Blight. In the epilogue, a dwarven Warden has also the option of requesting Ferelden to assist Orzammar.
All of the following quests are initiated, but not necessarily completed, in Orzammar itself.
- Main quests:
Seek out Steward Bandelor
A Lord's Trust: The First Task
A Prince's Favor: The First Task
A Lord's Trust/A Prince's Favor: The Second Task
Shifting Allegiances
Betrayed from Within
A Paragon of Her Kind
- Side quests:
A Lost Nug
A Mother's Hope
An Unlikely Scholar
Caged in Stone (unmarked)
Exotic Methods
Jammer's Stash
Lost to the Memories
Of Noble Birth
Precious Metals
Proving After Dark (unmarked)
The Chant in the Deeps
The Dead Caste
The Golem Registry
The Key to the City
The Shaper's Life (unmarked)
Thief in the House of Learning
Zerlinda's Woe
- Surrounding environments:
These quests take place entirely outside of Orzammar, though they are filed under "Orzammar" in the journal.
The Gangue Shade (unmarked)
Dragon Age: Origins - Awakening
Witch Hunt
Dragon Age: Inquisition
In 9:41 Dragon the newly-established Inquisition allies with Orzammar because of their common enemy and is their sole supplier of lyrium.
However things are not well in the city, with the turmoil happening on the surface, including the Orlesian Civil War, the food imports from the surface have severely been decreased, causing widespread food riots and civil unrest.
Places
Alimar's Emporium
Carta Hideout / Beraht's Hideout
Chamber of the Assembly
Orzammar Chantry, if you complete the quest The Chant in the Deep.
Orzammar Commons
Orzammar Diamond Quarter
Dust Town
Dust Town Home
Figor's Imports, locked when you first arrive.
Orzammar Hall of Heroes
Harrowmont's Estate
Janar Armorers / Beraht's Shop
Orzammar Prison, encountered in The Exile quest.
Orzammar Proving
Orzammar Royal Palace
Orzammar Shaperate
Tapster's Tavern, a popular tavern of the area.
Diamond Quarter
The Diamond Quarter is the home to the very pinnacle of dwarven society, the noble caste and the royal family. It is also the highest point in Orzammar, looking down upon the rest of the city. The many halls here contain the most important aspects of dwarven society and is not often seen by those of other castes. On some occasions, however, a select few of the merchant caste are allowed to set up stalls here and sell their wares directly to the nobles.[9]
The Royal Palace sits here as does the estate of House Harrowmont. The Assembly resides next to the Palace, the home of Orzammar's bitter political battles. For those few outsiders engaging in diplomatic relations, a ceremonial Key to the City awaits, should they take it upon themselves to learn more of dwarven culture. The Shaperate lies next to the Assembly, the literal Memories of the dwarven society. If it is not recorded within the Shaperate, it is either completely unknown, misplaced in the Deep Roads or outright ignored.
This is the starting point for the Dwarf Noble Origin. Some merchants are here for a time being, but you cannot go anywhere else other than the Proving Grounds.
Commons
The Commons is the largest and central portion of Orzammar, and serves as the home to the bulk of Orzammar’s population, particularly those of the merchant caste. the Commons is where they, and those permitted from the Surface dwarves, peddle their wares. It is a respectable and well maintained sector, a far cry from the destitution of Dust Town, playing host to the Proving Grounds.
The Commons has many tiers. As a general rule, higher tiers are home to more powerful or influential dwarves. Warriors generally live higher than smiths, who dwell higher than artisans, and so forth. As a rule, though, the dwellings of the Commons are far simpler than those of the Diamond Quarter, and seldom extend as deep into the rock.
The lowest Commons tier rests just above a pool of lava spanned by a bridge that leads to the Proving Grounds which are the home of the honorable dwarven gladiatorial contests known simply as the "Provings". Merchants of every stripe, including surfacers, do their business here. There is always a great deal of activity on the streets, and regular patrols of soldiers keep order. Many passages lead from the Commons to Orzammar's mine works and to the Deep Roads, though many of the latter are sealed and heavily guarded.[9]
Dust Town
The Dust Town is the poorest sector of Orzammar. The old palace of the thaig used to be located here but now it is in an appalling state of disrepair and ruin and is the veritable "seedy underbelly" of the city. The reason is that it is the home of the casteless, or "dusters" as they are informally known, dwarves who are believed to be rejected by the Stone and thus shunned by the rest of society and left to rot. The inhabitants of Dust Town have no rights and are not allowed to do work that is performed by any of the other castes and, as such, the majority turn to the Carta, a criminal organisation. Beyond crime, the only other means of survival are begging, "Noble Hunting" or hunting nugs.
Dust Town is a dangerous place and should an unwary outsider ever find their way in the midst of the Carta's territory, the local Dusters will feel no hesitation in relieving them of their possessions.
Dust Town is also the starting point for the Dwarf Commoner Origin and home to the Commoner's home, however after the Origin, it is left abandoned.
Banter
Party banter may be triggered at the following spots:
- On the bridge leading to the Proving and in the Hall of Heroes near the dwarven scholar.
- In the Diamond Quarter outside the Chamber of the Assembly.
Companion remarks
One of your companions may make interesting remarks at certain spots:
- Just outside Tapster's Tavern
- Entering Tapster's Tavern
- Entering Dust Town
- Outside the Royal Palace in the Diamond Quarter
- Entering the Proving
- On path to the Deep Roads, before Mines Commander
Trivia
- Prostitution exists in Orzammar, with the finest brothels being restricted to the highest caste dwarves, such as warrior caste.[11]
- The pelts of red lions are greatly prized by the dwarves of Orzammar.[12]
See also
Codex entry: The City of Orzammar
Codex entry: Orzammar History: Chapter One
Codex entry: Orzammar History: Chapter Two
Codex entry: The Key to the City
Codex entry: Darktown's Deal
References
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