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Orzammar

Orzammar

"The lands controlled by the dwarves were once numerous and extended far beyond the Frostback Mountains. The thaigs were once almost beyond counting. Kal-Sharok was the capital then, home to all noble houses, and Orzammar was simply home to the Miner and Smith castes. It was with the coming of the Tevinter Imperium that things began to change. Paragon Garal moved the seat of power to Orzammar to more closely oversee the trade that began with the surface. It seemed that our people were entering a new age of prosperity. We taught such concepts as commerce and coinage to the humans, and in return they provided us with a wealth of things we had never possessed in the deep: grains and wood, to name two.

The dwarven histories hold no explanations for the coming of the darkspawn, only questions. One moment there was no such thing as a darkspawn, and the next there was. The darkspawn poured into the Deep Roads like smoke, and the Warrior Caste struggled to hold them back. Countless thaigs were lost in that first Blight. But as ever, in our time of need, a Paragon arose. Paragon Aeducan led the defenses of Orzammar, and we were saved from utter annihilation.

The cost of victory, however, was great. The Deep Roads were sealed to hold back the darkspawn, cutting off thaigs and whole cities forever. Only Orzammar itself remained, the last bastion of an ancient empire that had once sprawled over all of the deep of Thedas. The dwarves had been brought low, but we had survived."

-Shaper Vortag

Places

Orzammar Commons Orzammar Commons

Dust Town Dust Town

Orzammar Hall of Heroes Orzammar Hall of Heroes

Orzammar Diamond Quarter Orzammar Diamond Quarter

Dust Town

Dust Town is the poorest sector of Orzammar, it is in an appaling state of disrepair and ruin and is the veritable "seedy underbelly" of the city. The reason is that is the home of the Casteless, or "Dusters" as they are informally known, Dwarves 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 crime. Those who choose a life of crime rally under the banner of the Carta, headed by Jarvia. 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 midsts of the Carta's territory, the local Dusters will feel no hesitation in relieving them of their possessions.

The Commons

The Commons are the home to the working classes of Orzammar, particularly those of the Merchant Caste. It is where they, and those permitted from the Surface caste, 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 Proving Grounds are the home of the honourable Dwarven gladatorial contests known simply as "Provings". While these Provings are often the sole preserve of Dwarven honour and politics, adventerous outsiders with more "exotic" fighting styles can seek out certain parties and participate in matches with young, glory-hungry nobles. Monetary compensation is provided, of course.

The Diamond Quarter

Orzammar 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.


The Royal Palace, home to the House Aeducan's own Prince Bhelen Aeducan sits here, as does the estate of Lord Pyral 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 nation. If it is not recorded within the Shaperate, it is either completely unknown, misplaced in the Deep Roads or outright ignored.

Associated Quests

All of the following quests are initiated, but not necessarily completed, in Orzammar itself.

Main Quests

A Lord's Trust: The First Task A Lord's Trust: The First Task

A Lord's Trust/A Prince's Favor: The Second Task A Lord's Trust/A Prince's Favor: The Second Task

A Prince's Favor: The First Task A Prince's Favor: The First Task

A Lord's Trust/A Prince's Favor: The Second Task A Lord's Trust/A Prince's Favor: The Second Task

Shifting Allegiances Shifting Allegiances

Entering Jarvia's Hideout Entering Jarvia's Hideout

A Paragon of Her Kind A Paragon of Her Kind

Side Quests

A Lost Nug A Lost Nug

A Mother's Hope A Mother's Hope

An Unlikely Scholar An Unlikely Scholar

Exotic Methods Exotic Methods

Jammer's Stash Jammer's Stash

Lost to the Memories Lost to the Memories

Of Noble Birth Of Noble Birth

Seek out Steward Bandelor Seek out Steward Bandelor

The Chant in the Deeps The Chant in the Deeps

The Dead Caste The Dead Caste

The Golem Registry The Golem Registry

The Key to the City The Key to the City

Thief in the House of Learning Thief in the House of Learning

Zerlinda's Woe Zerlinda's Woe

Surrounding Environments

These quests deal entirely with the environs outside Orzammar, though they are filed under "Orzammar" in the journal.

An Admirable Topsider An Admirable Topsider

Asunder Asunder

The Drifter's Cache The Drifter's Cache

Key to the City

Key to the City Key to the City

While wandering through Orzammar, you will come across several pieces of Codex with regard to governing in Orzammar. Once you have collected all of them, you will receive a new quest called 'The Key to the City'. To collect the Key to the City, go to the Assembly in the Diamond Quarter and enter the left alcove. There will be a large crate here. Inside is the Key to the City accessory.

Items

Notable gifts for companions

Ale Ale, bought from Ruck in the Ortan Thaig.

Alley King's Flagon Alley King's Flagon, bought from Legnar’s Store in the Orzammar Commons.

Black Runestone Black Runestone, in a locked chest in the Aeducan Thaig.

Cute Nug Cute Nug, bought from the Idle Dwarf in Dust Town.

Etched Silver Symbol Etched Silver Symbol, bought from Ruck.

Gemmed Bracelet Gemmed Bracelet, bought from Garin's Gem Store near the Diamond Quarter in the Orzammar Commons.

Gold Amulet Gold Amulet, bought from Garin's Store.

Gold Earrings Gold Earrings, bought from Legnar’s Store.

Golden Mirror Golden Mirror, bought from Garin's Store.

Golden Symbol of Andraste Golden Symbol of Andraste, bought from Legnar’s Store.

Medium Silver Bar Medium Silver Bar, in a chest at the Anvil of the Void.

Remarkable Amethyst Remarkable Amethyst, bought from Alimar's Emporium in Dust Town.

Remarkable Diamond Remarkable Diamond, bought from Garin's Store.

Remarkable Emerald Remarkable Emerald, bought from Figor's Store in the Orzammar Commons.

Remarkable Sapphire Remarkable Sapphire, bought from Legnar’s Store.

Silver Demon Head Ring Silver Demon Head Ring, bought from Legnar’s Store.

The Search for the True Prophet The Search for the True Prophet, in a locked chest at the Shaperate in the Orzammar Diamond Quarter.

Totem Totem, in a chest at Caridin's Cross.


See also: [[:Gifts.|Gifts.]]

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

Banter

Party banter may be triggered at the following spots:

  • On the bridge leading to the Proving

Glitches

Traveling Out

In conversations the Warden will say that he/she won't leave the city until the election is settled, but if you go into the Deep Roads, you can travel to the Party Camp. When leaving the camp you are able to travel to the outside world, but you cant travel back into the roads, just back to Orzammar.

Lava Diving

In the Commons you are allowed to change your party. Go to the bridge that leads to the Proving and have your Warden/PC's back towards one of the side railings, so that when you change party members the new members will spawn directly behind your PC making them end up in the lava. From there you can switch to your party member below the bridge and go off exploring underneath Orzammar and beyond. You can place your team on hold, if not they'll teleport to your position if you travel far enough. It is possible to get back to the streets of the Commons from below.

(works on all systems) (Confirmed)  

External Link

Official Orzammar Page

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