FANDOM


m (adding Category:Quests and Category:Origins Quest before Awakening)
Line 13: Line 13:
 
|appearances = [[Dragon Age: Origins]]
 
|appearances = [[Dragon Age: Origins]]
 
}}</onlyinclude>
 
}}</onlyinclude>
  +
{{Quote|This is a Glory Proving, fought under the watchful eyes of the Paragons of Orzammar for our honored guests, the Grey Wardens.|[[Proving Master]]}}
   
<!---useMultiEdit--->
+
'''Proving Loyalties''' is the second quest in the [[Dwarf Commoner Origin]].
<!---descr="Several sentence lead section with bolded mention of '''article name'''."--->
 
'''Proving Loyalties''' is a quest encountered in the [[Dwarf Commoner Origin]]. What began as another dirty job for [[Beraht]] became a turning point that the Warden only dared to dream of...
 
   
 
==Background==
 
==Background==
 
<!---descr="What's it all about. Who, what, where, why, when."--->
 
<!---descr="What's it all about. Who, what, where, why, when."--->
   
The [[Warrior Caste]] is holding a [[Proving]] today. Beraht has lots of coins riding on the young fighter Everd and wants you to make sure he wins. Beraht gave you a drug to use on Mainar, Everd's opponent.
+
The [[Warrior Caste]] is holding a [[Proving]] today. Beraht has lots of coins riding on the young fighter Everd and wants you to make sure he wins. Beraht gave you a [[drug]] to use on Mainar, Everd's opponent.
   
 
==Walkthrough==
 
==Walkthrough==
<!---descr="How do you do it."--->
+
Beraht gives you a [[Proving Pass]]; with this, the Proving Grounds is now open to you. Touching the stone Carving facing the entrance will yield [[Codex Entry: Dwarven Faith]]. Among spectators is [[Duncan]], whom [[Leske]] will dare you to converse. Speaking with Duncan yields [[Codex Entry: Duncan]], [[Codex Entry: The Grey Wardens]], [[Codex Entry: Darkspawn]], and [[Codex Entry: The Blights]]. [[Everd]]'s quarters is located in the only accessible combatant area.
   
With your pass, the Proving Grounds is now open to you. Touching the stone Carving facing the entrance will yield [[Codex Entry: Dwarven Faith]]. A little farther back is [[Duncan]], the conversation with whom will give [[Codex Entry: Duncan]], [[Codex Entry: The Grey Wardens]], and [[Codex Entry: Darkspawn]]. [[Everd]]'s quarters is located in the only accessible combatant area.
+
===Everd===
   
 
Unfortunately, Everd is quite drunk and unable to fight. You will decide (or Leske will convince you) to don Everd's armor and win the Proving in Everd's name. In this conversation, you must choose to:
 
Unfortunately, Everd is quite drunk and unable to fight. You will decide (or Leske will convince you) to don Everd's armor and win the Proving in Everd's name. In this conversation, you must choose to:
Line 32: Line 33:
 
*Abstain from poisoning the water and win by skill (and Everd’s relatively better gears) alone
 
*Abstain from poisoning the water and win by skill (and Everd’s relatively better gears) alone
   
The former two options require a point in [[Coercion]].
+
{{Note|It is, as of the time of this writing and on the PC version set at the normal difficulty, dubious whether the drug makes a meaningful difference in the fight with Mainar. It does humorously affect his pre-fight speech before the round, though.}}
   
Note: It is, as of the time of this writing and on the PC version set at the normal difficulty, dubious whether the drug makes a meaningful difference in the fight with Mainar.
+
Everd's armory includes a [[Everd's Greatsword|greatsword]], a [[Everd's Mace|mace]], an [[Everd's Axe|axe]], and a [[Everd's Shield|round shield]], covering all melee weapon styles. None of his gear has a strength requirement.
  +
  +
===The Proving===
   
 
Once your decision is made, follow it through until Leske announces that the Proving is about to begin. If you choose not to poison Mainar, the Proving will begin as soon as the conversation concerns Everd ends (and Mainar's room will be inaccessible once you've decided against using the drug). Proceed to the arena, and you will be pitted against three warriors, in this order:
 
Once your decision is made, follow it through until Leske announces that the Proving is about to begin. If you choose not to poison Mainar, the Proving will begin as soon as the conversation concerns Everd ends (and Mainar's room will be inaccessible once you've decided against using the drug). Proceed to the arena, and you will be pitted against three warriors, in this order:
   
*Mainar
+
*[[Mainar]]
 
 
*[[Adalbo]]
 
*[[Adalbo]]
 
 
*[[Lenka]] (a Silent Sister)
 
*[[Lenka]] (a Silent Sister)
   
Line 49: Line 49:
   
 
[[Everd]] awakes from his drunken stupor and runs into the arena apparently thinking he is late for the Proving, only to realize it was won by an impostor dressed in his armor. This prompts [[The Warden]] to remove his/her helmet and be taken into custody by the guards.
 
[[Everd]] awakes from his drunken stupor and runs into the arena apparently thinking he is late for the Proving, only to realize it was won by an impostor dressed in his armor. This prompts [[The Warden]] to remove his/her helmet and be taken into custody by the guards.
 
==See also==
 
<!---descr="Links to other wiki articles."--->
 
 
*[[Beraht's Favor]]
 
*[[Captured]]
 
[[Category:Origin Story Quests]]
 
 
[[Category:Quests]]
 
[[Category:Quests]]
 
[[Category:Origins Quests]]
 
[[Category:Origins Quests]]
  +
[[Category:Origin Story Quests]]

Revision as of 16:58, May 24, 2010

This is a Glory Proving, fought under the watchful eyes of the Paragons of Orzammar for our honored guests, the Grey Wardens. ―Proving Master

Proving Loyalties is the second quest in the Dwarf Commoner Origin.

Background

The Warrior Caste is holding a Proving today. Beraht has lots of coins riding on the young fighter Everd and wants you to make sure he wins. Beraht gave you a drug to use on Mainar, Everd's opponent.

Walkthrough

Beraht gives you a Proving Pass; with this, the Proving Grounds is now open to you. Touching the stone Carving facing the entrance will yield Codex Entry: Dwarven Faith. Among spectators is Duncan, whom Leske will dare you to converse. Speaking with Duncan yields Codex Entry: Duncan, Codex Entry: The Grey Wardens, Codex Entry: Darkspawn, and Codex Entry: The Blights. Everd's quarters is located in the only accessible combatant area.

Everd

Unfortunately, Everd is quite drunk and unable to fight. You will decide (or Leske will convince you) to don Everd's armor and win the Proving in Everd's name. In this conversation, you must choose to:

  • Poison the Mainar's water yourself by (temporarily) directing Mainar to some other place (as either Everd or yourself)
  • Order Leske to do the poisoning, by distracting Mainar while he does so (as either Everd or yourself)
  • Abstain from poisoning the water and win by skill (and Everd’s relatively better gears) alone
Note: It is, as of the time of this writing and on the PC version set at the normal difficulty, dubious whether the drug makes a meaningful difference in the fight with Mainar. It does humorously affect his pre-fight speech before the round, though.

Everd's armory includes a greatsword, a mace, an axe, and a round shield, covering all melee weapon styles. None of his gear has a strength requirement.

The Proving

Once your decision is made, follow it through until Leske announces that the Proving is about to begin. If you choose not to poison Mainar, the Proving will begin as soon as the conversation concerns Everd ends (and Mainar's room will be inaccessible once you've decided against using the drug). Proceed to the arena, and you will be pitted against three warriors, in this order:

Enjoy the conversation after Lenka has fallen.

Result

Everd awakes from his drunken stupor and runs into the arena apparently thinking he is late for the Proving, only to realize it was won by an impostor dressed in his armor. This prompts The Warden to remove his/her helmet and be taken into custody by the guards.

Community content is available under CC-BY-SA unless otherwise noted.