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<onlyinclude>{{QuestTransformer
 
|style = {{{style|}}}
 
|name = [[Trading Troubles]]
  +
|image = Trading Troubles.PNG
  +
|px = 270px
  +
|start = [[Mervis]], [[City of Amaranthine]]
  +
|end = Mervis, City of Amaranthine
 
|location = [[Wending Wood]]
 
|previous = None
  +
|next = None
 
|appearances = [[Dragon Age: Origins - Awakening]]
 
}}</onlyinclude>
   
  +
[[Mervis]] tells [[the Warden-Commander]] that caravans are being attacked in the [[Wending Wood]] between the [[City of Amaranthine]] and [[Denerim]].
<!---useMultiEdit--->
 
   
  +
== Acquisition ==
<includeonly><onlyinclude>{{QuestTransformer
 
  +
Either obtain the Trading Troubles quest from [[Mervis]] in Amaranthine or enter the [[Wending Wood]].
|style={{{style|}}}
 
|name = Trading Troubles
 
|image =
 
|caption = Caption here
 
|start = Amaranthine
 
|end = End of the Quest
 
|prereqs = Prerequisites
 
|location =[[Wending Woods]]
 
|rewards = Quest rewards
 
|previous = Previous quests
 
|next = Next quests
 
|appearances = [[Dragon Age: Origins - Awakening]]
 
}}</onlyinclude></includeonly>
 
   
  +
== Walkthrough ==
<!---descr="Several sentence lead section with bolded mention of '''article name'''."--->
 
  +
When you first enter you find a destroyed caravan with bandits looting it, but it seems unlikely they did this much damage themselves. As you move through the forest you will be attacked by [[bandits]], [[wild sylvan]]s and [[charred sylvan]]s. Eventually you will come to a bridge; when you cross the bridge you will see a [[Velanna|very angry elf]] who may be responsible for the attacks on the caravans, claiming that the humans kidnapped her sister and killed the other members of her clan.
==Background==
 
<!---descr="What's it all about. Who, what, where, why, when."--->
 
   
  +
Eventually you come across a deserted [[Dalish]] camp. Scattered about are [[human]] weapons, but no bodies.
After entering the Wending woods for the first time you will get a new quest called Trading troubles: Stop the caravans attacks. you found a destroyed caravan Bandits were looting it. But its unlikely they did this much damage themselves.
 
   
 
In the woods you will see a locked door leading into a building. Head a bit right, then left down the slope away from the locked door and you will come upon a militia survivor, corrupted by the [[Darkspawn#The Taint|Taint]]. When you ask him about the elf's sister he tells you she was probably taken or eaten by the darkspawn. When asked about the [[darkspawn]] and where they came from he will give you a vague answer. If you tell him that the Taint will eventually kill him, he will ask you to kill him now to finish it. If you don't kill him he runs away. Upon exiting the dialogue with the survivor you will be attacked by a group of darkspawn. After the darkspawn are defeated loot the [[Elven Trinket]] from the [[Hurlock emissary]]. As you leave the area the same way you will again meet the elf ([[Velanna]]). You can tell her that the humans are not responsible for her sister's disappearance, but she does not believe you and summons two wild sylvans and enraged [[Wolf|wolves]] to attack you and runs off.
After taking a romp through the forest coming in contact with [[Bandits]], [[Wild Sylvan]], [[Charred Sylvan]] you cross a bridge (Cut scene plays) you run into an angry elf ([[Velanna]]), who claims human merchants have captured her sister. Its clear she is responsible for the attacks on the caravans stop her before she kills again.
 
   
 
After the fight, head back to the Dalish camp and confront Velanna and explain to her that the darkspawn are responsible for the Dalish elves' deaths and not the humans. During the conversation you have the option to show her the [[Elven Trinket]] you found on the remains; she will tell you that it belonged to her sister and she would never part with it. This will help convince her that the darkspawn did indeed frame the humans for the killings. She will ask you if you know where the darkspawn would go and she will point to that locked door telling you there is an abandoned mine. At this point she will join your party.
The survivor who is being turned into a Ghoul will tell you that he came to the Forrest to stop the attacks. but the Dark spawn ambushed the Dalish elves killing them, then the dark spawn attacked the militia killing them. Then they took the human weapons, spreading them around the Dalish camp. Making it look like the humans killed the Dalish, the Dark spawn then sat back and watched while the angry elf ([[Velanna]]) killed everybody that came, Also killing the other caravans and bandits. She turned the trees against them. The Dark spawn have been watching you as well they are curious about you too. after talking with the survivor you need to find the angry elf ([[Velanna]]) and explain to her that the Dark spawn are responsible for the killing of the Dalish Elves, Not the humans. that the Dark spawn planted the human weapons at the Dalish camp and framed the humans.
 
   
  +
Return to [[Mervis]] and tell him the news.
After talking with [[Velanna]] and telling her what has happen, also showing the her the [[Elven Trinket]] She will no longer trouble the humans in Wending woods. The caravans can continue bringing much needed supplies to [[Vigil's Keep]] and the City of [[Amaranthine]]
 
   
==Walkthrough==
+
== Result ==
 
When you talk to Mervis you have a couple of choices:
<!---descr="How do you do it."--->
 
   
  +
# You can tell him it was an elf who was responsible for the attacks, and subsequently say that you hope the culprits are brought to justice. This results in {{Approval|Velanna,Nathaniel|-4,2}}.
Moving through the forest you be killing [[Bandits]], [[Wild Sylvan]], [[Charred Sylvan]], you will come to a bridge, when you cross the bridge a (cut scene) will play showing you a very angry Elf who may be responsible for the attacks on the caravans. continuing through the forest you encounter more groups of bandits, Enraged Wolf's Charred Sylvans, Wild Sylvan's.
 
  +
# You can tell Mervis the attacks have stopped but withhold the fact that an elf was responsible. Choosing this option will give you {{Approval|Velanna,Sigrun,Nathaniel|2,2,2}}. If you say "Thanks", you receive a reward of 20 {{G}}. If you [[Coercion|persuade]] him you receive 30 {{G}}. There is also the option to say "Keep it. Do something for the families of the slain."
  +
# Telling him an elf was responsible for the attacks without naming Velanna also results in {{Approval|Velanna,Sigrun,Nathaniel|2,2,2}}.
   
  +
== Rewards ==
You will come to an Arch way head to your left, you will come across a deserted Dalish elf camp (cut scene)Will play if you have Oghren in your party he will tell you something smells funny scatted about is Human weapons but no bodies, you will also see 4 shallow graves.
 
  +
* 1500 XP - after reporting back to Mervis
  +
* 20, 30, or 0 {{G}} - depending on final conversation selection
   
  +
== Bugs ==
Back at the archway straight ahead you will see a locked door leading into a building instead head a bit right then left down the slope away from the locked door you will come upon a Militia survivor. When you ask about the Elf sister he tells you she was probably taken or eaten. when asked about the Dark spawn where they came from he will give you a vague answer. you tell him that the disease (The Taint) will kill him. he will ask you to kill him to finish it. if you don't kill him he runs away. Upon exiting the dialog with the survivor you will be attacked by a group of Dark spawn. after the Dark spawn are defeated Loot the [[Elven Trinket]] from Hurlock Emissary. As you leave the area the same way you came in. a (Cut Scene) will play between you and the angry elf ([[Velanna]]) you tell her that the humans are not responsible she does not believe you and summons two Wild Sylvan's and Enraged wolf's to attack you and runs off.
 
  +
* {{Platforms|PC}}Sometimes Velanna does not spawn (so it's impossible to confront her). It seems to happen if you meet the Militia survivor before first visiting the Dalish camp. So when you finally get to camp the "first visit" script starts instead of the "confronting Velanna" script. This can be fixed by adding her to your party using console command.
   
  +
Press your "~" key, it will activate your console but you won't be able to see it. (If you can't move or click on anything that means the console has been activated)
After the fight head back to the Dalish camp and confront the angry elf ([[Velanna]]) and explain to her that the Dark spawn are responsible for the Dalish Elves deaths not the humans. during the dialog you have a Option to show her the [[Elven Trinket]] you found on the remains, she will tell you that it belonged to her sister and she would never part with it. Thus Believing you that the Dark spawn did Indeed frame the Humans for the Killings. Further talking with her she will ask you if you know where the Dark spawn would go, you tell her tunnels mostly likely. she will point to that locked door telling you there is an abandon mine. At this point she will join your party. Upon leaving the wood's the quest will suggest that the Sylvan's are responsible for the attacks Return to Melvin and tell him the news.
 
   
  +
Note: Do not copy and paste the command
==Result==
 
<!---descr="What happens as a result of the quest - rewards, events, etc."--->
 
When you talk to Melvin you have a couple of choices here
 
   
  +
Type in: runscript zz_gxa_addfollower Velanna
1st. You tell him it was an Elf that was responsible he ask why they would do it. you tell it doesn't matter the killings will stop he will then say I hope the culprits are brought to Justice. if you choose would you like to say something [[Velanna]] she will say she wants to leave.
 
   
  +
Press enter.
If you Persuade
 
30 Gold
 
[[Velanna]] disproves -4
 
[[Nathaniel]] Approval +2
 
   
  +
After that simply talk to her and the second script will start normally.
If you do not Persuade
 
  +
[[Category:Dragon Age: Origins - Awakening side quests]]
20 Gold
 
  +
[[Category:Wending Wood side quests]]
[[Velanna]] Disproves -4
 
[[Nathaniel]] Approval +2
 
 
 
 
2nd you can tell him that you stopped the attacks not telling him that a Elf was responsible, choosing this option will.
 
will give you positive feed back for all members
 
 
If you persuade
 
30 Gold
 
[[Velanna]] Approval +2
 
[[Nathaniel]] Approval +2
 
 
If you do not Persuade
 
20 Gold
 
[[Velanna]] Approval +4
 
[[Nathaniel]] Approval +2
 
 
Upon her joining of the Party
 
 
[[Oghren]] disproves -3
 
 
==See also==
 
<!---descr="Links to other wiki articles."--->
 

Revision as of 11:49, 20 January 2020

Mervis tells the Warden-Commander that caravans are being attacked in the Wending Wood between the City of Amaranthine and Denerim.

Acquisition

Either obtain the Trading Troubles quest from Mervis in Amaranthine or enter the Wending Wood.

Walkthrough

When you first enter you find a destroyed caravan with bandits looting it, but it seems unlikely they did this much damage themselves. As you move through the forest you will be attacked by bandits, wild sylvans and charred sylvans. Eventually you will come to a bridge; when you cross the bridge you will see a very angry elf who may be responsible for the attacks on the caravans, claiming that the humans kidnapped her sister and killed the other members of her clan.

Eventually you come across a deserted Dalish camp. Scattered about are human weapons, but no bodies.

In the woods you will see a locked door leading into a building. Head a bit right, then left down the slope away from the locked door and you will come upon a militia survivor, corrupted by the Taint. When you ask him about the elf's sister he tells you she was probably taken or eaten by the darkspawn. When asked about the darkspawn and where they came from he will give you a vague answer. If you tell him that the Taint will eventually kill him, he will ask you to kill him now to finish it. If you don't kill him he runs away. Upon exiting the dialogue with the survivor you will be attacked by a group of darkspawn. After the darkspawn are defeated loot the Elven Trinket from the Hurlock emissary. As you leave the area the same way you will again meet the elf (Velanna). You can tell her that the humans are not responsible for her sister's disappearance, but she does not believe you and summons two wild sylvans and enraged wolves to attack you and runs off.

After the fight, head back to the Dalish camp and confront Velanna and explain to her that the darkspawn are responsible for the Dalish elves' deaths and not the humans. During the conversation you have the option to show her the Elven Trinket you found on the remains; she will tell you that it belonged to her sister and she would never part with it. This will help convince her that the darkspawn did indeed frame the humans for the killings. She will ask you if you know where the darkspawn would go and she will point to that locked door telling you there is an abandoned mine. At this point she will join your party.

Return to Mervis and tell him the news.

Result

When you talk to Mervis you have a couple of choices:

  1. You can tell him it was an elf who was responsible for the attacks, and subsequently say that you hope the culprits are brought to justice. This results in Ico DisAppr Heart Velanna disapproves (-4),Ico Appr Heart Nathaniel approves (+2),.
  2. You can tell Mervis the attacks have stopped but withhold the fact that an elf was responsible. Choosing this option will give you Ico Appr Heart Velanna approves (+2),Ico Appr Heart Sigrun approves (+2),Ico Appr Heart Nathaniel approves (+2),. If you say "Thanks", you receive a reward of 20 Gold. If you persuade him you receive 30 Gold. There is also the option to say "Keep it. Do something for the families of the slain."
  3. Telling him an elf was responsible for the attacks without naming Velanna also results in Ico Appr Heart Velanna approves (+2),Ico Appr Heart Sigrun approves (+2),Ico Appr Heart Nathaniel approves (+2),.

Rewards

  • 1500 XP - after reporting back to Mervis
  • 20, 30, or 0 Gold - depending on final conversation selection

Bugs

  • pcPCSometimes Velanna does not spawn (so it's impossible to confront her). It seems to happen if you meet the Militia survivor before first visiting the Dalish camp. So when you finally get to camp the "first visit" script starts instead of the "confronting Velanna" script. This can be fixed by adding her to your party using console command.

Press your "~" key, it will activate your console but you won't be able to see it. (If you can't move or click on anything that means the console has been activated)

Note: Do not copy and paste the command

Type in: runscript zz_gxa_addfollower Velanna

Press enter.

After that simply talk to her and the second script will start normally.