Bodahn Feddic is the resident dwarven merchant of the Party Camp during the events of Dragon Age: Origins. Assisted by his adopted son, Sandal, he provides a venue through which to sell and buy goods.
Bodahn was a successful merchant in Orzammar, where he got most of his merchandise from looters he hired to scavenge thaigs and the fallen in the Deep Roads.
One day, a noble woman saw bracers that were made for her brother, and accused Bodahn of being a thief. Using her influence, the noble managed to get Bodahn arrested; before he could be judged he bribed the guard and fled to the surface. Shortly thereafter he met Sandal in the Deep Roads and adopted him as his assistant.
Even on the surface, Bodahn continues to get his merchandise by questionable means: taking items left behind when people are fleeing from the Blight. He has said he has a wife in Denerim, but doesn't think he'll have any children with her.
“We now have a dog and Alistair is still the dumbest one in the party.” — Morrigan This article contains spoilers for Dragon Age: Origins. Click here to reveal them.
Bodahn and Sandal are first met when the Warden is leaving Lothering. They are being attacked by darkspawn and after they are saved, they offer to follow the Warden and sell their merchandise at bit of a discount when returning to the camp. Bodahn is very useful to have at the camp, so that there is always one reliable merchant nearby. Bodahn is last seen selling goods from Castle Redcliffe before The Final Battle.
Bodahn's stock will replenish once, when the Warden visits the Party Camp for the second time.
“There are men who embrace destiny; these are the ones that change the world forever.” — Flemeth This article contains spoilers for Dragon Age II. Click here to reveal them.
Bodahn and Sandal journey to Kirkwall in the aftermath of the Fifth Blight, acting as a supplier for Bartrand Tethras, who is heading an expedition into the Deep Roads. He proudly boasts about his association with the Warden to Hawke, who had managed to become Bartrand's business partner.
During the expedition, Bodahn alerts Hawke that Sandal has gone missing. Whether or not Hawke agrees to look for him, Bodahn is extremely grateful when Sandal returns to him unharmed. Bodahn later offers to be Hawke's servant to show his gratitude.
During Act 3, due to the rising tensions between templars and mages, Bodahn decided that it would be time that he and Sandal leave Kirkwall. He mentions that the OrlesianEmpress is very interested in Sandal's enchantments and would like an audience with him.
Health PoulticeHealth PoulticeHerbalism A skilled herbalist has rendered a variety of medicinal ingredients into this soothing, restorative substance.
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Lesser Health Poultice
Lesser Health PoulticeLesser Health PoulticeHerbalism A skilled herbalist has rendered a variety of medicinal ingredients into this soothing, restorative substance.
x4
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Lesser Injury Kit
Lesser Injury KitLesser Injury KitHerbalism A kit containing bandages and other healing aids.
x4
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Mabari Crunch
Mabari CrunchMabari CrunchHerbalism It's a mystery why the fighting hounds of Ferelden desire treats composed partially of plant matter. The crunch is also a mystery.
x4
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Lyrium Potion (Origins)
Lyrium PotionLyrium PotionHerbalism A potion that contains a small amount of refined lyrium.
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Lesser Lyrium Potion
Lesser Lyrium PotionLesser Lyrium PotionHerbalism A potion that contains a small amount of refined lyrium.
x4
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Concentrator Agent
Concentrator AgentConcentrator AgentItem Heatherum and Foxite are both common herbs in Ferelden. When distilled to be sufficient purity, they may be used as herbal agents to concentrate the effects of many potions, salves, and poisons.
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Distillation Agent
Distillation AgentDistillation AgentItem One of the three rare bulbs found in the Frostback Mountains, when dried and powdered they become an excellent distillation agent required to evoke magical properties in crafting.
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Corrupter Agent
Corrupter AgentCorrupter AgentItem Said to have been made from lifestone that has been corrupted by the darkspawn taint in the Deep Roads, this powdery agent is required to create some of the most powerful poisons and traps known.
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Trap Trigger
Trap TriggerTrap TriggerItem Even the most powerful trap requires a trigger. This bit of metal and wire could easily be turned into one by someone of sufficient skill.
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Flask
FlaskFlaskItem These simple glass containers are able to hold many compounds, even unstable ones.
x99
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Tome of Physical Technique
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Tome of Arcane Technique
Tome of Arcane TechniqueTome of Arcane TechniqueTome A tome researched by the Imperial Chantry, a Tevinter offshoot of the Andrastian religion that no longer persecutes magic users. The book grants insight into the Fade, increasing the reader's knowledge of spells.
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The Veshialle
The VeshialleThe VeshialleWaraxe Dragonbone (Tier 7) Requires: 31 strength
Collective Arming CowlCollective Arming CowlCloth helmet Identified by a simple runic pattern on the inverse, this cowl was commissioned by a group of mages who improve the perception of magic by making problems disappear before the Chantry gets involved.
+2 constitution
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Enchanter's Arming Cap
Enchanter's Arming CapEnchanter's Arming CapCloth helmet Simple and effective, though certainly not standard equipment. Reserved for major Circle of Magi operations under full supervision of the Chantry, so much as they are aware.
+1 willpower +10 mental resistance
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Blackmetal Torque
Blackmetal TorqueBlackmetal TorqueCollar A primitive lyrium-infused metal braid, hammered flat. Possibly created by the Chasind, or one of the splinter groups that spread across what would become Ferelden following their destruction.
+6 attack +6 armor
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The Spellward
The SpellwardThe SpellwardAmulet Templars assigned to hunt the most dangerous apostates and blood mages treasured this amulet above all else. The circumstances through which it left Chantry control are better left unconsidered.
+5 willpower +8 health regeneration while exploring +30% spell resistance +10% chance to dodge attacks +6 defense against missiles
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Par Vollen Willstone
Par Vollen WillstonePar Vollen WillstoneAmulet A highly polished volcanic pendant, very light on its strand. It vibrates slightly, and the tips of one's fingers are numbed if it is held in the hand too long.
+2 willpower
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Dalish Pendant
Dalish PendantDalish PendantAmulet A pendant of strange silvery wood, carved in the shape of a flowering tree. The branches almost seem to sway in the breeze.
+10% nature resistance
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Dalish Hunter's Belt
Dalish Hunter's BeltDalish Hunter's BeltBelt Made from bear skin, this is finely embossed with scenes of hunters with bows drawn.
+0.75/+1.5 stamina regeneration in combat
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Dwarven Merchant's Belt
Dwarven Merchant's BeltDwarven Merchant's BeltBelt Hidden in the lining of this belt are pockets for keeping coin, perfect for concealing money from cutpurses.
+5% monetary gain
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Longbowman's Belt
Longbowman's BeltLongbowman's BeltBelt The mark of a Waking Sea crafthall is displayed prominently in the buckle design.
+2% ranged critical chance
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Hailstone
HailstoneHailstoneRing The band of this ring is circled by a line of lyrium, and seems to perpetually hold a coating of frost.
+5% cold damage
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Ember
EmberEmberRing This ring is just bearable, the metal holding a heat that does not diminish no matter the conditions outside.
+5% fire damage
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Journeyman Dweomer Rune
Journeyman Dweomer RuneJourneyman Dweomer RuneWeapon Rune Dweomer runes get their name from the ancient Tevinter name for dwarves.
Journeyman Flame RuneJourneyman Flame RuneWeapon Rune This lyrium rune is the ancient Tevinter symbol for Toth, god of fire.
+2 fire damage
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Grandmaster Frost Rune
Grandmaster Frost RuneGrandmaster Frost RuneWeapon Rune This is the Tevinter rune for winter.
+5 Frost Damage
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Novice Frost Rune
Novice Frost RuneNovice Frost RuneWeapon Rune This is the Tevinter rune for winter.
+1 Frost Damage
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Grandmaster Lightning Rune
Grandmaster Lightning RuneGrandmaster Lightning RuneWeapon Rune This symbol is the old Tevinter rune for tempest.
+5 Electrical Damage
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Master Lightning Rune
Master Lightning RuneMaster Lightning RuneWeapon Rune This symbol is the old Tevinter rune for tempest.
+4 Electrical Damage
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Expert Lightning Rune
Expert Lightning RuneExpert Lightning RuneWeapon Rune This symbol is the old Tevinter rune for tempest.
+3 Electrical Damage
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Novice Lightning Rune
Novice Lightning RuneNovice Lightning RuneWeapon Rune This symbol is the old Tevinter rune for tempest.
+1 Electrical Damage
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Novice Cold Iron Rune
Novice Cold Iron RuneNovice Cold Iron RuneWeapon Rune This forms the Tevinter symbol for the Fade.
+2 Damage vs. Undead
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Journeyman Hale Rune
Journeyman Hale RuneJourneyman Hale RuneWeapon Rune This is an old Tevinter symbol for endurance.
+10% Physical Resistance
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Journeyman Silverite Rune
Journeyman Silverite RuneJourneyman Silverite RuneWeapon Rune The emblem of Dumat, the first archdemon, symbol of betrayal and the First Blight.
+4 Damage vs. Darkspawn
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33 75
Grandmaster Slow Rune
Grandmaster Slow RuneGrandmaster Slow RuneWeapon Rune The ancient Tevinter symbol for sloth.
Highest chance to reduce movement speed
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Golden Rope Necklace
Golden Rope NecklaceGolden Rope NecklaceGift This unique necklace is made of delicate gold strands twisted together in a thick rope.
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Backpack (Origins)
BackpackBackpackGeneric This pack is designed to distribute weight evenly, letting explorers fight unfettered even while carrying large quantities of gear. Each backpack purchased automatically increases inventory capacity by 10.
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—
Manual: Templar
Manual: TemplarManual: TemplarGeneric "A is for Abomination: The Templar's Alphabet." A book that explains what templars do, and how they do it.
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Manual: Ranger
Manual: RangerManual: RangerGeneric "Where Giant Spiders Come From: Wilderness Companions for Beginners." A book written by an experienced ranger, with useful tips.
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Greater Health Poultice
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x4
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Greater Injury Kit
Greater Injury KitGreater Injury KitHerbalism A kit containing bandages and other healing aids.
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Double-Baked Mabari Crunch
Double-Baked Mabari CrunchDouble-Baked Mabari CrunchHerbalism With a lovely melted cheese topping, double-baked mabari crunch is absolutely irresistible. At least if you're a dog.
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Potent Lyrium Potion
Potent Lyrium PotionPotent Lyrium PotionHerbalism A potion that contains a small amount of refined lyrium.
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1 25 0
Greater Lyrium Potion
Greater Lyrium PotionGreater Lyrium PotionHerbalism A potion that contains a small amount of refined lyrium.
x2
0000022000
2 20 0
0000005000
50 0
Greater Spirit Balm
Greater Spirit BalmGreater Spirit BalmHerbalism This balm has a soothing effect on the mind.
+60% spirit resistance for 180 seconds.
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Greater Nature Salve
Greater Nature SalveGreater Nature SalveHerbalism This thick brown salve makes the user smell like dirt and herbs.
Greater Warmth BalmGreater Warmth BalmHerbalism This light balm attunes the user to the element of fire.
+60% fire resistance for 180 seconds.
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Greater Ice Salve
Greater Ice SalveGreater Ice SalveHerbalism A sticky, snow-white salve. No two particles of it are identical.
+60% cold resistance for 180 seconds.
00011632.5
1 16 32
0002643.75
26 43
Concentrator Agent
Concentrator AgentConcentrator AgentItem Heatherum and Foxite are both common herbs in Ferelden. When distilled to be sufficient purity, they may be used as herbal agents to concentrate the effects of many potions, salves, and poisons.
x99
0000003300
33 0
0000000750
7 50
Corrupter Agent
Corrupter AgentCorrupter AgentItem Said to have been made from lifestone that has been corrupted by the darkspawn taint in the Deep Roads, this powdery agent is required to create some of the most powerful poisons and traps known.
x99
0000001320
13 20
0000000300
3 0
Distillation Agent
Distillation AgentDistillation AgentItem One of the three rare bulbs found in the Frostback Mountains, when dried and powdered they become an excellent distillation agent required to evoke magical properties in crafting.
x99
0000001320
13 20
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3 0
Trap Trigger
Trap TriggerTrap TriggerItem Even the most powerful trap requires a trigger. This bit of metal and wire could easily be turned into one by someone of sufficient skill.
x99
0000000220
2 20
0000000050
50
Flask
FlaskFlaskItem These simple glass containers are able to hold many compounds, even unstable ones.
x99
0000000110
1 10
0000000025
25
Tome of Physical Technique
Tome of Physical TechniqueTome of Physical TechniqueTome A manuscript of physical arts, scribed by a master and rarely seen outside of the most prestigious militias and guilds. Careful study grants the reader access to additional rogue or warrior talents.
Elf-Flight ArrowElf-Flight ArrowArrow These arrows are perfectly balanced, and will fly more swiftly than the common arrow.
+6 attack Chance to stun
x40
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Explosive Bolt
Explosive BoltExplosive BoltBolt These bolts have a flammable core and will create a fiery blast on impact.
+4 fire damage
x20
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29 4
0000000660
6 60
Ice Bolt
Ice BoltIce BoltBolt These bolts are enchanted and will shatter into piercing shards of ice on impact.
+3 cold damage
x40
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21 78
0000000495
4 95
Fire Bolt
Fire BoltFire BoltBolt These bolts can be set alight before they are let loose.
+3 fire damage
x40
0000002178
21 78
0000000495
4 95
Arrow of Filth
Arrow of FilthArrow of FilthArrow These arrows have barbed tips and will cause grievous wounds and profuse bleeding. They are also coated in a substance that proves irresistible to animals and could result in severe mauling.
+3 nature damage
x20
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21 78
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4 95
Sureshot Bolt
Sureshot BoltSureshot BoltBolt These arrows were designed to pierce through thick darkspawn hides.
Massive damage to darkspawn
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Knockback Bolt
Knockback BoltKnockback BoltBolt These bolts have been known to knock targets off their feet.
Chance to knock target back
x20
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4 12
Ice Arrow
Ice ArrowIce ArrowArrow These arrows are enchanted and will shatter into piercing shards of ice on impact.
+2 Ice damage
x40
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14 52
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3 30
Fire Arrow
Fire ArrowFire ArrowArrow Archers often light arrows such as these before letting them fly.
Bodahn will mention being allowed into Castle Redcliffe if the Warden interacts with him at camp after the Landsmeet, despite not actually travelling to Redcliffe yet.
His same voice actor is used for several bartenders in origins, such as in Denerim and Lothering. Furthermore, the lines when asking Bodahn about rumors are exactly the same for these other characters.
Bodahn is referenced in the DLC campaign Witch Hunt, in which the Warden encounters Sandal working by himself in the Circle Tower. It is stated that Bodahn is currently in Redcliffe, selling his wares, but he is not encountered during the DLC as it never takes the Warden to that location.
Once Bodahn has set up shop in the Party Camp for the first time, the next time you travel elsewhere on the world map, Bodahn's entire inventory will reset. This makes it possible to obtain duplicates of some useful items, such as tomes and unique equipment. Hold onto your money if you want to take advantage of this bug, because many of his items are very expensive to buy so early.
This bug can be exploited to accumulate upwards of 100 by the time the party leaves Lothering- particularly for a Dwarf Noble rogue with Improved Stealing, or through the use of DLC or other exploits. For more information, see The Spellward.
Note: anything sold to Bodahn before this reset will disappear and be lost for good.
Bodahn's entire inventory may disappear, except for what is in the "buy back" tab. If this occurs, the only fix is to revert to an earlier save.
After you save Bodahn from the darkspawn outside Lothering, he and Sandal are supposed to show up at your party camp. However, after you defeat the darkspawn, he may be stuck in combat, or the game may freeze when you speak to him. There is currently no way to fix this except to start again.