Orzammar is one of the remaining dwarven kingdoms in Thedas. An underground metropolis, the thaig is located deep beneath the Frostback Mountains. According to legend, the thaig's name derives from one of the seven brothers who founded the dwarven empire and his descendants formed the miner caste.
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.
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 miner and smith castes.
Orzammar and its sister-cities of Kal-Sharok and Kal'Hirol, 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 Orseck Garal moved the capital of the dwarven empire to Orzammar to preside more directly over the commercial aspects of dwarven life, mining and crafting, as Orzammar was the ancestral seat of the Miner and Smith castes. It was rumored that he and Endrin Stonehammer withdrew from reach of the Imperium to avoid the power struggles that would ensue following the Archon's death. 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.
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. However his efforts were not enough since after the end of the First Blight, the darkspawn kept pushing and by -15 Ancient (1180 TE), the kingdom of Orzammar was assumed to be the last one still standing. Since then, the kingdom was in a steady decline by losing most of its outlying thaigs.
In Orzammar, things are solved quickly and with as much bloodshed as we can stand... and then a little bit more.
Dragon Age: Origins Edit
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 in Orzammar sending forces to Ferelden for the purpose of defeating the Blight. In the game's 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:
- Side quests:
- Surrounding environments:
These quests take place entirely outside of Orzammar, though they are filed under "Orzammar" in the journal.
- Unlisted quests:
These quests have a codex entry, but are not logged in the journal.
- Gangue shade, occurs at the Legion of the Dead Relic in the Dead Trenches of the Deep Roads
- The Shaper's Life, starts and ends at the Wall of Memories in the Orzammar Shaperate
Witch Hunt Edit
Diamond Quarter EditThe 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 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.
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 gladatorial 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.
Dust Town Edit
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.
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 Edit
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
- Prostitution exists in Orzammar, with the finest brothels being restricted to the highest caste dwarves, such as warrior caste.
- The pelts of red lions are greatly prized by the dwarves of Orzammar.
- In the Commons, you are allowed to change your party. If you go to the bridge that leads to the Proving and have the Warden and companions back towards one of the side railings, so that when you change party members the new members will spawn directly behind the Warden 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. It is also possible to get behind the guards barring your way to the deep roads and enter the deep roads before ever getting permission; just don't get too close to the guards or it will trigger the dialogue and you will find yourself standing on the other side of the guards with them still not letting you proceed any further.
See also Edit