Here is your initial entry point and access to the Hall of Heroes.
Here you'll notice a conflict between two different groups of Dwarves that ends rather violently. A Captain of the Guard is nearby and explains that the Assembly, and the city, is bitterly divided over who is going to succeed the recently passed King. The leading candidates are Lord Harrowmount, considered a fair and efficient adminstrator, and Prince Bhelen, an apparently ruthless and ambitious son of the former king.
There is also a marble carving on the floor here, clicking on it will give you the Codex entry for "City of Orzammar".
Here is Janar's Armory. A stone carving inside provides the Codex entry for "Life in Orzammar".
Janar sells a number of weapons and armors of Dwarven make, with the materials often consisting of Silverite, Red Steel, or Dragonbone. He also sells recipes for Large Shrapnel Trap, Large Claw Trap, and Large Caltrop Trap.
Around here will be Filda. Her quest for you, if you choose to accept it, is to find out what happened to her son, Ruck, who disappeared while on an expedition into the Deep Roads. If you want, you can press her for payment, and she'll promise a masterwork shield in return.
To fulfill this quest, you'll have to make progress on behalf of either Prince Bhelen or Lord Harrowmount first. Eventually, your missions will bring you to a place in the Deep Roads called Ortan Thaig. When you find her son, bring her the news. Just be careful to avoid the dialogue option that implies that you did a mercy killing on her son, that is if you want her to reward you with the shield. Otherwise, she will give you Ruck's Shield (Steel).
Here is another Dwarven merchant named Legnar. He tends to sell leather armors and other odds and ends. He sells recipes for Interesting Lure, and Mild Lure. His more notable wares include:
Here is Brother Buckell, who is actually a Dwarf converted to belief in the Maker and membership in the Chantry. His aspiration is to open up a Chantry in Orzammar. If you tell him that you're not up to 'spreading his lies', he won't speak to you again thereafter. You can agree to speak of his behalf for a request to the Shaperate to permit a Chantry to be built within Orzammar. This will win approval from Leliana
Here is the entrance to Dust Town, which is sort of the dumping ground for casteless Dwarves.
Here is Figor's Imports. You won't be able to get inside until either Prince Bhelen or Lord Harrowmount bring up the subject of a criminal cartel led by Jarvia. Once this happens, you'll be able to enter. Once inside, you'll notice some of Jarvia's thugs trying to muscle Figor for an overdue protection fee.
You can either pay the thugs the 10 gold they're demanding, or use Intimidation to get them to leave. This will leave Figor happy, and his shop will be open to you. He sells a lot of crafting items, including an infinite supply of Flasks that are the cheapest here than anywhere else in the game. He also sells recipes for Greater Health Poultice, Health Poultice, and Lesser Injury Kit. He'll also sell a Remarkable Emerald, which Shale will appreciate as a gift.
Another way to resolve this is simply to kill the Thugs, but this leaves Figor angry over a perceived danger to himself. He'll then leave without the store ever being available afterwards, no matter what you might try to say to him.
Here is Nug Wrangler Boermor, who is willing to give a quest to help replenish his stock of Nugs. Basically bring him whatever mugs you find here, and he'll give you 12 silvers for each one. There's 4 here at various places in the commons. Simply walk around and hit -tab- repeatedly and they'll become apparent.
Here is another Dwarven merchant named Garin. He sells a lot of diverse wares, which includes Dwarven armors and weapons made of Red Steel, Steel, or Veridium, and crystals that Shale can use, usually of the Large Flawed or Small Flawed variety. Note that Garin often changes the crystals, armors, and weapons that are available for sale from time to time. Some of his more notable wares include:
Note that once your level is high enough, Garin will then be willing to sell weapons and armors made from Silverite or Dragonbone, as well as Brilliant Crystals, the very best crystals that Shale can equip. The crystals that he sells will be random, and you may have to leave the Commons and come back from another part of Orzammar, until you get the crystals you may want for Shale.
Here you'll meet a Dwarven girl named Dagna. Dagna recognizes that Dwarves can't cast magical spells, but she wants to study magical theory anyway for its own sake, and perhaps to build a mutually beneficial relationship between the Dwarves of Orzammar and the Circle of Magi. There's at least 3 ways to resolve this, and 2 of them require that the Circle of Magi quest be resolved first:
If you sided with the Mages, and the existing Circle of Magi is left intact, First Enchanter Irving will be agreeable to the request. You can then bring back the good news to Dagna. If you're so inclined, you can insist that Danga reward you with either a Potent Lyrium Potion or a Master Dweomer Rune.
If you side with the Templars, resulting in the Circle of Magi getting cast down by the Rite of Annulment, Knight-Commander Greagoir will not be aggreable to the request. Bring the bad news to Dagna for xp and a conclusion to the quest.
Jaran, who runs the nearby armory, happens to be Dagna's father. If you talk to him about Dagna, you'll get the idea that he doesn't approve of her aspirations. When next you speak with Dagna, you'll have the option of telling her that her father doesn't want her to attempt the study of magic. This results in some xp and a conclusion to the quest.
Here is the entrance to the Deep Roads. The Dwarven Guards won't let you through without permission.
Once you get a quest from either Prince Bhelen or Lord Harrowmount to search for the Paragon, Branka, in the Deep Roads, a Dwarven warrior named Oghren will interject on your way here. He will become a joinable companion at this point.
Halfway across this bridge is one of 4 Nugs. There is also a note on the ground that provides a Codex entry for "Key to the City".
Sorcerer's
Place is a project run entirely by fans and for fans. Maintaining
Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!
Supporting Sorcerer's Place
Has Sorcerer's Place been useful? If you'd like to show your appreciation
for our hard work on the site, and help us pay the bills the site generates
every month, please consider helping support SP.
Thank you!