Dragon age origins passage for a noble dwarf. Passage: Background - Noble dwarf. Elf backstories in Dragon Age: Origins

Dragon game Age: Origins offers six unique backstories to choose from. This is a great opportunity to get to know the main character better, understand the motives, get to know his life before joining the Gray Guardians. The backstory has practically no effect on the ending of the game, but it greatly affects the starting conditions - the initial chapter, dialogue lines and a set of skills change. Race and gender have a noticeable influence on the plot of the game: they determine how other characters will perceive the main character. A woman, thanks to her "tenderness", can succeed in those situations where a man will be out of work. All these small and large differences make you return to the game and go through it again, each time discovering something new.

Backstories for humans in Dragon Age: Origins:

  • noble person(classes: warrior, robber) - you have to survive the loss of your family and start looking for the killer.
  • Magi

Elves backstories in Dragon Age: Origins:

  • Dalish Elf(classes: warrior, robber) - you have to go to the ancient ruins and stumble upon a strange mirror, eluvian.
  • city ​​elf(classes: warrior, robber) - you have to survive the cancellation of your own wedding and the loss of your bride.
  • Magi(class: mage) - you will take part in the escape from the Circle of Mages on Lake Calenhad.

Dwarf backstories in Dragon Age: Origins:

  • Dwarf Commoner(classes: warrior, robber) - you have to work for the Charter, a criminal group from Orzammar, doing dirty work.
  • Noble Dwarf(classes: warrior, robber) - you will plunge into political intrigues between the noble families of Orzammar.

I found that the link in the Guide is just a collection of instructions for leveling a character with some general plot spoilers, which, of course, does not have this word in full, IMHO.

So, you are the second child of King Orzammar Endryn Aedukan. The story begins with what you learn from your closest associate Gorim of the Warrior caste of tomorrow's scheduled operation against the Darkspawn. This is your first assignment as the new Commander-in-Chief of Orzammar, and the appointment will take place today. Fights are timed to coincide with this event in the sacred Arena of Trials, and a feast is planned at the end.

Gorim will present you with a gift of a shield and ask how you would like to spend the time left before the feast - either watch the battles, or go through the merchants, who today, by the permission of King Endrin, can trade in the quarters of the nobility.

I recommend going through the rooms and cleaning out all the shelves, chests and cabinets available to you - get additional experience, pages in the codex and things that you can sell to merchants and get small amounts. In the room of your brother Belen, you will find his girlfriend Rika (more details about her can be found in the backstory for the Commoner Dwarf), but you will not learn anything particularly important.

Not far from the entrance you will see two dwarfs arguing loudly - Brantin Volni and Guardian Gertek. If you demand an explanation, you will find out that Gertek unearthed some compromising facts about Volni's ancestor, which his descendant would prefer not to see published. You can support Gertek for the sake of historical truth (and demand a reward if you want, and even order Gorim to kill Volni), or side with the aristocrat - hint that the scientist can be removed, or convince him to spare the Guardian.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Merchants can fuse all the trash that you find in the rooms of the palace. An arms dealer standing near the exit of the Diamond Quarter will offer you a dagger of amazing work, claiming that it is just a gift - you can simply refuse, accept this gift or kill the donor for daring to offer it to a member of the royal family.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

In the Diamond Quarter, ladies can be found, whom Gorim will call "noble hunters," who are engaged in seducing male aristocrats in order to conceive a son from them, which can serve as a reason for assigning a mother a higher status.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

If your character is a man, then these ladies can be invited to your room for an evening (this may give in the future additional quest), or recommend them to your brothers. Trian, your older brother and heir to the throne of Orzammar, and Belen, your younger brother, are also strolling through the Diamond Quarter now.

You will be escorted to the Arena by special guards - you can watch the battles, or take part in them. In the latter case, you will have to fight 4 opponents in turn, and for the victory you will be awarded a helmet. You can sell it later or give it to one of your opponents.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

When you return to the Palace, go straight to the Throne Room - the Gray Warden Duncan and Lord Days will be there. The latter will ask for support in his claim to return the rights to the ground dwellers - the dwarves who left Orzammar to the surface.

Lady Helmi will immediately tell you that Lord Days has a selfish interest in this matter. You can immediately fulfill the request of Days, or first talk to him and either demand a duel of honor in the Arena (you will have to fight with the son of Days), or demand a decent bribe. In the latter case, it is worth changing the receipt from the merchants before talking with the king - later you will no longer have such an opportunity. As a result, you will receive a decent start-up capital.

After talking with your father King Endrin, you will need to find Trian. He will be either in the arena, or, if you have already been there, or in his chambers.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

After this conversation, you will be transported to the next day, to the abandoned Aedukan teig, where you will need to find a relic of your kind - the shield of the Perfect Aedukan. There will be nothing particularly interesting here - rare attacks by the Creatures of Darkness and a meeting with a couple of comrades-in-arms: a warrior and a robber. The latter will be useful in light of the presence of closed chests and traps in locations. The biggest problem is a rather large group of Darkspawn led by a Garlock leader, but you can lure the enemy on yourself using bows.

In the Aedukan teig, you will stumble upon a squad of mercenaries who have already killed the Darkspawn and now want to ask you about the exact location of the Aedukan shield. In a conversation, in any case, you will provoke a fight.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Be careful - there are a lot of traps, and the ballista can deal serious damage to you. It is better to retreat from the firing zone and lure the enemy towards you. Nearby is the passage to the secret hall, where you needed to get. After killing the mercenaries, remove the signet ring from the leader's body, which opened the door to the teig, and go there.

To get a shield, place your comrades-in-arms on three slabs slightly recessed into the floor (they still creak at the same time), and then use the ring entrusted to you to open the sarcophagus.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

Outside, a pack of creatures of Darkness will immediately attack you. After clearing the area, return to the meeting point with the rest of the troops. In order not to run around, charge the ballista with the bolts found in the barrel and demolish the stone blockage. The opened passage will take you straight to the right place.

Depending on the outcome of your conversation with Belen (whether you decide to deal with Trian, or do nothing), either you will stumble upon Trian and he will attack you, and you will have to kill him, or an already dead brother.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

In any case, immediately after this, your father, Belen and Lord Harrowmont will appear nearby, and you will be accused of killing your brother and heir to the throne. Gorim will convince everyone of your innocence, but two other companions will betray you and announce the treacherous murder of Trian. And if there is no faith in the words of the rootless scout, then the speeches of the second warrior, whom, by the way, you could defeat in the Arena last, will become fatal.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

As a result, you will be thrown into prison (all things will be lost except DLC and money), and after some time Gorim will come and inform you that you will be sent to the Deep Roads so that you die at the clutches of the Darkspawn. You will also have the opportunity to gossip about the long preparation of Belen for such an event. Gorim will also inform you that Duncan and several other Gray Wardens have gone to the Paths in this area - so your salvation is in meeting with them. In addition, Gorim will tell that he was expelled from the warrior caste and sent to the surface. Lord Harrowmont will give you a sword and shield just before the exile.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

In the Deep Roads, you will encounter several single spiders and darkspawn. Duncan is located in the very south of the location.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

After seeing you and listening to your story, Duncan will invite you to join the Gray Wardens (using the Right of Summoning if necessary), and after that you will go to Ostagar.

Walkthrough: Background - Noble Dwarf


Walkthrough: Background - Noble Dwarf

noble birth

This quest is available in Orzammar only if your character is a male noble dwarf and if he spent the night with Mardi the Noblehunter in the prologue. After this night, you will have a son (your), but since you have been declared an exile and you have lost your caste, her child is also out of caste. You can ask Belen or Harrowmont (depending on who you choose to be king) to accept your son into their family. Do this immediately after the coronation, otherwise the child will remain Outcast. But you can give it a name anyway.

Note: Later, you will meet Gorim in the Denerim Trade District, where he sells weapons and armor. You will be able to sell him things for only half the price (and not 4-6 times cheaper than the cost price). He will give you the last gift of his father - the Shield of the Perfect Aedukan.

I'll add my thoughts...
Either at the release of the game there was a condition to slightly change / cut the plot, or the scriptwriters did not consider it necessary to write what is already clear to the sane. What is it?
Why did Belen kill his family? if you read everything and understand their rule, you get the impression of a family of tyrants with a thirst to rule and crush everything for themselves, as well as with the fear that simple gnomes (now untouchable) will demand equality, which in truth is exactly how it should be - unanimity or at worst equality. That his father, that his brother were cruel, vile rule and class division into "I am above you, you are below me." A bright mind does not allow this, it is a stupid fear.
So why did Belen kill everyone? did he kill his mother too? I have not heard about this and it is not written anywhere ... and why only my own? if he wanted absolute power, how can someone who does not understand answer, ask yourself the question - why didn’t he kill ALL possible heirs and claimants (entering or submitting the right to inherit) to the kingdom?
Based on such an analysis of the facts, Belen only "removed" the tyrants from the throne, because he knew - without changes and simplification, without the abolition of cruelty and bad attitude towards ordinary gnomes, long life to all the people of the dwarves not to see.
And in conclusion .... Belen did not kill anyone else, you hear, ANYONE else killed. He only got rid of the reasons for the imminent death of his people (which were both his father and brother). When completing the story for him, no kills are made on an innocent dwarf. And the documents, in fact, are NOT a fake, if you go to the custodians before presenting them, show the documents to the elder .... how is he .... I don’t remember, he will ask where, you can lie, but the second question will be "so they are forged? ", to which the elder * immediately replies "no, this is NOT a fake, but some conditions have been changed here." That is, in fact, the documents are genuine, this senior, who is also Haroumont's relatives, knows about this transaction and will confirm the question "so did you know about it?". So Haroumont really wanted to deceive, that is, it was HE who fought dishonestly in the elections.
The second task is to deal with a gang of criminals. And again, WHOSE gang is this in fact? of course, Haroumont, we find out in the course of the plot and reading all sorts of notes. Jarvia supports Haromont with might and main.
So who is the killer, m? Belen, or is it Haroumont?
I think for sane people it is obvious that Haroumont is MUCH worse.
And in the end .... for the first time I played (it was a long time ago), if possible, I went for both, and now Haroumont just asked the hero to kill some "interfering" personalities who were not criminals, well, I didn’t fulfill.
By the way, Branca has always been obsessed, Ogren says about this. That is, even when she was a "nice girl," as the dwarf called her, so she can hardly be considered honest.

At the beginning of the game, you have to choose a race (human, dwarf or elf) and a class (warrior, rogue or mage); elves and gnomes have 2 more sub-races (city elf / wood elf and noble dwarf / untouchable). Depending on the path you choose, you will have different backgrounds for joining the gray guards. Briefly about each of them.

Man
Rogue or Warrior
You will play as a noble man from the Couslands family. Teirnir Highever has long been considered their ancestral home. The game begins with a conversation with his own father, Bryce Cousland. He will tell you that in connection with the invasion of the creatures of darkness, he is forced to go to war in the southern lands along with your older brother. The brother is about to leave, and the first task is to find him and say goodbye. Likewise, our father will introduce us to the Gray Warden Duncan and his friend, the Earl of Aramantine, Rendon Howe. Let's go in search of our brother. On the way, we will be asked to look into the kitchen and calm down our dog. Let's go there. In the kitchen we will be met by a cook who is in a very bad mood. She will yell at our poor four-legged friend. Approaching the dog, we will see that he is heroically fighting a crowd of fat rats that have flooded the kitchen. We help him deal with rodents, pick up everything that is badly lying, reprimand the owner for disrespect for a thoroughbred dog with a 100-year-old pedigree and go on walking around the castle. We can talk to our mother and two guests. there will be no tasks from them, but still. Also go to the church to the preacher for a blessing and to the scientist to help him conduct a history lesson with children (in the library and church you can read several books that give experience).
Now go to your brother's quarters, give him your father's instructions, and go to sleep in your room.
In the middle of the night you will be awakened by the sound of weapons and the growl of your faithful mabari. The dog will actually save your life, because. otherwise, you would wake up at the Creator with a dagger in your neck. We quickly equip ourselves (a chest with things next to the bed) and go to find out what's what. In the corridor we will meet with the mother, who will also be fully armed. She will tell you that Earl Howe betrayed our father and attacked the castle at night. We make our way to the family of our brother, but alas, we find both his wife and daughter (your niece) dead. We need to find our father no matter what. We chop Hou's soldiers into cabbage and make our way to the main hall, where we will be informed that the teyrn was wounded and retreated to the pantry. Mother will say that there is a secret exit from the castle, along the way she will ask us to go to the treasury and pick up the family sword and shield so that Howe does not get these relics. Having done this, we go to the pantry. There we will meet a mortally wounded father, a little later Duncan will come running there. As it turns out, he is on our side and originally came to the castle for ... us. He wants to take us into the gray guards. We agree. The father will ask you to leave him. We can theoretically save the mother, but she wants to stay with her husband. Alas, we will not be able to change anything - our parents will die in an unequal battle with Howe's thugs, and we will go straight to Ostagar for initiation into the gray guards and a long struggle with the creatures of darkness.
Note 1: An opportunity to take revenge on Earl Howe presents itself at the end of the game. Personally, I took great pleasure in killing that vile butcher.
Note 2: When playing this story, mabari will appear immediately, if you play for other branches, then only in Ostagar.

magician
You will play as a beginner mage. The game will start in the circle tower in the torture hall. You have to go through this very torture. What does it represent? Nothing special: you will be sent to the shadows (something like a parallel world inhabited by demons and spirits), where you will have to kill the demon.
Once inside, look around and go straight a bit, killing wisp (such funny fireflies). You will meet a talking Mouse, which turns out to be the spirit of a magician who was stuck in the shadows a long time ago. He will agree to help you and advise you not to go to battle with the demon yet, but to visit two local spirits. We agree. The mouse will follow you. On the very first lawn we will meet the spirit of valor (it looks like a templar). We speak with him and ask him for weapons. He will agree to give it to us if we defeat him in a fair fight. We can fight, or we can convince them to give us a weapon just like that (this requires a level 2 persuasion skill). We get a staff from the spirit and move on. On the way we will be attacked by ghost wolves. These monsters are killed quite easily, but before a certain moment will be invisible. Soon we will get to the second lawn, where the demon of idleness will doze. Although he is a demon, but not the one we need. So we talk to him and ask for help. He can teach the Mouse to turn into a bear, but for this we need to solve 3 riddles. If you do not want to rack your brains, then just finish off the spirit properly. Now that the Mouse has been turned into a bear, let's go back. At the first edge, where you recently spoke with Valor, the Demon of Wrath appeared. First, talk to him, while being rude in the toughest way. When the fight begins, the demon will summon several wisps to help. It is better to trust the Bear Mouse to deal with them, and deal with the demon himself. Lyrium veins around can heal your wounds. After the victory, talk to the Mouse. It turns out that it was he who was the demon, and much stronger than his just killed relative. Fortunately, the second demon will not have to be killed. Your mission in the shadows is completed and it's time for you to return to the harsh reality.
We will come to our senses being in the students' rooms (this is on the first floor of the tower). Our friend Jovan will immediately run up to us and ask about the test. He himself will be extremely dissatisfied with the fact that he has not yet been taken to the Torment. We calm him down, after which he will say that the first sorcerer Irving was looking for us. He lives on the second floor, so let's go there. In his chambers we will meet the commander of the templars Gregor and the gray guard Duncan. We speak with them all, after which we take Duncan to the guest cell. Then we will meet Jovan again, who will be extremely preoccupied with one problem. We go with him to the local chapel, where he will introduce us to his girlfriend. She is a templar and they meet despite the prohibitions of their communities (templars and mages in a very difficult relationship). Jovan wants to leave the tower with her, but to do this, you first need to destroy the amulet with Jovan's blood (templars use such amulets to find runaway magicians). The relic is stored in the basement of the tower, which can only be accessed with the help of a fire wand, which in turn is located in the pacified Owain. We go to him and ask for the rod. He will agree to give it up in exchange for a paper of recommendation signed by the first sorcerer. It is clear that Irving will not sign this document. 3 magicians can forge a signature. Each of them will have their own task. I will describe the way I went through myself. We go to the laboratory and speak with the sorceress there. At first, she will refuse our request, but at the same time she will subtly hint that not everything is in order in the pantry. We cling to this information and agree to settle the problems. I'm going to the warehouse. Everything is infested with spiders. We kill arthropods and return to the sorceress for a signature. Now we have the document, again we go to Owain and get the rod. We return to Jovan. He will almost take off his mantle for joy, join you in a group, and together you will go to the cellars of the tower.
Once inside, go through the first door. The second door will be closed, so you'll have to take a huge detour. Along the way, we sentence the guards to death. We reach the room with the cat statue. We examine it, after which we move the cabinet and use the cat as a detonator for a big explosion. We go inside, deal with a handful of guards and pick up Jovan's amulet. I'm going to the exit. Alas, there we are swaddled by a bunch of templars led by Gregor and Irving. If before the escape you nevertheless told Irving about Jovan's intentions, then you will not be beaten. Jovan, on the other hand, will turn out to be a blood magician and, in order to save his beloved from the clutches of the templars, he will finish them off in 2 counts. Only here's the bad luck, the bride-temple will not want to forgive the bridegroom-blood magician. Jovan will run away, and they will want to execute you for aiding and hiding the Malifikar. Here Duncan intervenes and announces the right to call. Now you are under the protection of the gray guards and they have no right to execute you. We thank Duncan for the rescue and follow him to Ostagar. And you will meet your "friend" Jovan.

Elf
Note: roleplaying as a mage is similar to the human race.
Rogue or Warrior
Dalish (Wood) Elf
This story begins with a short cutscene that shows you tracking down a squad of human smugglers. As soon as you corner them, your partner appears and offers to put the little people on Dalish cutlets. Kill them or not - you decide. One way or another, after that it will be necessary to examine the ruins not far from the edge. Inside them, we make our way through the crowds of spiders until we get to the Mirror Room. There you will be attacked by a huge wolf with a spiked skin. After killing him, we approach the mirror. We speak with a partner, at this moment the mirror will begin to come to life, and in another moment you will fall into darkness ...
Oddly enough, you will wake up at home in the elven camp, where you will meet Duncan and learn that the mirror at one time served as a portal for communication between the Dalish camps. However, now it has turned into a kind of black hole that fills the souls of those who look into it with filth, after which the unfortunate ones turn into creatures of darkness. We have already been saved from such a finale, but our partner is unknown. We need to talk to the elder's apprentice and then return to the ruins.
By the time you return, they will be inhabited by a small number of darkspawn. Again we make our way through all the evil spirits to the Mirror Room. There we will again meet Duncan, who will report that our friend most likely cannot be saved. Returning to the village, we report everything to the elder. Then Duncan invites us to join the gray guards and takes us to Ostagar.

city ​​elf
This story begins very optimistically and cheerfully. Your own sister wakes you up and talks about your upcoming wedding. We dress appropriately, talk with our father, and then go outside. We go to our friend, then to the bride. A video will start telling us about the wedding, which, alas, was interrupted in a prim and uncouth way.
The drunken son of Arl Denerim Vaughan arrived in Elfinage (the elven quarter of the capital) and took all the girls under escort to his estate, including your wife. At this very moment, Duncan will arrive. We speak with him, and then with the elder Valendrian. Now head to Earl Denerim's mansion. There we smash to smithereens the guards that come across along the way. We go into the servants' room and kill the watchman. We take alcohol in the kitchen, rat poison in the pantry. We go to the dining room and give this ruff to three soldiers. We rob them to the skin and go in search of Vaughan. When we do find him, he will get into a fight. We release his guts, free the girls and take them back to the alienage. In moments, the guards will come running and want to arrest us. Duncan will intervene in the conflict and declare the right to call. We agree to become gray guard and go with him to Ostagar.

Dwarf
Note: Dwarves cannot become mages.

Rogue or Warrior
Crown Prince (Dwarf Noble)
The story begins in the diamond halls of Orzammar in royal palace. You have to play for the second oldest son of the current dwarf king from the Aedukan family. We speak with our bodyguard, after which we go to the main hall. We can choose to wander around the city or go straight to the feast.
At the celebration, talk to your father. He will ask you to find your younger brother Belen in the arena of trials. We go there and talk to a relative. He will say that our older brother wants to kill us. We thank Belen for the information and invite you to the banquet. After a sea of ​​ale and delicious food, it will be announced that you and your older brother should go to the abandoned teig of the Aedukan house.
When we are in place, we make our way to the crossroads through clusters of spiders and small detachments of creatures of darkness. At the crossroads we will receive the first reinforcements, through two underground rooms - the second (beware of ambushes of the creatures of darkness). With a fully equipped detachment, we go to the teig. Inside we will stumble upon a detachment of mercenaries. We send them to a meeting with the Creator and take a signet ring from the corpse of their leader. After we go into the house and solve one simple puzzle. We need to open the sarcophagus with a shield, for this, simply place your companions on the shifted tiles on the floor. We pick up the shield, go outside and break the wall with a shot from the ballista. A pack of deep hunters will run out on you. We kill them and return to the crossroads. Your older brother has set a trap for you. Nothing to do but kill him. Once you do that, your father and Belen will appear. You will be accused of killing your brother, deprived of your title and caste, and imprisoned, and our younger brother Belen will be behind all this. In prison, a former bodyguard will visit you and inform you that they are going to expel us, sending us naked, but with weapons, to the deep paths. Also, out of old friendship, the bodyguard will hint to us that perhaps there are still gray guards in that sector who can help us. Then a short exile scene will follow: we will be given a weapon, a sentence will be read out and thrown out the door, after which it will be bullied. Then everything is simple: we make our way through the creatures of darkness to gray guards behind the collapse, getting equipment in battle (from dead dwarves). Barely reaching the guards, we speak with Duncan and tell about what happened. He will be extremely surprised by all this, will offer us help and the opportunity to become a gray guard. We agree and go to Ostagar.

Untouchable
This story begins in the dirtiest and stinkiest quarter of Orzammar (Dust City), where the untouchables live (dwarves without caste, without clan, without tribe, but just do nothing). We are one of those lucky ones. We live by working for the criminal gang Charter. It also turns out that a certain Berat, our boss, is dissatisfied with your work as a racketeer and the work of your prostitute sisters. He gives us the task to click on one merchant on the topic of lyrium stolen from the Charter. The merchant sits in the tavern "At the taverns". With our accomplice Leske, we need to either kill the merchant, or threaten to get lyrium. As soon as we get the goods, we carry it to the shop to Berat. there we will be accused of rats (they say there is not enough lyrium). Making excuses is pointless. We will be sent to the arena of tests in order to poison a fighter named Mylar (for this you will need to pour poison into his wine), who must fight against one of your boss's hangers-on named Everd. Later it turns out that Everd is drunk as an insole, and therefore we will have to fight in the arena for him (in his armor). We equip ourselves and go to distract Mylar while Leske adds poison.
Then go down to the arena and start fighting. Instead of one fight, you get five. As a result, you will be exposed, arrested, because. untouchables do not have the right to take part in battles and will be sent to jail. Only now, not for ordinary gnomes, but to Berat under a dusty city. With the help of the guard, we get out of the cell, free the accomplice and go to repay the debts. Having found Berat, we rip open his belly for all the good things. We go outside and get into the store, where not so long ago we gave the order to the deceased. Then we go to the street, where the guards will already be waiting for us. Unexpectedly (as always), Duncan will intervene, give us the family mace of the Aedukan family (the royal family, however) and take us to Ostagar.