
We've already covered much of the basics of starting a new game in BioWare's upcoming role-playing game Dragon Age: Origins...because we've played through them. If you haven't already, take a look at our previous story covering the origins of the human mage, which also covers the basics of character creation and interface elements--we won't be repeating those here. Instead, we'll jump into the origin story for dwarves who begin their careers as lowly commoners in the streets of Orzammar, the subterranean metropolis. As a dwarf commoner, you can choose to play either as a rogue or as a warrior--there's virtually no difference whatsoever in the experience or gameplay, except that each class has its own skills, and that certain fights seem tougher if you play a rogue who didn't specialize in combat skills. On that note, please be advised that this story contains minor spoilers.
Even though the tall, stony architecture of Orzammar looks impressive in some places, the life of a dwarf commoner isn't pretty. According to the introductory cinematic sequence for this origin, the dwarves have a rigid caste system that forbids dwarves of lower classes to mingle with highfalutin nobles--and your character is at the very bottom of the barrel, a "casteless" character marked with a brand on his or her face that tells the world that you're the most common of commoners.
You begin your adventure being harangued by the local dwarf slumlord Beraht, who has recruited you to do his dirty work while he "encourages" your kindhearted sister Rica to catch the eye of a dwarf noble. Beraht's potentially not-family-friendly scheme is to marry her off into a noble family to give birth to an heir, elevating her, you, and "Uncle" Beraht to noble status. (Interestingly, while mages speak with the prim and proper BioWare British Accent made famous in Knights of the Old Republic, dwarves all speak American/Canadian English--no evidence of a British accent or Scottish brogue in sight.)
Beraht then storms off, reminding you that you have more dirty work to do before the day is done. Before you go, you can chat with your sister to get more insight about your situation and the world of the dwarves--how most of your people remain below ground rather than deal with repugnant, smelly surface dwellers like humans and elves, and how the darkspawn, the game's villainous monsters, have risen from the depths of the earth to claim the lives of most members of the noble and warrior castes, which leaves the nobles desperate for heirs. It also seems that Rica has caught the eye of a potential suitor, but with no promises made on either side, you're better off heading out to Orzammar for some more shady dealings, at least for the time being.
You leave your sister, and immediately meet Leske, a dwarf thief and cohort who also works for Beraht, and who also has the hots for your sister. (In fact, if you create a female dwarf character, he'll actually make a pass at you as well.) After reminding him that his attentions are unwanted, you get the details of your next mission--locating, shaking down, and ultimately killing a smuggler who works for Beraht, but has been skimming lyrium ore (the enchanted metal used to power magic spells and forge enchanted weapons) to sell to illicit parties on the surface.
The common areas in the dwarf city, much like the halls of the mage tower, are full of ambient characters that go on about their business and occasionally have independent conversations that touch on bits of the world's lore, such as the political tension between the current dwarven king and an ambitious dwarven prince. And if you happen to be a rogue, you can also use the profession's free skill point in the stealing skill to relieve some commoners and guards of their coins and healing poultices--the latter of which will prove to be a godsend later on.
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