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Dragon Age: Origins - Awakening eGuide
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Contents

  • Maps
    • World Map
      • World Map
    • Main Quest Walkthrough Maps
      • Assault on Vigil's Keep
      • Keep Interior
      • Throne Room
      • Vigil's Keep Courtyard
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
      • Wending Wood
      • Silverite Mine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
      • Siege of Vigil's Keep
      • Siege of Amaranthine
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quest Walkthrough Maps
      • The Blackmarsh
      • City of Amaranthine
      • Smuggler's Cove
      • Law and Order
      • Smuggler's Run
      • Smuggler's Cove (Alternate)
      • Vigil's Keep Throne Room
      • Knotwood Hills/Kal'Hirol
      • Vigil's Keep
      • It Comes From Beneath
      • Sealing the Great Barrier Doors
      • Wending Wood
  • Essentials
    • The Basics
      • How to Use This Guide
      • Key Terms
      • Experience and Leveling
      • Your Health
      • Races and Classes
      • Skills, Talents, and Specialties
      • Items
      • Combat
      • The Map
      • The Codex
      • Character Generation
    • The Classes
      • Introduction
      • Leveling
      • Skills
      • The Warrior
      • The Mage
      • The Rogue
    • The Party
      • Party Basics
      • Combat Roles
      • Configurations and Engagement
      • Tactics
    • Companions
      • Understanding Companions
      • Anders
      • Justice
      • Nathaniel Howe
      • Oghren
      • Sigrun
      • Velanna
      • Mhairi
    • Supporting Cast
      • Supporting Cast
    • Equipment
      • Equipment
      • Weapon and Armor Materials
      • Vendor Shopping
      • Weapons
      • Armor
      • Accessories
      • Runes
      • Crafting
      • Usable Items
      • Gifts
    • Bestiary
      • Monster Abilities
      • Monster List
  • Walkthrough
    • Walkthrough
      • How to Use the Walkthrough
      • Essential Locations
    • Assault on Vigil's Keep
      • Exterior
      • Interior
      • Throne Room
      • Courtyard
    • Shadows of Blackmarsh
      • Amaranthine
      • The Crown and Lion
      • The Blackmarsh
      • The Blackmarsh Undying
      • Shadowy Crypt
      • Baroness's Manor
      • Return to the Blackmarsh
    • The Righteous Path
      • Amaranthine
      • Wending Wood
      • Trapped by the Architect
      • Silverite Mine
    • Last of the Legion
      • Amaranthine
      • Knotwood Hills
      • Kal'Hirol
      • Main Hall
      • Trade Quarter
      • Lower Reaches
    • Siege of Vigil's Keep
      • Going to War
      • Siege of Vigil's Keep
      • Siege of Amaranthine
    • Lair of the Mother
      • Dragonbone Wastes
      • Drake's Fall
      • The Nest
    • Side Quests
      • The Blackmarsh
      • City of Amaranthine
      • Companions
      • Knotwood Hills and Kal'Hirol
      • Vigil's Keep
      • The Wending Wood
      • Random Encounters
    • Achievements
      • Achievements and Trophies

Dragon Age: Origins — Awakening Guide › Walkthrough › The Righteous Path

Amaranthine

Spoiler Alert

Note

There are three main quests in Awakening : "Shadows of the Blackmarsh," "The Righteous Path," and "Last of the Legion." You can attempt the quests in any order; however, its probably best to do "The Righteous Path" second. You gain Velanna, a second mage companion, which may fill out your needs for more spellcasting, and you get introduced to the mysterious Architect.

Beginning the Quest

When you're ready to begin your second major quest out in the lands of Amaranthine, speak with Mistress Woolsey in the Vigil's Keep throne room. She tells you that the caravan route has been disrupted in the southeast, and that the kingdom can't survive without free-flowing trade (more information about the merchant in the city of Amaranthine. At the conversation's conclusion, you gain "The Righteous Path" quest.

Amaranthine

When you enter Amaranthine, look for Mervis to the north of the Market District (western side of the city). He explains that caravans have been ransacked in the Wending Wood and asks you to investigate. He also promises you a reward if you can stop whoever or whatever is disrupting the trade route. When you're finished in Amaranthine, travel to the new location on the world map: the Wending Wood.

Note

If this is your first time visiting Amaranthine, there is a lot to do in the bustling city. See the "Amaranthine" section in the Side Quests chapter for all the events and quests not directly related to the main quests.

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