Dragon Age Wiki
Dragon Age Wiki
No edit summary
(restoring non-canon information, adding tabletop template)
(45 intermediate revisions by 17 users not shown)
Line 8: Line 8:
 
|terrain = [[Thedas#Underground|Underground]]
 
|terrain = [[Thedas#Underground|Underground]]
 
|inhabitants = [[Darkspawn]], [[Deepstalker (variation)|Deepstalkers]], [[Glowing slime]]s, [[Spider]]s, [[Cave beetle]]s, [[Dwarf|Dwarves]]
 
|inhabitants = [[Darkspawn]], [[Deepstalker (variation)|Deepstalkers]], [[Glowing slime]]s, [[Spider]]s, [[Cave beetle]]s, [[Dwarf|Dwarves]]
|quests = [[A Paragon of Her Kind]], [[The Deep Roads Expedition]], [[Finding Nathaniel]]
+
|quests = [[A Paragon of Her Kind]], [[The Deep Roads Expedition]], [[Finding Nathaniel]], [[Fool's Gold]], [[The Descent (quest)|The Descent]], [[Trespasser (quest)|Trespasser]]
|appearances = [[Dragon Age: The Stolen Throne]] <br> [[Dragon Age: The Calling]] <br> [[Dragon Age (IDW comic)]] <br> [[Dragon Age: Origins]] <br> [[Dragon Age Journeys]] <br> [[Dragon Age: Origins - Awakening]] <br> [[The Golems of Amgarrak]] <br> [[Dragon Age II]]
+
|appearances = [[Dragon Age: The Stolen Throne]] <br> [[Dragon Age: The Calling]] <br> [[Dragon Age (IDW comic)]] <br> [[Dragon Age: Origins]] <br> [[Dragon Age Journeys]] <br> [[Dragon Age: Origins - Awakening]] <br> [[The Golems of Amgarrak]] <br> [[Dragon Age II]] <br> [[Dragon Age: Inquisition]] <br> [[The Descent]] <br> [[Trespasser]]
 
}}</onlyinclude>
 
}}</onlyinclude>
   
The '''Deep Roads''' are a grand network of enormous [[Thedas#Underground|underground]] tunnels that once belonged to the [[Dwarf#History|dwarven empire]], spanning the length and breadth of Thedas. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. Statues of the [[Paragon]]s watched over passing travelers, and channels carried a flow of magma that kept the Deep Roads lit and warm.<ref>''[[Dragon Age II: The Complete Official Guide]]'', p. 248</ref>
+
The '''Deep Roads''' are a grand network of enormous [[Thedas#Underground|underground]] tunnels that once belonged to the [[Dwarf#History|dwarven empire]], spanning the length and breadth of Thedas.
   
 
== Background ==
During the [[First Blight]], the [[Dwarf|dwarves]] were forced to close the entrances to the Deep Roads, abandoning them to the [[darkspawn]]. The entrances still exist, but are all sealed by octagonal steel doors decorated with geometric patterns that may form words or patterns.
 
 
The Deep Roads once linked the [[thaig]]s with one another and to the surface. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. Statues of the [[Paragon]]s watched over passing travelers, and channels carried a flow of magma that kept the Deep Roads lit and warm.<ref>''[[Dragon Age II: The Complete Official Guide]]'', p. 248</ref>
  +
  +
During the [[First Blight]], the dwarves were forced to close the entrances to the Deep Roads, abandoning them to the [[darkspawn]]. The entrances still exist, but all are sealed by octagonal steel doors decorated with geometric patterns that may form words or patterns. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. At the height of the dwarven empire, the Deep Roads were busy with constant travelers and merchants, not only from the thaigs, but from the surface. If a citizen of the [[Tevinter Imperium]] at its height were to see the Deep Roads today, they would be shocked at the silence and decay that now reigns within.
  +
 
This once-proud creation is now the source of much lament for what the dwarves have lost. Today, only three thaigs remain inhabited: [[Kal-Sharok]] deep beneath the [[Hunterhorn Mountains]], [[Orzammar]] beneath the [[Frostback Mountains]] and the recently recovered [[Kal'Hirol]] beneath the [[Arling of Amaranthine]].
  +
 
How much of the network is still open is unknown, as is how much of the Deep Roads the darkspawn have corrupted. It has been centuries since the darkspawn invaded the surface, but the fact that it takes the darkspawn some time to break through to the surface (and the fact that they have to break through instead of just emerging) suggests that most of the official entrances are well-sealed. Entering the Deep Roads is very risky and there are many legends of travelers going missing in the hills near these entrances.
   
  +
=== Orzammar ===
The entrance at the dwarven city of [[Orzammar]] is also sealed, though the gate is opened on occasion for one of the following reasons:
+
The entrance at the dwarven city of Orzammar is also sealed and no one is allowed to pass, though the gate is opened on occasion for one of the following reasons:
 
* People who have been granted access or authorized expeditions.
 
* People who have been granted access or authorized expeditions.
* Regular operations conducted by Orzammar's army.
+
* Regular operations conducted by Orzammar's [[Warrior caste|army]].
 
* [[Grey Wardens]] who head to their [[Grey Wardens#The Calling|Calling]].
 
* [[Grey Wardens]] who head to their [[Grey Wardens#The Calling|Calling]].
 
* New members of the [[Legion of the Dead]] who venture into the Deep Roads, where they spend their last days fighting the darkspawn in hopes of redemption.
 
* New members of the [[Legion of the Dead]] who venture into the Deep Roads, where they spend their last days fighting the darkspawn in hopes of redemption.
  +
* Criminals punished with exile to the Deep Roads, which is considered to be certain death and one of the most severe punishments.<ref>The [[Dwarf Noble Origin|Dwarf Noble]] receives such punishment for the murder of [[Dwarven royalty|Crown Prince]] [[Trian Aeducan]] during [[The Exile]] quest. It is also suggested that it will likely happen to the [[Dwarf Commoner Origin|Dwarf Commoner]] by [[Leske]] during [[Captured]] quest.</ref>
 
== Background ==
 
The Deep Roads are a grand network of tunnels that once linked the [[thaig]]s, the caverns where settlements were built in honor of the [[Paragon]]s - dwarves that achieved legendary status among their people. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. Statues of the Paragons watched over passing travelers, and channels carried a flow of magma that kept the Deep Roads lit and warm. At the height of the dwarven kingdom, the Deep Roads were busy with constant travelers and merchants, not only from the thaigs, but from the surface. If a citizen of the Tevinter Imperium at its height were to see the Deep Roads today, they would be shocked at the silence and decay that now reigns within.
 
 
This once-proud creation is now the source of much lament for what
 
the dwarves have lost. Today, only two thaigs remain inhabited: [[Kal-Sharok]] deep beneath the [[Hunterhorn Mountains]] and [[Orzammar]] beneath the [[Frostback Mountains]].
 
 
How much of the network is still open is unknown, as is how much of the Deep Roads the darkspawn have corrupted. It has been centuries since the darkspawn invaded the surface, but the fact that it takes the Darkspawn some time to break through to the surface (and the fact that they have to break through instead of just emerging) suggests that most of the official entrances are well-sealed. Entering the Deep Roads brings great risks. There are many legends of travelers going missing in the hills near these entrances, most coming from Ferelden.
 
 
Despite the danger, many still enter the Deep Roads. Several attempts have been made by the Dwarves to retake lost thaigs, most notably the [[Aeducan Thaig]] near Orzammar, but all have failed. Grey Wardens who experience [[the Calling]] travel to the Deep Roads to fight their final battle against the darkspawn, as do dwarves who join the [[Legion of the Dead]].
 
   
 
=== Travel ===
 
=== Travel ===
Travel within the Deep Roads is difficult. Many of the caverns leading down have been partially filled in with rock and earth, either on purpose to keep what is down there from getting to the surface, or through neglect and the passage of time. Many smaller tunnels intersect with the Roads themselves, making navigation even more difficult, but sometimes allowing blockages or other obstacles to be avoided. There is air available even in the deepest portions, as the dwarven craftsmen that built the roads created an intricate duct system to supply it. Natural light however does not reach the Roads so channels of magma, slow-burning torches that have been burning for centuries, and other forms of technological illumination are used to provide light. The intersections have dwarven runes carved into walls, which may indicate directions.
+
Travel within the Deep Roads is difficult. Many of the caverns leading down have been partially filled in with rock and earth, either on purpose to keep what is down there from getting to the surface, or through neglect and the passage of time. Many smaller tunnels intersect with the Roads themselves, making navigation even more difficult, but sometimes allowing blockages or other obstacles to be avoided. There is air available even in the deepest portions, as the dwarven craftsmen that built the roads created an intricate duct system to supply it. Natural light however does not reach the Roads so molten rock<ref>According to [[Dorian Pavus]] in [[Trespasser (quest)]].</ref>, channels of magma, slow-burning torches that have been burning for centuries, and other forms of technological illumination are used to provide light. The intersections have dwarven [[rune]]s carved into walls, which may indicate directions.
   
 
Along the network of passages are abandoned way-stations and forts, as well as the empty ruins of thaigs lost to the darkspawn.
 
Along the network of passages are abandoned way-stations and forts, as well as the empty ruins of thaigs lost to the darkspawn.
   
In the more ancient parts of the Deep Roads, the walls and floor are covered with a substance of oil and filth - a visible indication of the taint, spread even to the rock itself, by the darkspawn that exist there.
+
In the more ancient parts of the Deep Roads, the walls and floor are covered with a substance of oil and filth - a visible indication of the [[taint]], spread even to the rock itself, by the darkspawn that now inhabit the Roads.
 
=== The Primeval Thaig ===
 
There is no mention of the [[Primeval Thaig]] in the records and memories of the [[Shaperate|Shapers]]. In the thaig itself, things are very different from the rest of the Deep Roads. There are neither statues of the Paragons nor signs of darkspawn corruption. Even more bizarrely, there exist magically-created objects and temples to some deity, which is unusual because dwarves do not have a God-like figure. Structures incorporate [[lyrium]], which today would be considered a very unsafe practice.
 
   
 
=== Bestiary ===
 
=== Bestiary ===
 
After the dwarves lost control of the Deep Roads, some of the wildlife from the underground caverns and tunnels now lives into the Deep Roads and lost thaigs. However it is not numerous due to the presence of darkspawn and because of the darkspawn taint which affects their fertility as well as turning some of them into [[ghoul]]s. These are the known animal species:
 
After the dwarves lost control of the Deep Roads, some of the wildlife from the underground caverns and tunnels now lives into the Deep Roads and lost thaigs. However it is not numerous due to the presence of darkspawn and because of the darkspawn taint which affects their fertility as well as turning some of them into [[ghoul]]s. These are the known animal species:
 
* [[Bronto]]
 
* [[Bronto]]
* [[Deepstalker (variation)|Deepstalker]]
+
* [[Deepstalker]]
 
* [[Glowing slime]]
 
* [[Glowing slime]]
 
* [[Nug]]
 
* [[Nug]]
* [[Giant rat|Rat]]<ref>''[[Dragon Age (tabletop RPG)]]'', Game Master's Guide, set 1, p. 34</ref>
 
 
* [[Spider]]
 
* [[Spider]]
  +
{{Tabletop RPG material}}
 
* [[Giant rat|Rat]]<ref>''[[Dragon Age (tabletop RPG)]]'', Game Master's Guide, set 1, p. 34</ref>
   
 
== Map ==
 
== Map ==
Line 58: Line 55:
 
# - Use rect[angle] for new additions, if at all possible.
 
# - Use rect[angle] for new additions, if at all possible.
 
# - A default image would be confusing.
 
# - A default image would be confusing.
Image:Map - Deep Roads.jpg | thumb | 670px | left | Click (or mouse over) any location for details.
+
Image:Map - Deep Roads.jpg | thumb | 670px | left | A map showing a portion of the Deep Roads around Orzammar. Click (or mouse over) any location for details.
   
 
# Rect[angle]
 
# Rect[angle]
Line 68: Line 65:
 
rect 551 276 588 313 [[Ortan Thaig]]
 
rect 551 276 588 313 [[Ortan Thaig]]
 
rect 491 387 527 424 [[Cadash Thaig|Cadash Thaig (The Stone Prisoner DLC only)]]
 
rect 491 387 527 424 [[Cadash Thaig|Cadash Thaig (The Stone Prisoner DLC only)]]
rect 176 250 213 287 [[The Dead Trenches]]
+
rect 176 250 213 287 [[Dead Trenches|The Dead Trenches]]
 
</imagemap>
 
</imagemap>
 
|}
 
|}
  +
<br>
  +
[[File:Deep Roads map - The Descent.png|thumb|left|670px|Maps showing a portion of the Deep Roads around [[Ruins of Heidrun Thaig|Heidrun Thaig]].]]{{clr}}
   
 
== Places ==
 
== Places ==
  +
{{for|a complete list|Category:Deep Roads locations}}
 
{{:Caridin's Cross|style=iconmini}}{{clrl}}
 
{{:Caridin's Cross|style=iconmini}}{{clrl}}
 
{{:Deep Roads Grotto|style=iconmini}}{{clrl}}
 
{{:Deep Roads Grotto|style=iconmini}}{{clrl}}
Line 78: Line 78:
 
{{:Vigil's Keep - Deep Roads|style=iconmini}}{{clrl}}
 
{{:Vigil's Keep - Deep Roads|style=iconmini}}{{clrl}}
 
{{:Deep Roads (Dragon Age II)|style=iconmini}}{{clrl}}
 
{{:Deep Roads (Dragon Age II)|style=iconmini}}{{clrl}}
 
{{:Flooded Caves|style=iconmini}}{{clrl}}
  +
{{:Darkspawn Warrens|style=iconmini}}{{clrl}}
  +
{{:Deep Roads (Trespasser)|style=iconmini}}{{clrl}}
  +
* Heidrun Turning<ref name="wot106">{{Cite wot2|106}}</ref>
  +
* Varen's Notch<ref name="wot106"/>
   
== Quests ==
 
{{:An Admirable Topsider|style=iconmini}}{{clrl}}
 
 
== Enemies ==
 
== Enemies ==
* [[Corrupted Spiders]]: A warning sign is the distinct chittering sound and numerous webs.
+
* [[Corrupted spider]]: A warning sign is the distinct chittering sound and numerous webs.
* [[Deepstalker]]: Deep Stalkers are found throughout the Deep Roads. They feed on anything they can get their fangs on. They also have a tendency to ambush the party by having one Deep Stalker lead them into a trap - this can be avoided by killing the Deep Stalker before it can reach the ambush point.
+
* [[Deepstalker]]: They are found throughout the Deep Roads and feed on anything they can get their fangs on. They also have a tendency to ambush the party by having one Deep Stalker lead them into a trap - this can be avoided by killing the Deep Stalker before it can reach the ambush point.
* [[Genlock]]s: A short and numerous type of darkspawn.
+
* [[Genlock]]: A short and numerous type of darkspawn.
* [[Hurlock]]s: Taller than the genlocks, they are acting as the heavy infantry of the darkspawn.
+
* [[Hurlock]]: Taller than the genlocks, they are acting as the heavy infantry of the darkspawn.
* [[Shriek]]s: The only known warning sign for an encounter with the deadly shriek is a strange deep humming or moaning sound performed in an almost chanting fashion.
+
* [[Shriek]]: The only known warning sign for an encounter with the deadly shriek is a strange deep humming or moaning sound performed in an almost chanting fashion.
* [[Ogre]]s: Giant and powerful darkspawn as well as very rare.
+
* [[Ogre]]: Giant and powerful darkspawn as well as very rare.
  +
* [[Emissary]]: Magic wielding darkspawn who serve as leaders for the spawn
  +
* [[Corpse]]: The bodies of the dead animated by confused [[Demon]]s from the [[Fade]]
  +
 
== Notes ==
 
* Despite the fact that the Deep Roads are constantly teeming with darkspawn (especially when compared to the surface), they are safer during a [[Blight]].
  +
* There is an [[Landmarks in the Emprise#Deep Roads Entrance|entrance]] to the Deep Roads in Valeska's Watch, beneath [[Emprise du Lion]].
  +
* Beneath the Heidrun Turning and near Varen's Notch there is a cavern which used to be an [[Archdemon Prisons|Archdemon Prison]], according to a report written by [[Kardol]] for the [[Shaperate]].<ref name="wot106"/>
   
 
== Trivia ==
 
== Trivia ==
* Despite the fact that the Deep Roads are constantly teeming with darkspawn (especially when compared to the surface), they are safer during a [[Blight]] with the exception of the First Blight.
 
 
* The party never experiences random encounters whilst traveling from an underground location to another.
 
* The party never experiences random encounters whilst traveling from an underground location to another.
 
* On the map of the Deep Roads, there are paths that lead to four symbols (e.g. the dual axes toward the bottom left, and the golem at the middle top). There are no quests that let you explore these areas.
 
* On the map of the Deep Roads, there are paths that lead to four symbols (e.g. the dual axes toward the bottom left, and the golem at the middle top). There are no quests that let you explore these areas.
* The map only shows a tiny portion of the Deep Roads. As mentioned in the epilogue of ''[[Dragon Age: Origins|Origins]]'' and during ''[[Dragon Age: Origins - Awakening|Awakening]]'', the network extends under a large portion of Thedas. It is confirmed they go at least as far as the [[Free Marches]] and the [[Hunterhorn Mountains]].
+
* The map only shows a tiny portion of the Deep Roads. As mentioned in the epilogue of ''[[Dragon Age: Origins|Origins]]'' and during ''[[Dragon Age: Origins - Awakening|Awakening]]'', the network extends under most of Thedas. It is confirmed they go at least as far as the [[Free Marches]] and the [[Hunterhorn Mountains]].
  +
* [[Varric Tethras]] seems to know a good bit about the Deep Roads, as he will say he doesn't like them, and claims [[Red Lyrium]] is likely to have been stored inside after the Kirkwall incident that drove his brother insane.
   
 
== Gallery ==
 
== Gallery ==
<gallery widths=199 captionalign="center">
+
<gallery widths=199 captionalign="center" orientation=landscape>
  +
Caridin's Cross.png|Deep Roads in ''[[Dragon Age: Origins]]''
 
Deep Roads gate concept art.jpg|Concept art for ''[[Dragon Age II]]''
 
Deep Roads gate concept art.jpg|Concept art for ''[[Dragon Age II]]''
Deep Roads DAII concept art.jpg|Concept art for ''Dragon Age II''
 
 
Shadowsconcept.jpg|Concept art for ''[[Dragon Age: Inquisition]]''
 
Shadowsconcept.jpg|Concept art for ''[[Dragon Age: Inquisition]]''
 
</gallery>
 
</gallery>
   
 
== See also ==
 
== See also ==
{{:Codex entry: Deep Roads|style=iconmini}}{{clrl}}
+
{{:Codex entry: Deep Roads|style=iconmini}}<br>
{{:Deep Roads Girdle||style=iconmini}}{{clrl}}
+
{{:Deep Roads Girdle||style=iconmini}}<br>
   
 
== References ==
 
== References ==
Line 119: Line 129:
 
[[Category:The Golems of Amgarrak locations]]
 
[[Category:The Golems of Amgarrak locations]]
 
[[Category:Dragon Age II locations]]
 
[[Category:Dragon Age II locations]]
  +
[[Category:Dragon Age: Inquisition locations]]
  +
[[Category:The Descent locations]]
  +
[[Category:Trespasser locations]]
 
[[Category:Travel maps]]
 
[[Category:Travel maps]]
[[Category:Lore]]
+
[[Category:Dwarven lore]]

Revision as of 14:25, 28 January 2020

The Deep Roads are a grand network of enormous underground tunnels that once belonged to the dwarven empire, spanning the length and breadth of Thedas.

Background

The Deep Roads once linked the thaigs with one another and to the surface. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. Statues of the Paragons watched over passing travelers, and channels carried a flow of magma that kept the Deep Roads lit and warm.[1]

During the First Blight, the dwarves were forced to close the entrances to the Deep Roads, abandoning them to the darkspawn. The entrances still exist, but all are sealed by octagonal steel doors decorated with geometric patterns that may form words or patterns. These subterranean highways were works of unparalleled artisan achievement, with centuries of planning and engineering demonstrated in the geometry of their walls. At the height of the dwarven empire, the Deep Roads were busy with constant travelers and merchants, not only from the thaigs, but from the surface. If a citizen of the Tevinter Imperium at its height were to see the Deep Roads today, they would be shocked at the silence and decay that now reigns within.

This once-proud creation is now the source of much lament for what the dwarves have lost. Today, only three thaigs remain inhabited: Kal-Sharok deep beneath the Hunterhorn Mountains, Orzammar beneath the Frostback Mountains and the recently recovered Kal'Hirol beneath the Arling of Amaranthine.

How much of the network is still open is unknown, as is how much of the Deep Roads the darkspawn have corrupted. It has been centuries since the darkspawn invaded the surface, but the fact that it takes the darkspawn some time to break through to the surface (and the fact that they have to break through instead of just emerging) suggests that most of the official entrances are well-sealed. Entering the Deep Roads is very risky and there are many legends of travelers going missing in the hills near these entrances.

Orzammar

The entrance at the dwarven city of Orzammar is also sealed and no one is allowed to pass, though the gate is opened on occasion for one of the following reasons:

  • People who have been granted access or authorized expeditions.
  • Regular operations conducted by Orzammar's army.
  • Grey Wardens who head to their Calling.
  • New members of the Legion of the Dead who venture into the Deep Roads, where they spend their last days fighting the darkspawn in hopes of redemption.
  • Criminals punished with exile to the Deep Roads, which is considered to be certain death and one of the most severe punishments.[2]

Travel

Travel within the Deep Roads is difficult. Many of the caverns leading down have been partially filled in with rock and earth, either on purpose to keep what is down there from getting to the surface, or through neglect and the passage of time. Many smaller tunnels intersect with the Roads themselves, making navigation even more difficult, but sometimes allowing blockages or other obstacles to be avoided. There is air available even in the deepest portions, as the dwarven craftsmen that built the roads created an intricate duct system to supply it. Natural light however does not reach the Roads so molten rock[3], channels of magma, slow-burning torches that have been burning for centuries, and other forms of technological illumination are used to provide light. The intersections have dwarven runes carved into walls, which may indicate directions.

Along the network of passages are abandoned way-stations and forts, as well as the empty ruins of thaigs lost to the darkspawn.

In the more ancient parts of the Deep Roads, the walls and floor are covered with a substance of oil and filth - a visible indication of the taint, spread even to the rock itself, by the darkspawn that now inhabit the Roads.

Bestiary

After the dwarves lost control of the Deep Roads, some of the wildlife from the underground caverns and tunnels now lives into the Deep Roads and lost thaigs. However it is not numerous due to the presence of darkspawn and because of the darkspawn taint which affects their fertility as well as turning some of them into ghouls. These are the known animal species:

BioWare canon
The following information is only mentioned in Dragon Age Tabletop. Certain portions of this media may no longer reflect currently established lore.

Map

Anvil of the VoidCaridin's CrossAeducan ThaigOrzammarOrtan ThaigCadash Thaig (The Stone Prisoner DLC only)The Dead TrenchesMap - Deep Roads
About this image

A map showing a portion of the Deep Roads around Orzammar. Click (or mouse over) any location for details.


Deep Roads map - The Descent

Maps showing a portion of the Deep Roads around Heidrun Thaig.

Places

For a complete list, see Category:Deep Roads locations.

Caridin's Cross Caridin's Cross

Deep Roads Grotto Deep Roads Grotto

Deep Roads Outskirts Deep Roads Outskirts

Deep Roads (Vigil's Keep) Deep Roads (Vigil's Keep)

Deep Roads Deep Roads

Flooded Caves Flooded Caves

Darkspawn Warrens Darkspawn Warrens

Deep Roads Deep Roads

  • Heidrun Turning[5]
  • Varen's Notch[5]

Enemies

  • Corrupted spider: A warning sign is the distinct chittering sound and numerous webs.
  • Deepstalker: They are found throughout the Deep Roads and feed on anything they can get their fangs on. They also have a tendency to ambush the party by having one Deep Stalker lead them into a trap - this can be avoided by killing the Deep Stalker before it can reach the ambush point.
  • Genlock: A short and numerous type of darkspawn.
  • Hurlock: Taller than the genlocks, they are acting as the heavy infantry of the darkspawn.
  • Shriek: The only known warning sign for an encounter with the deadly shriek is a strange deep humming or moaning sound performed in an almost chanting fashion.
  • Ogre: Giant and powerful darkspawn as well as very rare.
  • Emissary: Magic wielding darkspawn who serve as leaders for the spawn
  • Corpse: The bodies of the dead animated by confused Demons from the Fade

Notes

  • Despite the fact that the Deep Roads are constantly teeming with darkspawn (especially when compared to the surface), they are safer during a Blight.
  • There is an entrance to the Deep Roads in Valeska's Watch, beneath Emprise du Lion.
  • Beneath the Heidrun Turning and near Varen's Notch there is a cavern which used to be an Archdemon Prison, according to a report written by Kardol for the Shaperate.[5]

Trivia

  • The party never experiences random encounters whilst traveling from an underground location to another.
  • On the map of the Deep Roads, there are paths that lead to four symbols (e.g. the dual axes toward the bottom left, and the golem at the middle top). There are no quests that let you explore these areas.
  • The map only shows a tiny portion of the Deep Roads. As mentioned in the epilogue of Origins and during Awakening, the network extends under most of Thedas. It is confirmed they go at least as far as the Free Marches and the Hunterhorn Mountains.
  • Varric Tethras seems to know a good bit about the Deep Roads, as he will say he doesn't like them, and claims Red Lyrium is likely to have been stored inside after the Kirkwall incident that drove his brother insane.

Gallery

See also

Codex entry: Deep Roads Codex entry: Deep Roads
Deep Roads Girdle Deep Roads Girdle

References

  1. Dragon Age II: The Complete Official Guide, p. 248
  2. The Dwarf Noble receives such punishment for the murder of Crown Prince Trian Aeducan during The Exile quest. It is also suggested that it will likely happen to the Dwarf Commoner by Leske during Captured quest.
  3. According to Dorian Pavus in Trespasser (quest).
  4. Dragon Age (tabletop RPG), Game Master's Guide, set 1, p. 34
  5. 5.0 5.1 5.2 Dragon Age logo - new Dragon Age: The World of Thedas, vol. 2, p. 106