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Dragon Age Wiki

Dragon Age Journeys is a 2-D flash game set in the Dragon Age universe released on October 22, 2009.[1] It is a single player game, told in three chapters. Ethan Levy, a producer with EA 2-D, describes it as a "tactical RPG".[2] It features classes, spells, talents, sound effects and music taken directly from Dragon Age: Origins.

Combat in Dragon Age Journeys

Chapter One: The Deep Roads[]

BioWare canon
The following characters, lore and events in this section are non-canon in Dragon Age and exist only within the Dragon Age Journeys.

This section contains spoilers for:
Dragon Age Journeys.

Story Begin DAJ

The start of Chapter One

Chapter one is set in the dwarven city of Orzammar and the darkspawn infested Deep Roads.


The protagonist starts in the Deep Roads, being there for different reasons according to their race and background.

Whatever the reasons though, the party is quickly attacked by a glowing Hurlock emissary, an Ogre and some darkspawn. The others in the party die but the protagonist manages to flee and barely alive, arrives back at Orzammar.

After being healed by a Spirit healer named Ardum, the protagonist ventures back to the Deep Roads, searching for a Grey Warden named Martine. Martine has information that may relate to the Glowing Emissary and wants to warn the King of Orzammar of the danger it poses; but the dwarves are too concerned with their military campaign to retake Bownammar and dwarven royalty will not grant them an audience, especially if it distracts from their current mission. Martine thinks that the military operation will end in failure as it cannot succeed and everyone knows it but they don't say it in public out of fear of losing status.

The three have to gain the approval of some citizens of Orzammar whose associates have amicable connections with the king in order to inform him of the new threat. During the quests, a new member may enter the party, Ryanth the bard.

Eventually the party is forced to work for the crime lord Saria; in exchange she will ensure that they get an audience from the king. Saria tasks the protagonist to find out what happened to her diamond smugglers. Instead they find the camp abandoned and the party encounters the Glowing Emissary in a nearby diamond mine. The Glowing Emissary had placed plenty of darkspawn and digging equipment there for reasons unknown.

Already weakened from powering its digging machines, the party is able to defeat the Glowing Emissary, who flees and manages to escape. The protagonist shuts down the Glowing Emissary's excavation site, left wondering what the emissary was planning. Martine reveals that sometime in the past, Martine's Grey Warden mentor, Feren, acquired a powerful artifact: Dura's Blue Flame—fabled to greatly increase the intelligence of anyone who use it. Fearing going mad from the Calling and forcing Martine to kill her, Feren journeyed alone into the Deep Roads to slay as many darkspawn as possible. Martine theorizes that the glowing Emissary must have been the darkspawn who slew Feren and acquired the artifact. Emissaries are uniquely intelligent on their own and with the powers added by Dura's Blue Flame it not only allowed the Glowing Emissary to speak but also formulate complex plans on its own.

Martine believes that the Glowing Emissary is planning to awaken an Old God. Whatever its plans were however, they are disrupted when the protagonist destroys the machines.


Note: You can only have 2 companions in your party at once.

Main Quests[]

  • Flight to Orzammar - Surprised and slaughtered by the darkspawn and their mysterious leader, you were the sole survivor of your group. You reached Orzammar more dead than alive, attempting warn of the danger that lay on Deep Roads.
  • The Missing Warden - Alone in Orzammar, you gathered support for your quest to warn the king of the oncoming darkspawn threat. You found allies in a healer named Ardum and a Grey Warden named Martine.
  • The Run Around - Your attempts to warn the King were confounded by various citizens of Orzammar who insisted that you do small favors for them before they would help you. You eventually got on the good side of the crime lord Saria by attempting to track down the whereabouts of her diamond smugglers.
  • A Rumbling in the Deep - Your party encountered the powerful darkspawn emissary in a nearby diamond mine, where he had hordes of darkspawn digging for some unknown reason. Already weakened from powering his digging machines, you were able to defeat the emissary, but he manages to escape. You shut down the emissary's excavation site, but are left wondering what he was searching for...
  • Toil and Trouble - Recover 2 Deep Mushroom Stalks from the Deep Roads for Arteme's brew.



Glowing Emissary

The Glowing Emissary



  • The Black Gate - Reach the gates of Orzammar.
  • Darkspawn Warrior - Kill two monsters in a single attack.
  • Bard's Yarn - Convince the Bard to join your party. (He is in the southeast part of the Orzammar Commons).
  • Ogreific Tactics - Defeat an Ogre, with all party members at full health.
  • Mighty Magic - Defeat the Hurlock Emissary on any difficulty level

Dragon Age: Origins unlockable items[]

Dragon Age: Journeys features 3 items that can be unlocked and used in Dragon Age: Origins. Note that unlocking these items will have no effect on your character in Dragon Age: Journeys. On June 30, 2010, these items became unavailable for download.

Embri's Many Pockets Embri's Many Pockets - Complete "The Missing Warden" quest.
Helm of the Deep Helm of the Deep - Earn all five achievements in Dragon Age Journeys: The Deep Roads.
Amulet of the War Mage Amulet of the War Mage - Simply sign in to your EA account in Dragon Age Journeys.
Note: All these items are now available at the following link: DLC bundle

Chapters 2 & 3[]

Chapter 2: The Darkness Within and Chapter 3 were being developed, however they were never released to the public. These two chapters were designed to include premium content that the player could purchase.


There are six backgrounds to pick from which change how you start the game.

Furthermore, depending on the race you will gain one of the following racial bonuses:

  • Dwarves start with +1 to strength and dexterity and +2 to constitution.
  • Elves start with +2 to willpower and magic.
  • Humans start with +1 to strength, dexterity, cunning and magic.

Human Noble[]

Your father—a lesser noble in King Maric's court—has been sent to Orzammar on a diplomatic task. Although privileged, your father always looks for avenues to increased wealth. In Orzammar he has found merchants offering great opportunity, but must meet them outside the city for fear of being overheard.

Dalish Elf[]

The Dalish elders, holders of great knowledge and skill, fear that a darkspawn threat may be growing. They have sent you and your brother to the Deep Roads to find out more. The elders hoped that this envoy will also be seen as a token of good will by the dwarves of Orzammar.

City Elf[]

You and your sister live hard lives as servants to a petty and cruel merchant who has traveled to Orzammar for business. You head into the Deep Roads with him and a hired hand so that he may close a deal away from prying eyes and ears.

Dwarf Noble[]

In Orzammar, political machinations and overly ambitious deeds can lead to a noble family's swift fall from grace. Such a sad fate fell upon your house thanks to a foolish uncle. To regain your social standing you and your two brothers travel to the Deep Roads looking for battle and glory.

Dwarf Commoner[]

Born into the merchant caste, you've always felt that your true fate was to be a soldier. To follow your dreams, you have forsaken friends and family, traveling the Deep Roads outside Orzammar to join the ranks.


Under the omnipresent eye of the Chantry, you have trained with the Circle of Magi since childhood. Your mentor of many years has brought you to the Deep Roads to complete the final task of your training.


  • Journeys was written in Adobe Flash, which has been restricted or removed from many popular browsers for a multitude of reasons[3]. Per that same Wikipedia article, Adobe will End of Life Flash in 2020, at which point no up-to-date browser will ever be able to play it. However, Journeys remains available through the Flashpoint webgame preservation project.


External links[]