Quests (Heroes of Dragon Age)

There are 17 main quests (known in the game as Maps) in Heroes of Dragon Age; each one consisting of between 5 and 12 subquests. The quests are broken down into areas, or Maps, each focusing on specific pieces of Dragon Age lore. Completing all subquests on a map will earn you a final reward of gems (the amount of gems depends on the map).
== Mastering Battles ==
Once a subquest is won, it can then be "mastered." This consists of replaying the battle a specific number of times, with the opponent getting more difficult with each successive win. Once you have won all of the battles for that subquest, a special gem bonus will be awarded.
== Challenges ==
Once all or most subquests of a Map are won, a challenge is unlocked. This type of repeatable battle can't be mastered like others and the rewards include characters of variable rarity. An extra subquest challenge is periodically made accessible into a main quest, instead of the ordinary challenge battle. Each Map has its own 'regular' or 'limited time' challenge, excluding for the first main quest. Subquests open for a limited period of time are significantly more difficult challenges, with more valuable rewards.
== Main Quests ==
=== Map 1: The First Blight ===
The Grey Wardens amass an army to slay Dumat, the first Archdemon. 203 Ancient Era - Subterranean creatures called darkspawn overrun Thedas in an event known as a "Blight". Desperate, the races of Thedas found the Grey Wardens, a group of warriors who form a bond with the darkspawn to sense their presence. After turning the tide of the war, the Wardens lead an attack on the Archdemon Dumat, a corrupted, intelligent dragon controlling the darkspawn. Clear the map by defeating the alpha of the darkspawn horde. Reward for map completion: 5 gems.
# A Blight: During the First Blight, the darkspawn use the Deep Roads, a series of underground corridors dug by the dwarves, to travel across the continent, allowing them to ravage entire cities from the inside. Push back the darkspawn coming from the Deep Roads. 3 victories required for mastery.
# A False Victory: A group of soldiers manages to slay Dumat, but Dumat miraculously returns unharmed. Thedas scholars realize that, as a darkspawn possesses no soul, the Archdemon is able to move his spirit to the body of the nearest darkspawn upon his death. Continue to thin the darkspawn numbers. 5 victories required for mastery.
# A Revelation: Scholars propose that if Dumat was slain by a Grey Warden, its spirit would enter the Warden's body due to their bond with the darkspawn. However, since a Warden's body has a soul, the paradox would destroy them both. Hold the darkspawn back while the Wardens handle Dumat. 7 victories required for mastery.
# Battle of the Silent Plains: In a coordinated attack, the Grey Wardens slay Dumat and route the darkspawn forces at the Battle of the Silent Plains. A third of all the human armies fall during the battle. The darkspawn are beginning to retreat. Kill as many as you can! 10 victories required for mastery.
# The Cleansing: After Dumat's death, the remaining darkspawn, while large in number, become disorganized and begin to retreat underground. Few darkspawn remain. Slay their alpha to scatter their hordes. 12 victories required for mastery.
=== Map 2: Zathrian's Curse ===
Werewolves attack the Dalish elves in the Brecilian Forest. 9:30 Dragon Age - Zathrian, the leader of a nomadic Dalish elf clan, summons a spirit to punish a tribe of humans by transforming them into werewolves. Centuries later, the werewolves seek revenge. Clear the map by defeating the leader of the werewolf pack. Reward for map completion: 10 gems.
# Sylvan Attack: A human tribe attacks a family of nomadic Dalish elves passing through their settlement in the Brecilian Forest. Defeat the trespassing elves and their sylvan. 3 victories required for mastery.
# Dalish Camp: Zathrian, the leader of the elven clan, summons the Lady of the Forest and binds her to the body of a wolf to exact revenge on the humans. Defeat the werewolf and its Brecilian allies. 5 victories required for mastery.
# Into the Forest: The Lady of the Forest, now known as Witherfang in her wolf form, attacks the human tribe and infects them with lycanthropy, transforming them into mindless, vicious werewolves. Defeat Witherfang's werewolf pack. 7 victories required for mastery.
# Cursed Ruins: The werewolves continue to spread the disease until the Lady of the Forest returns to them in the form of a beautiful woman. She cares for them and helps calm their savage nature, but cannot cure the disease that has ravaged their bodies and minds. Defeat the werewolves. 10 victories required for mastery.
# Lady of the Forest: As only Zathrian can lift the curse, the newly formed Lady of the Forest orders the werewolves to attack the elves. The wolves hope to spread their disease through the elven population, forcing Zathrian to lift the curse to cure his own people. Defeat the Lady of the Forest. 12 victories required for mastery.
# Brecilian Challenge: A giant bear has been ravaging the forest. Many have tried to subdue this creature but nothing seems to bring it down. Heroes with stun work best against squads with single heroes.
# Werewolves' Lair: Deep within the Brecilian Forest, the Lady of the Forest and her werewolves make their home. Enter their lair and convince them to be your allies - or defeat them at all costs. Chances to win the exclusive Werewolf heroes and Lady of the Forest!
=== Map 3: The Deep Roads ===
The First Blight begins and the darkspawn terrorize Thedas. 395 Ancient Era - The First Blight begins when a group of mages forces its way into a magical realm called the Golden City. As the Maker, the patron deity of Thedas, created the city for his mortal children to enter after death, it becomes corrupted by the presence of living beings, transforming the mages into the first darkspawn. Clear the map by defeating the first darkspawn. Reward for map completion: 10 gems.
# Magisters Corrupted: A group of mages opens the gate to the Golden City with "blood magic", a powerful form of spellcasting that endangers the humanity of the caster. The city turns black, and the mages come back twisted and corrupted, devolving into the first darkspawn. The first darkspawn have appeared. Destroy them! 3 victories required for mastery.
# Dumat's Army: The darkspawn burrow into the underground lair of the Old God Dumat, an ancient draconic being imprisoned by the Maker for usurping his worshippers. They corrupt him, changing him into an Archdemon and allowing him to command the darkspawn horde. Try to hold back the darkspawn. 5 victories required for mastery.
# Fall of the Dwarves: The darkspawn multiply and tear through the Deep Roads, the underground habitat of the dwarves, conquering entire dwarven kingdoms in the space of decades. Thin the Blight as much as you can. 7 victories required for mastery.
# An Endless Blight: Within fifty years, all but the four greatest dwarven kingdoms are decimated. The few remaining dwarves survive by fleeing the Deep Roads. Kill as many darkspawn as possible. 10 victories required for mastery.
# Deep Roads Challenge: Darkspawn often slow their enemies down first, then overwhelm them with their numbers. Speed runes of Quick heroes can overcome the darkspawn's slowing abilities. Use speed runes of Quick heroes.
# Sealing the Doors: The surviving dwarves are forced to seal with entrances to the Deep Roads, abandoning them to the darkspawn. In turn, the darkspawn use the underground corridors to spread their numbers across Thedas. Prevent more darkspawn from reaching the surface. 12 victories required for mastery.
# Legion of Steel: During the First Blight, Paragon Caridin discovered how to construct golems, forging the Legion of Steel. When the Paragon went missing, the entire Legion was sent to recover him, and none returned. Discover his creations and return them to Orzammar. Chances to win Runic Golem and other golems!
=== Map 4: The Rise of the Carta ===
The Carta thugs extort and threaten the dwarves of Orzammar. 9:30 Dragon Age - During the Fifth Blight, the Carta, an ancient and powerful crime syndicate made up of casteless dwarves who were born with no rights, seize control of the streets of Orzammar, the underground dwarven capital city. Clear the map by defeating a Carta leader. Reward for map completion: 10 gems.
# Dust in the Wind: Because of their low place in dwarven society, the casteless dwarves of Orzammar, also known as "Dusters", are forced to live on the social and economic fringes of the mighty dwarven capital, resorting to begging and crime. Start to clean up the filth of Orzammar. 3 victories required for mastery.
# Duster's Revenge: During the Fifth blight, the Carta takes advantage of the panic caused by the emerging darkspawn by extorting and intimidating the merchants of Orzammar. Stand up to the Carta bullies. 5 victories required for mastery.
# Dust Town: Orzammar nobles seek to infiltrate the Carta's hidden base in "Dust Town", the city's ghetto, and wipe them out. Until the Carta situation is dealt with, Orzammar cannot provide aid to the Fifth Blight topside. Aid the Orzammar nobles and defeat the Carta thugs. 7 victories required for mastery.
# Surfaced Carta: After being cast out of Orzammar, the Carta turn their attention topside, using groups of surface-dwelling dwarves to smuggle weapons, people, and other goods between Orzammar and human lands. Prevent the Carta from spreading onto the surface. 10 victories required for mastery.
# Dust Town Challenge: Rogues are Quick! They can sneak up, steal your coin purse and slit your throat before you can even pull out your sword. Using heroes who slow enemies can bring the rogues down to your speed. Use heroes who slow enemies. 
# Rogue Carta: As their numbers dwindle, the Carta become desperate and violent. With a lack of leadership to rein in their excesses, they begin to lose their sense of dwarven honor, causing them to freely break their word and double-cross their allies. Defeat a Carta leader to further scatter their organization. 12 victories required for mastery.
# Carta Hideout: The Carta has grown in power enough to challenge the throne of Orzammar. Seek out its leaders, Beraht and Jarvia, and destroy their operation. Chances to win exclusive gear, Dworkin's High Explosives, Duster Leather Gauntlets, Duster Leather Pauldron, and Duster Greaves!
=== Map 5: The Highway ===
The Tevinter Imperium expands into southern Thedas and constructs the Imperial Highway. 715 Ancient Era - At the height of its power as one of the dominant forces in Thedas, the Tevinter Imperium, a nation of skilled and ambitious magic-users, attempts to expand its influence across the land. After conquering much of the continent, it commissions the construction of an Imperial highway to connect all the lands under their rule. Clear the map by defeating an Imperium slave boss. Reward for map completion: 10 gems.
# Fall of Arlathan: After the elves decide to retreat from human contact, the Imperium declares open war and launches an attack on Arlathan, the elven capital. Using blood magic, the Tevinter mages attempt to destroy the elven city by sinking it into the ground. Defend Arlathan from the Tevinter. 3 victories required for mastery.
# Tevinter Expands: After the destruction of Arlathan, the Imperium continues to expand rapidly, invading nearly all of northern Thedas and pushing across the Waking Sea. Push back the invading Tevinter. 5 victories required for mastery.
# The Alamarri: The Tevinter move into the southeast region of Thedas and fight several campaigns against the Alamarri, the local tribal people. Defend the Alamarri. 7 victories required for mastery.
# Building the Highway: After a long conflict, the Imperium succeeds in holding the area and begin to construct a massive highway to Ostagar, a defensive fortress built as a southern stronghold for the Tevinter. Defeat the stationed Imperium Workers. 10 victories required for mastery.
# Fereldan Challenge: Fereldans are known for their innate defensive abilities. Single attack heroes are best against enemy squads containing one or two heroes. Use heroes who attack single targets.
# Civil War: Before the highway is finished, Archon Almadrius, the ruler of Tevinter, is assassinated, sparking a civil war within the Imperium that leads to the end of its dynasty. Defeat the enchanter leading the Imperial platoon. 12 victories required for mastery.
# Magic and Stone: Spanning across all of Thedas, the Imperial Highway was constructed of magic and stone during the Ancient Age. Discover the forces behind the construction of this architectural wonder. Chances to win the exclusive Sidereal Staff!
=== Map 6: Arlathan ===
The Arlathan elves are conquered and enslaved by the Tevinter Imperium. 975 Ancient Era - Despite being the dominant race on the continent, the elves flee from their native land as the power-hungry Tevinter Imperium advances across Thedas. Flanked by an army of magical beasts, the Imperium destroys the elven homeland and enslaves the population, eradicating eons of collected elven knowledge in the process. Clear the map by defeating an Imperium slave boss. Reward for map completion: 10 gems.
# Elvhenan: As humans migrate south for the first time, the immortal elves become susceptible to human disease due to their presence. They withdraw from human contact to protect themselves, allowing the Imperium to conquer Elvhenan, the elven homeland. Defend Elvhenan. 3 victories required for mastery.
# Arlathan: As the Tevinter move through Elvhenan and breach the great elven city of Arlathan, the elves, fearful of human disease and the loss of their immortality, choose to flee rather than fight. Defend Arlathan. 5 victories required for mastery.
# Arlathan Forest Edge: With all manner of magic, demons, and even dragons at their behest, the Tevinter Imperium marches easily through Arlathan, destroying homes, galleries and cultural touchstones that have stood for ages. Push back the invading Imperium. 7 victories required for mastery.
# Enslaved: As the Tevinter corral the elves as slaves, their prolonged exposure to human contact erodes their immortality, turning every captured elf mortal. The elves call to their ancient gods for help, but receive no answer. Defeat the Imperium slavers. 10 victories required for mastery.
# Tevinter Challenge: The Tevinter are known for their magical abilities to attack multiple heroes. Heroes who attack multiple enemies can be subdued with heroes with Power Drain or countered with Damage Reducation Runes. Use heroes with Power Drain or Damage Reduction runes. 
# Arlathan's End: As a final insult, the Tevinter mages use their destructive powers to command the earth to swallow Arlathan whole. Defeat the Imperium slave boss. 12 victories required for mastery.
# Foundation: When the Elvhen founded Arlathan, a great battle ensued with the titans of the earth. Cast out the spirits who abandoned the People in their time of need, named The Forbidden Ones. Chances to win exclusive Two Star Legendary The Formless One and gear, Arlathan Focusing Crystal!
=== Map 7: The Circle Tower ===
Senior mage Uldred becomes possessed by a Pride demon. 9:30 Dragon Age - The Circle of Magi, an organization dedicated to the nurturing and training of Thedosian mages, gets caught in the middle of a power struggle for the kingdom of Ferelden during the Fifth Blight. After the mages choose a side, Senior Mage Uldred attempts to take control of the Circle by using blood magic and becomes possessed by a Pride Demon. Clear the map by defeating the Pride Demon. Reward for map completion: 10 gems.
# Uldred's Proposition: Hoping that a new regime would allow mages more freedom from the templars, a military order dedicated to policing magic-users, Senior Mage Uldred attempts to convince the Circle to support a coup of the kingdom of Ferelden during the Fifth Blight. Defeat Uldred's demon minions. 3 victories required for mastery.
# Uldred's Turn: When the Circle refuse to support the coup, Uldred attempts to force them to comply by summoning demonic forces through blood magic, but quickly becomes overwhelmed. He transforms into an abomination, a possessed mage fully controlled by a demon. Defeat the abominations. 5 victories required for mastery.
# Extreme Measures: As more demons cross over, a group of templars stationed at the tower seal off the first floor and send word of the event to their superiors, requesting reinforcements. Begin cleaning the Circle Tower. 7 victories required for mastery.
# Circle Tower Challenge: Demons and abominations have various abilities ranging from Slow to Power Drain to Stun. Find a good combination to counter each of these. Blue Faction heroes work well against Black Faction.
# A Tower Infested: Throughout the floors of the sealed Circle Tower, many of the remaining mages are forced to battle the forces of the possessed abomination. Defeat the demons. 10 victories required for mastery.
# Pride's Demise: The demon that was once Uldred seals itself in a tower chamber with several other mages, planning to turn them all into abominations and take full control of the Circle. Defeat the Pride Demon. 12 victories required for mastery.
# The Harrowing: Every mage in the Circle must face their own demons, or be slain by the waiting Templars. Conquer your fears and survive to become a confirmed Enchanter. Chances to win the exclusive First Enchanter's Robes!
=== Map 8: March on the Dales ===
The Chantry calls for a holy war against the elves. 2:10 Glory Age - The Chantry, the dominant religious organization in Thedas, accuses the elves of the Dales of blasphemy for practicing blood magic. The accusations trigger an elven rebellion, resulting in a holy war against the elves known as an "Exalted March". Clear the map by defeating the elves of the Dales. Reward for map completion: 10 gems.
# Apathy: Attempting to rebuild their culture, the elves relocate to the Dales in southern Thedas and cut all ties with humans. During the Second Blight, elves remain neutral, even refusing to help the human city of Montsimmard during a darkspawn attack. Defend Montsimmard from darkspawn. 3 victories required for mastery.
# Rage: Because of elven neutrality, the end of the Second Blight brings increasing hostility between elves and humans. Small skirmishes eventually esculate into full-scale war after elven forces rebel and attack the town of Red Crossing. Defend Red Crossing from the elves. 5 victories required for mastery.
# Blame: The elves of the Dales accuse the Chantry of inciting fear and hatred of their kind by allegedly spreading false rumors of elves using human sacrifice to strengthen their magic. Defeat the elves of the Dales. 7 victories required for mastery.
# Exalted March: When elven forces conquer Montsimmard, the Chantry retaliates by calling for a religious crusade against the elves that becomes known as the "Exalted March of the Dales". Join the Exalted March. 10 victories required for mastery.
# Dalish Challenge: In forests where the Veil is thin "Wild Sylvans" can appear, trees possessed by spirits or demons. Remember, heroes that attack a single target are best against squads with fewer heroes. Use heroes who attack single targets.
# Defeat: Despite the elves sacking the Chantry capital of Val Royeaux and pushing well into human lands, the Chantry crushes the elven forces after conquering the elven capital of Halamshiral, ending the march. Defeat the elves and their Sylvan ally. 12 victories required for mastery.
# Halamshiral: The Exalted March on the Dales comes to a final battle at the Dalish capital of Halamshiral. The Elves are outnumbered by the armies of Orlais and the Chantry. Stand with the Dalish in their final battle. Chances to win the exclusive March of the Everlasting!
=== Map 9: Par Vollen ===
The Qunari invade Thedas to spread their religious doctrine across the population. 6:30 Steel Age - The Qunari, a race of large, horned humanoids, come to Thedas to convert the population to the "Qun", their strict religious doctrine. They land at Par Vollen, an island chain controlled by the Tevinter Imperium, and handily conquer it, triggering a war that would span two ages. Clear the map by defeating the Qunari. Reward for map completion: 10 gems.
# Arrival: The Qunari come to Thedas from across the Northern Ocean and land on the coast of Par Vollen in large numbers. Because of the island chain's isolation, there is little attempt to rescue the inhabitants. Defend Par Vollen. 3 victories required for mastery.
# Invasion: The Qunari continue their surge by landing massive warships in Seheron, the largest island in Thedas, and Rivain, a northern peninsula. The First Qunari War begins and lasts for most of the century. Defend Seheron. 5 victories required for mastery.
# Domination: The Qunari conquer much of the remaining Tevinter Imperium and begin to assault the Free Marches, a collection of city-states in eastern Thedas. Only Minrathous, the Tevinter capital and the largest city in Thedas, remains unconquered in the north. Make a last stand at Minrathous. 7 victories required for mastery.
# Open War: Because the teachings of the Qun are considered a threat to their own doctrine, the Chantry calls for a new Exalted Marches on the Qunari. Over the next sixty years, three different Exalted Marches occur, and the Qunari are pushed back to Par Vollen. Join the Exalted Marches. 10 victories required for mastery.
# Qunari Challenge: Qunari have developed advanced medicine and sanitation, which allows them to extend their life span to some degree. Squads with high health are best dealt with one at a time. Killing off heroes ensures their damage is lessened each turn. Use heroes who attack single targets.
# Peace: Since rebuilding after the destruction of the war is deemed more important than trying to force the Qunari from Thedas, a treaty is signed between the Qunari and all the human lands, except Tevinter. Push back the remaining Qunari. 12 victories required for mastery.
# Demands of the Qun: The Ben-Hassrath have offered an alliance with the Inquisition. Stop the Venatori smuggling operation on the Storm Coast and gain the aid of the Qunari. Chances to win the exclusive Vitaar of the Dragon Hunter!
=== Map 10: The Blackmarsh ===
The Queen of the Blackmarsh returns to the realm of the living as a spectral dragon. 8:45 Blessed Age - A large dragon settles near a village in the Blackmarsh, terrifying the local villagers. After the baroness of the village tells her people she will vanquish the dragon to ease their fears, the dragon vanishes... until a ritual is discovered that summons it back to the realm of the living. Clear the map by defeating the Queen of the Blackmarsh. Reward for map completion: 10 gems.
# Dragon Sighting: A generation before the Dragon Age, a dragon settles in the Blackmarsh, terrifying the local villagers. The villagers enact many futile strikes against it, and it comes to be known as the "Queen of the Blackmarsh". Enter the Blackmarsh. 3 victories required for mastery.
# The Baroness: The baroness of the village emerges from her manor and tells her people not to worry, promising the dragon will be gone by sundown the next day. Explore the Blackmarsh. 5 victories required for mastery.
# Possible Victory: At sundown, the people in the village hear a loud clap, like thunder. Shortly after, the baroness returns triumphant, claiming the dragon has been slain. Continue through the marsh. 7 victories required for mastery.
# She's a Witch!: Many of the villagers refuse to believe the dragon is gone, and rumors begin to circulate that the Baroness is a witch. Confront the dangers of the marsh. 10 victories required for mastery.
# Undead Challenge: Many undead creatures have the ability to drain power from their opponents. Quick heroes or those using Speed Runes can take out enemies before they can drain too much power. Use Speed runes or Quick Heroes.
# Queen of the Blackmarsh: It is discovered that when all the dragon bones found in the marsh are reunited with the dragon's skull, the Queen of the Blackmarsh will rise again in spectral form. Defeat the Queen of the Blackmarsh. 12 victories required for mastery.
# Lost Dragon Bones: A generation before the Dragon Age, an Orlesian Baroness banished a dragon from the Blackmarsh. Reverse the enchantment and raise the Queen of the Blackmarsh, to defeat her for good. Chances to win the exclusive Vigilance!
=== Map 11: Broken Circle ===
A Sloth Demon and its minions still torment the Fereldan Circle Tower. 9:30 Dragon - The Fereldan Circle Tower and its mages were victim to Uldred and his Blood Mages. This attack opened a tear in the Veil releasing a Sloth Demon. This demon and its guardians possess the mages holding their souls captive in the Fade. The mages must be released and the Sloth Demon defeated. Enter the Fade where a Sloth Demon rules and torments. Reward for map completion: 10 gems.
# Tears in the Veil: Every living being, with the exception of the magically-resistant Dwarves, enters the Fade when they dream, die. It can be entered through various means but doing so will attract demons. Enter the Fade. 3 victories required for mastery.
# Fade Denizens: The Fade is split up into fiefs belonging to the spirits or demons that live there, and they change the landscape of the Fade to emulate what they see in the minds of mortal dreamers. Continue through the Fade. 5 victories required for mastery.
# Dreamlike Haze: It is said that Dwarves do not dream. The Qunari also claim they do not dream. The humans and elves, however, can enter the dream and manifest their worst nightmares. Face the nightmares in the Fade. 7 victories required for mastery.
# Sloth's Guardians: One such Sloth Demon and its guardian demons once terrorized the Circle Tower in Fereldan. Yevena and Vereveel, deadly Desire Demons are two of five guardians. Face the first of the Guardians. 10 victories required for mastery.
# Fading Lives: Killing a mortal's dreaming form while in the Fade is a shock to the living body, but not normally lethal. Being driven mad or possessed, however is another possibility. Explore but take care. 12 victories required for mastery.
# Mage's Nightmare: This area of the Fade is filled with floating bookcases and desks. Lesser Demons and Circle Mages wander the dreamlike halls. Slavren, a guardian and a powerful abomination is in one of these rooms. Face the next Guardian. 3 victories required for mastery.
# Warden's Nightmare: This area of the Fade is a Warden's nightmare filled with darkspawn and other demons. At the end of this long hallway is a brooding ogre named Uthkiel the Crusher, the next guardian. Face the fourth Guardian. 5 victories required for mastery.
# Fade Challenge: Demons are chaotic spirits that feed off the living. Their torments cause tremendous pain. Heroes with high health and Damage Reduction Runes will help with this battle.
# Deadly Sins: Demons embody a sin and feeds on the darker parts of the mortal psyche like sloth, hunger, and desire. The last of the Sloth Demon's guardians, Rhagos is a demon manifested from pure rage. Face the final of Sloth's Guardian. 7 victories required for mastery.
# A Circle Complete: At last the Sloth Demon. Once it is defeated, the Circle Tower can take back its control and the Templars can relax their Right of Annulment. Defeat the Sloth Demon. 10 victories required for mastery.
# Magical Dreams: The Fade is a twisted, frightening world of raw magica where it is always night. The Black City, a shadowy metropolis seems to be the only constant feature of the Fade, always on the horizon. Explore the Fade. 12 victories required for mastery.
# The Crossroads: Before the Veil, the Fade touched the Earth, and the Crossroads were the place between. Now, it is a deteriorating space of mystery, accessible only through the Eluvians. Battle the guardians of the Crossroads to uncover the mysteries within. Chance to win the exclusive The Hand That Cuts.
=== Map 12: Bartrand's Expedition ===
Enter the Deep Roads under Kirkwall. 9:31 Dragon - Brothers Bartrand and Varric Tethras are leading an expedition to the Deep Roads. Bartrand plans to go deeper than anyone's ever dared in hopes to find artifacts and riches. "Big Risks, big rewards" as Bartrand says. There were plenty of darkspawn leftover from the Blight swarming the Deep Roads like a bustling hive. An expedition into the Deep Roads is being organized by a dwarf named Bartrand Tethras. Reward for map completion: 10 gems.
# Into the Darkness: The main passageway through the Deep Roads has been blocked. There must be an alternate route through these darkspawn hordes. Enter the Deep Roads. 3 victories required for mastery.
# A Lost Sandal: One of the other expedition members said his son, another dwarf named Sandal, has wandered off and must be found. Aid the expedition find the dwarf. 5 victories required for mastery.
# Spider Nest: This section of the Deep Roads have been infested with giant spiders. Some of them have been corrupted by the blight. Exterminate the spiders to continue. 7 victories required for mastery.
# Ancient Thaig Challenge: No one ventures this far down in the Deep Roads. Even though these thaigs are long forgotten, it is anything but uninhabited. Creatures this far down are fierce and unforgiving. Damage Reduction runes help counter the hard hitting Primeval Thaig monsters. 
# Charging Ogre: An ogre appears out of nowhere! He charges the expedition team throwing rocks and slamming the ground. Kill the Ogre and save Sandal. 10 victories required for mastery.
# Primeval Thaig: The expedition comes across the Primeval Thaig, an ancient ruins said to be the first thaig. While dwarves have been long gone, the thaig is not uninhabited. Search the ancient ruins. 12 victories required for mastery.
# Tears in the Veil: The thaig is unlike any other thaig known. It possesses great statues and temples, and also things created by magic. Something is causing the Veil to thin allowing these spirits into our world. Continue through the ruins. 3 victories required for mastery.
# A History Lesson: It seems that the Thaig represents an example of prehistoric dwarven culture, with temples and idols for a pantheon of dwarven deities, rather than the statues of Paragons found in all later thaigs. Continue through the ruins. 5 victories required for mastery.
# Betrayed!: The thaig is full of consciously cultivated structures of lyrium, and a powerful lyrium idol. Bartrand, not willing to share the wealth, leaves with the idol and locks the rest of the team in the Deep Roads. Find a way out of the Deep Roads. 7 victories required for mastery.
# A Great Escape: There is a locked door preventing the passage out of the thaig. A hunger demon says a rock wraith holds the key to the door back to the surface. Find the key to leave the Deep Roads. 10 victories required for mastery.
# Ancient Rock Wraith: A rock wraith is the only thing preventing the expedition from escaping the Deep Roads. Destroying it will provide the key to the surface. Kill the Rock Wraith and escape the Deep Roads! 12 victories required for mastery.
# The Ancient Crypt: Betrayed by Bartrand, Hawke and companions have been trapped in the Deep Roads. Face the demons surrounding the party and defeat the ancient foes to escape from the vault. Chances to win the exclusive Winter-Weight shield and epic hero Profane!
=== Map 13: Nevarra's Plight ===
The Third Blight has begun! 3:10 Towers - The Third Blight began when Toth, the Old God of Fire, and the darkspawn erupted in the central lands of Thedas in greater numbers than ever before. The blight swarmed the southern Tevinter cities as well as northern Orlais. The Grey Wardens quickly organized a defense, and despite heavy losses in the besieged cities, the darkspawn were pushed back. The Third Blight brings more chaos and torment to Thedas. Reward for map completion: 10 gems.
# Toth Awakens: Toth, the Old God of Fire, awoke in 3:10 Towers and the darkspawn erupted in the central lands of Thedas. The darkspawn blight approaches! 3 victories required for mastery.
# First of the Fallen: The darkspawn swamped the southern Tevinter cities of Marnas Pell and Vyrantium along with the Orlesian cities of Arlesans, Churneau and Montsimmard. Defend the Tevinter and Orlesian cities. 5 victories required for mastery.
# Grey Warden Reinforcements: The Grey Wardens organized a defense in the besieged cities causing the darkspawn to be pushed back. Join with the Grey Wardens to push the darkspawn back. 7 victories required for mastery.
# Suspicious Allies: The darkspawn ravaged the Free Marches while Orlais and Tevinter preferred to rebuild their ravaged lands than send aid. There is no aid, but the end is in sight! 10 victories required for mastery.
# End of the Blight: The Grey Wardens eventually convinced both nations to send aid and help destroy Toth in one of the bloodiest battles in history. Help the Grey Wardens kill Toth and end the Third Blight. 12 victories required for mastery.
# Double Crossed: While the Marcher states celebrated the end of the blight, they were taken by surprise by the Orlais and Tevinter. Defend against the Tevinter and Orlesian invaders. 3 victories required for mastery.
# Nevarra Invaded: The Orlaisians, seemingly waiting for the perfect opportunity after the blight, attack and take Nevarra. Defend Neverra from the Orlesians. 5 victories required for mastery.
# Nevarra Challenge: The Tevinter display incredible battle prowess. They will subdue their foes before slowly whittling them away to an early grave. First handle the stunning hero, and then finish them both off. 
# Hunter Fell Invaded: The Tevinter, also waiting for the Free Marches to lower their guard after the blight, attack and take Hunter Fell. Defend Hunter Fell from the Tevinter. 7 victories required for mastery.
# Liberate Hunter Fell: The Marchers fight back! In the year 3:49, the Free Marchers lay siege and liberate their lost city of Hunter Fell. Take back Hunter Fell! 10 victories required for mastery.
# Making it Right: The Marchers focus their numbers to reclaim the city of Nevarra in the year 3:65, liberating it from Orlais. Take back Nevarra from the Orlesians! 12 victories required for mastery.
# Serpent of Nevarra: Inquisition agents have uncovered a potential problem in the nation of Nevarra. Rumors fly that the King may be under the control of a Venatori mage. Challenge the agents to determine who may best deal with this problem. Chances to win the exclusive Mortalitasi Cowl and Mortalitasi Staff!
=== Map 14: Chateau Haine ===
A devastating weapon is being exchanged between an Orlesian Duke and a Tal-Vashoth Saarebas. 9:31 Dragon - Duke Prosper, an Orlesian noble, is rumored to be making an exchange with Salit, a Tal-Vashoth. The Qunari plans to ally himself with Orlais through the Duke, buying his security with a "weapon" as a last act of defiance. Infiltrate an Orlesian estate to disrupt an exchange being made. Reward for map completion: 10 gems.
# An Invitation: Duke Prosper Montfort is holding a party at his Chateau Haine. Those invited are of highest social status, and tend to attract attention. Fend off the hired assassins. 3 victories required for mastery.
# Wyvern Hunt: The main attraction of the party has begun! The first to find and kill a wyvern wins the hunt. Search the hunting grounds for a wyvern. 5 victories required for mastery.
# Ghast Nests: Scattered around the hunting grounds are warrens swarming with these strange imp-like creatures. Kill the swarm of attacking Ghasts. 7 victories required for mastery.
# Almost Wyverns: While these aren't wyverns, the drakes and dragons are distant cousins. They also make excellent trophies. Kill the dragons. 10 victories required for mastery.
# Chateau Challenge: Drakes, Dragons and their cousins the wyverns are so large they can attack many different targets at once. Subdue the beasts before they can dish out their attacks. Use heroes who stun multiple opponents. 
# The Hunt is On: At last! An alpha wyvern has appeared and ready for battle. This will definitely be the winning specimen for the hunt. Slay the wyvern and win the hunt! 12 victories required for mastery.
# Infiltration: While the nobles chat and gossip, it's a perfect opportunity to sneak into the chateau. Attempt to sneak past the Orlesian Guards. 3 victories required for mastery.
# Deep in the Dungeons: This fortress is old and full of traps. Some will entrap trespassers behind iron bars, and some will awaken ancient golems to attack intruders. Navigate through the traps. 5 victories required for mastery.
# Chasind Cahir: The Duke's Chasind bodyguard, Cahir, does not like intruders. Cahir is accompanied by his "pets" who are a group of crazed mages he claims responsibility for breaking. Defeat the Chasind, Cahir. 7 victories required for mastery.
# The Exchange: The caves lead back to the hunting grounds. A group of Tal-Vashoth led by a Saarebas is handing over a dangerous weapon to Duke Prosper. Stop the exchange. 10 victories required for mastery.
# Heart of the Many: The "weapon" being exchanged is actually a scroll registry of recent converts to the Qun. Prosper, expecting an actual weapon, is none too pleased. The Duke summons his pet, Leopold, and attacks. Defeat Duke Prosper and Leopold. 12 victories required for mastery.
# The Fourth Blight: Chateau Haine was used as a stronghold by the Grey Wardens during the Fourth Blight. Test the defenses of the Wardens and prepare for the Battle of Ayesleigh. Chances to win the exclusive Griffonrider Leathers!
=== Map 15: Dalish Eluvian ===
Eluvians are strange and ancient Dalish artifacts. There are even fewer still that contain the magic that allows them to communicate with other Eluvians. 9:34 Dragon - The elves of Arlathan created these magic mirrors as a sort of portal used for transportation and communication between cities. After years of wars and the destruction of Arlathan, this unique magic was thought lost. Discover the secret of the Eluvians. Reward for map completion: 10 gems.
# Brecilian Cave: A small group of Fereldans claim they have found an ancient ruin inside a cave near the Brecilian Forest. Find the cave in the Brecilian Forest. 3 victories required for mastery.
# Ancient Ruins: This cave does seem to be from the time of Arlathan. The architecture is human but there are old elven statues scattered around. Explore the ruins. 5 victories required for mastery.
# The Eluvian: A bereskarn seems to be protecting a large mirror. Instead of reflecting the room, the mirror vibrates showing images of distant lands. Kill the bereskarn and examine the mirror. 7 victories required for mastery.
# Tainted Mirror: Upon further examination, this mirror is an ancient Dalish artifact called an Eluvian. This one appears to taint all who come in contact with it as though a heavy curse weighs upon it. Kill the blighted creatures. 10 victories required for mastery.
# Keeper Marethari: Marethari, Keeper of the Sabrae clan in the Sundermount hills, may have more information about the Eluvian. To gain her trust, she wishes an ancient elven guardian to be destroyed. Witness the power of the guardian. 12 victories required for mastery.
# Climbing the Mountain: Keeper Marethari still cannot be convinced to fix the mirror. The only other option is consulting a demon on top of Sundermount. Begin scaling Sundermount. 3 victories required for mastery.
# Eluvian Challenge: Undead heroes generally hit single targets hard. Better buy a drink for your heroes in the front row, they will be vital for this challenge. Put heroes with high health in the front row.
# Sundermount Foothills: Just above the Dalish camp and before the climbing begins, there exists a graveyard where the remains of many soldiers lie. The unsuspecting traveller may be a victim to a decaying hand around their ankle. Follow the path up the mountain. 5 victories required for mastery.
# Historic Battlegrounds: Legend says Sundermount was the site where the Tevinter Imperium and the elves of Arlathan unleashed horrors into the waking world. Climb and battle up the mountain. 7 victories required for mastery.
# Sundermount: A cave seething with evil opens near the top of the mountains. Inside, an elven altar pulses as if it is containing a great power. This must be where the demon is held. Enter the cave. 10 victories required for mastery.
# The Tainted Mirror: Keeper Marethari releases the demon herself allowing herself to be possessed by it. Marethari falls to the ground, screaming. As she climbs to her feet, it is the demon's eyes that now look back. Kill the demon possessing Marethari! 12 victories required for mastery.
# Mirror Image: In possession of a Dalish Eluvian, Merrill requires a Dalish artifact to repair the mirror. Keeper Marethari requests that a Varterral that has been threatening the clan is defeated before she will hand over the artifact. Exterminate the Varterral of Sundermount to win favor with the Keeper. Chances to win the exclusive Sundermount Varterral!
=== Map 16: Shadows of Blackmarsh ===
The Baroness once ruled Blackmarsh during the Orlesian occupation of Ferelden. She was a Blood Mage who was burned in her own house, but not before sending the entire town to the Fade. 9:31 Dragon - The Baroness was a blood mage and Orlesian ruler of the Blackmarsh. She paid great amounts for the young girls to come to her mansion in order to restore her youth. The Baroness met her end when her subjects turned on her and burned down her mansion. With one last spell, the Baroness pulled all of their spirits into the Fade, trapping them in a nightmarish version of the Blackmarsh itself. Visit the Blackmarsh and learn its history. Reward for map completion: 10 gems.
# Enter the Marsh: Kristoff, a Grey Warden, came to Blackmarsh to investigate why darkspawn are still lingering after Urthemiel was slain. He hasn't been heard from in some time. Enter the Blackmarsh. 3 victories required for mastery.
# The First: A darkspawn appears and begins speaking! This one claims the Mother sent him to kill Kristoff and lure the Warden Commander to Blackmarsh. Kill the First's minions. 5 victories required for mastery.
# The Fade: After the battle, the First opens a tear in the Veil sending everyone, including himself, into the Fade. Enter the Fade. 7 victories required for mastery.
# Lost Damsel: A weeping woman says she knows a safe hiding spot from the dangers of the Fade. She opens the door to a crypt and vanishes into the darkness. Enter the crypt. 10 victories required for mastery.
# Enter the crypt: It was a trap! The woman cackles and turns into a Hunger Demon! The tombs open pouring out skeletons and zombies. Survive the Hunger Demon's trap! 12 victories required for mastery.
# Another World: This part of the Fade is exactly like Blackmarsh, only the town isn't overgrown and in ruins. After exploring for some time, some lost Blackmarsh farmers are revealed. Explore the Fade. 3 victories required for mastery.
# Justice: The center of the town rests the home of the Baroness, an Orlesian noble who took over the town. Outside a spirit of justice lays siege. Aid Justice. 5 victories required for mastery.
# Blackmarsh Challenge: The Baronesses will give the Pride Demon a huge boost to Power. The Baronesses attack a row and stuns but the Pride Demon only attacks a single target. Focus on taking out the Baronesses as they are the bigger threat.
# First and Last: The First has allied itself with the Baroness hoping to be freed from the Fade. The darkspawn attacks at the will of its new master. See the battle between Justice and evil. 7 victories required for mastery.
# Pleading Freedom: The villagers scream pleading to let the Baroness free their spirits. The evil Orlesian uses her Blood Magic on the villagers to fuel her own vanity. She must be stopped. Watch Justice defeat The Baroness. 10 victories required for mastery.
# The Baroness: The Baroness uses the First's life to free everyone from the Fade. After a return, a Pride Demon emerges from the Orlesian's body and attacks. Witness the demon's banishment. 12 victories required for mastery.
# Depths of Depravity: Deep within the Dragonbone Wastes lies the Nest, the lair of the awakened broodmother, The Mother. She leads her Disciples against the arling of Amaranthine, and the Architect protecting it, in hopes of restoring her connection to the Calling. Destroy the darkspawn before the arling is lost. Chances to win the exclusive Robes of the Architect!
=== Map 17: The Mark ===
Following the death of Divine Justinia, questions arise regarding the strange mark on the Inquisitor's hand. 9:41 Dragon Age - The soon-to-be Inquisitor awakens inside the Fade and is immediately befallen by a group of demons. Scrambling to climb out, the Inquisitor is called out to by what appears to be a ghostly vision of the Divine, Justinia V, reaching out her hand. A light springs forth from the Inquisitor's hand, engulfing the area and throwing our hero from the Fade. The barely conscious Inquisitor is soon found by a group of soldiers and taken away for questioning in the untimely death of the Divine. Close the rifts and prove your innocence. The Inquisition is just beginning. Reward for map completion: 10 gems.
# Interrogation, Interrupted: Following the mysterious death of Divine Justinia, the Seeker Cassandra takes to interrogating the soon-to-be Inquisitor. A mysterious power emanating from the Inquisitor's hand, could this be what killed the Divine? With demons at the doorstep, these questions will have to wait. Prove your innocence to the seeker. 3 victories required for mastery.
# Making Way: Freed from the bonds, the Inquisitor and the Seeker begin to trek up the mountain. Magic pulses from the Inquisitor's hand, calling out to the rifts that tear open the sky. Another group of demons block the way to the rift. Begin the ascent. 5 victories required for mastery.
# The Anchor's Gift: Just after the fallen bridge, the Inquisitor comes across a group of familiar faces. The elven mage Solas has seen something like the Inquisitor's mark before. It's called an Anchor and has the power to close the rifts that have been plaguing the area. The party must make quick work of the demons first. Defeat the demons in your path. 7 victories required for mastery.
# The Approach: Partnered with new cohorts, the Inquisitor makes way up the mountain pass and approaches the temple - demons and charred bodies littering the path. A group of soldiers struggle to beat back the demons spilling forth from a nearby rift. The party must slay the creatures and close the tear once again. Protect the soldiers. 10 victories required for mastery.
# Swallowing Pride: Having finally arrived at the mountain temple, the Inquisitor's party is greeted by a group of soldiers securing the perimeter of a vast rift that has opened within. As the Inquisitor approaches, the voice of the late Divine calls out and the Inquisitor is met with visions of Justinia's final moments. Before the rift can be closed, a mighty Pride Demon emerges from the corrupted stone. Beat back the Pride demon to close the rift. 5 victories required for mastery.
# Into the Wilds: Cleared of suspicion regarding the Divine's death following the events atop the mountain, the Inquisitor heads east into the Hinterlands. With the Power of the Inquisition now at their back, the Inquisitor's party must brave the wilds and make their way across the land in search of answers and allies. Discover the wilds. 3 victories required for mastery. 
# Lawless Lands: The Hinterlands prove to be a land of much turmoil. Bandits set up camps to ambush villagers and raid their stores. To aid the inhabitants of the region and bring recognition to the Inquisition, the Inquisitor has agreed to eradicate these criminals and bring order to the land. Free the villages of the bandit scourge. 5 victories required for mastery.
# Tensions Rise: Tempers flare as battles between templars and apostates escalate. Having yet to take a side in the matter, the Inquisitor must do what is possible to quell the fighting without making enemies of either faction. Fight through the fray. 7 victories required for mastery.
# The Mark Challenge: Red Lyrium provide strong auras for The Elder One, who relies on power gains and healing to strike back with an AOE attack. Curse enemies to prevent healing and power gains. 
# Open Veins: A group of templars has succumbed to the corruption of red lyrium and taken to harvesting more from the exposed lyrium veins that dot the land. Destroying these veins will hamper their operation, though these templars are not likely to give it up without a fight. Defeat the corrupted templars. 10 victories required for mastery.
# Lady Shayna's Valley: Exploring the Hinterlands, the Inquisitor's party approaches a forested area at the foot of a mountain. The trees trampled and charred, the party comes across a colony of oddly aggressive dragonlings. After making short work of a few, the Inquisitor reaches a clearing and it becomes clear that these creatures were protecting something fearsome. Take down the high dragon. 5 victories required for mastery.
# Siege of Haven: The Elder One has brought the battle to Haven, intent on destroying the encampment and reclaiming the Anchor for himself. Defeat his armies, and uncover the secret of the Anchor. Chances to win the exclusive Orb of Fen'Harel!
Category:Heroes of Dragon Age