So here are my ideas for the Proving Grounds grand arena. The shape would be like the first image but with the exterior decorated as the interior of this glass building is or may be like the third building but triangular shaped. (See WoT p.78)
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition, Dragon Age The Veilguard Posts: 2,655 Likes: 6,511
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition, Dragon Age The Veilguard
- This one's in my desktop bkgd rotation, and I could see The Black City being something like this. What I really like is how it's laid out from the foreground, to the middle ground, to the background. And also how the path leads your eye around the image. Imagine the fun you'd have with a flying mount here.
At the same I also hope someday the tech/scope allows BW to really do the Fade justice. Imagine being able to see Spirits and Dreamers shape the Fade before your eyes without regard for the laws of physics. Or maybe even create your own little pocket realm in the Fade.
At one time it must have looked golden, perhaps a spirit could give a vision of this:
Since I also believe that the Golden City and Arlathan were one and the same, perhaps this is how the throne room looked before it turned black. I always imagined that the only way in would be via eluvian.
Unfortunately lore says tevinter is DRY and warm. We already had like 3 deserts in Inquisition. I'm sick of deserts! I'm assuming they'll make it a Blood-and-Wine, California-Mediterranean, chaparral environment throughout DA4. If they make DA4 mostly urban, staying mostly within the walls of the city (with just a few forays into the surrounding wilderness, similar to DA2) - they might be able to avoid the dry-environment-lethargy I'm sure fans will experience.
Tevinter covers such a vast area there seems no reason why it shouldn't have a variety of environments. As you, say, think of the Mediterranean and the variety of vegetation in the countries surrounding it. Also, Minrathous is pretty much on the same latitude as southern Seheron and I thought that island was at the very least predominantly warm temperate forest if not actual jungle. Anywhere on the coast of Tevinter is likely to be lusher than further inland because of the influence of sea breezes, although I realise this can depend on ocean currents.
I don't know what part of Tevinter the illustration on p.77 of WoT is meant to illustrate but the amount of cloud/mist in evidence would suggest anything but a "dry" climate. It also specifically mentions that the Proving Grounds is a "green jewel" in the heart of the city, decorated as it is with hanging gardens, so even if the climate was not conducive to this, I imagine that magic would ensure sufficient irrigation to maintain it. Think green walls in our cities.
Tevinter covers such a vast area there seems no reason why it shouldn't have a variety of environments. As you, say, think of the Mediterranean and the variety of vegetation in the countries surrounding it. Also, Minrathous is pretty much on the same latitude as southern Seheron and I thought that island was at the very least predominantly warm temperate forest if not actual jungle. Anywhere on the coast of Tevinter is likely to be lusher than further inland because of the influence of sea breezes, although I realise this can depend on ocean currents.
I don't know what part of Tevinter the illustration on p.77 of WoT is meant to illustrate but the amount of cloud/mist in evidence would suggest anything but a "dry" climate. It also specifically mentions that the Proving Grounds is a "green jewel" in the heart of the city, decorated as it is with hanging gardens, so even if the climate was not conducive to this, I imagine that magic would ensure sufficient irrigation to maintain it. Think green walls in our cities.
True. Especially if they continue taking the approach of including a number of contained regions from across the map. Minrathous, Seheron, The Arlathan Forest, Kal-Sharok, The White Spire, The Hundred Pillars, The Nocen Sea, etc..
And from our most current map, the peninsula Minrathous is on seems have a decent mix of mountains, forests, and rivers.
I do love though how looks like Kirby's lurking in the northern ocean. Maybe that's why the map ends there - no one's made it past Kirby to find out what lies beyond. Or maybe he's just slowly devouring the world, and it literally does end there.
Maybe that's why the map ends there - no one's made it past Kirby to find out what lies beyond.
Don't know what he is meant to signify but we know from Genetivi that there is something beyond. Not only are there outlying settlements of both Tevinter and the Qun on the Boeric Islands but also Par Ladi, a mysterious island whose inhabitants repel all visitors. We were discussing over on another thread weather they might be connected with the Executors. Whatever the case, it is the hostility of these islanders to outsiders and refusal to offer safe harbour to ships exploring further north, that has limited travel in that direction, so may be that is what Kirby represents.
Some ideas for how Par Ladi might look: WoT "A large island... a capital with costal fortresses that rival any in Thedas."
And some ideas for Parladians: WoT "The people there are 'bedecked in gold and jewels'." "They speak of Parladian witches, reminiscent of Rivaini seers".
The first would fit with the description of the Executor in Tevinter Nights, may be as they would appear to outsiders through not wishing to show their face (although of course this could be because they are not human), whilst the second is in among their own people whether they are connected with the Executors or not.
Some ideas for how Par Ladi might look: WoT "A large island... a capital with costal fortresses that rival any in Thedas."
And some ideas for Parladians: WoT "The people there are 'bedecked in gold and jewels'." "They speak of Parladian witches, reminiscent of Rivaini seers".
The first would fit with the description of the Executor in Tevinter Nights, may be as they would appear to outsiders through not wishing to show their face (although of course this could be because they are not human), whilst the second is in among their own people whether they are connected with the Executors or not.
Apparently he is the Emperor Balthasar Kelt from Warhammmer: Total War
I thought he just looked really mysterious and powerful, which goes with the whole Executor image considering even Solas considers them dangerous. I think the Executor in Tevinter Nights was veiled rather than masked but the main thing I took from that is that their face was concealed. Even if the Parladians have no connection with the Executors, I thought their desire to distance themselves from outsiders would mean they might well cover their faces on the few occasions they have spoken with them.
To be honest, though, I would think it would make more sense for the Executors and Parladians to be connected. That way it wouldn't be a case of this new group appearing out of nowhere in DAI but rather a nation that has rejected all approaches from the south in the past being affected by the breach in the sky and so finally engaging with the wider world in order to assess the threat to themselves. Then they learn about what Fen'Harel has planned, realise they would be destroyed along with everyone else, so start to engage with the rest of Thedas. The Executors could just be the name they give to their equivalent of official government spies in their society.
There is enough anecdotal evidence that the Parladians are not just a myth but in that case they have to be really powerful since neither Tevinter nor the Qun have been able to conquer them, although there are hints this is more because their magic is that of illusion and concealment rather than outright destructive. They must also be ancient enough in origin that they may well have access to knowledge and magic long forgotten elsewhere. Even if we don't meet them in DA4, I hope we do get to visit Par Ladi at some point in the future or meet with someone from there.
Post by Giant Ambush Beetle on Jun 10, 2020 11:10:15 GMT
Environments I'd like to see is tundra and arctic environments (during summer / fall - not just an icy desert). With wide open spaces, glaciers and colorful foliage, small arctic birch woods etc.
Environments I'd like to see is tundra and arctic environments (during summer / fall - not just an icy desert). With wide open spaces, glaciers and colorful foliage, small arctic birch woods etc.
These sorts of pictures of tundra always make me think of lemmings. Maybe we could get a mass migration of lemmings as a random game event like the cats in the Denerim market?
Back to topic, I've just begun my first ever qunari run of the Inquisition and the opening cinematic reminded me how much I like the bit where Inky climbs the stonesteps while escaping the demons in the shape of spiders.
While climbing up stairs which ascend in an almost 90 degree angle is not something a player controlled character can reasonably be expected to be able do (unless they work like the ladders in DAI which defeats the whole purpose), as I searched the web for something that would be more feasible, I came across pictures of twin temples on top of a stone spire in Wuling mountains, China. I've no know idea what you'd put in a place like this for meaningful game content, but the view going up there would be spectacular. (Bonus points for mist that swirls at the bottom of the path leading up.)
I don't know if this has already been mentioned by those advocating more fantastical environments in the Fade, but I wonder if it were possible to create underwater maps for us to explore while we're in the Fade. How instead of a high dragon fight we'd could explore a sunken ship and fight a (Fade version of) seamonster that had made it its lair. I also like the visual of looking from the bottom of sea to to the surface.
Here's my dwarven Inky's party underwater in the Storm Coast: I ended there trying to explore piles of driftwood in the ancient subterranean dwarven port. Everyone except Varric was fine - he kept flailing and making drowning sounds until I reloaded to get out of there.
Given the number of bodies we find buried inside urns in various locations, one thing I'd be interested to see in Dragon Age games would be human pillars, hitobashira. I came across the term 15 years ago while reading a novel and still find it utterly fascinating.
Human pillars are people buried alive under or near large-scale buildings like dams, bridges and castles, as a prayer to the gods so that the building is not destroyed by natural disasters such as floods or by enemy attacks. (So they are a type of human sacrifice, basically.) Given what we know of the practises of ancient elves and Tevinter people, I could picture a quest where we go around smashing walls of a castle to find the unlucky soul who served as the cornerstone and guardian spirit of an ancient structure: for example, imagine if this were the origin of the Imperial Highway.
Particularly the notes we find in the lost temple of Dirthamen gave me very strong 'human pillar' vibes when I played the questline for the first time.
Last Edit: Jun 14, 2020 10:19:59 GMT by sandwichtern
Human pillars are people buried alive under or near large-scale buildings like dams, bridges and castles, as a prayer to the gods so that the building is not destroyed by natural disasters such as floods or by enemy attacks
I think they may have been thinking of this lore with the codex about the Tower of Bone in the Emprise du Leon.
The Tower of Bone is so named for the hundreds of human bones discovered in a hidden chamber beneath the flagstones. The bones were cremated in accordance with Chantry law, and the chamber cleansed and sealed.
Local tales of the tower and its grisly contents abound. Some believe Tevinters built the structure, reinforcing its foundations with blood magic. In other tales, elves built the tower. My favorite is particularly imaginative. In this story, a blood mage summoned a greater pride demon, who then possessed the entire tower.
I like the effect the long overhang creates here on the sea. On a similar note, I'd love to sail an underground sea.
The atmosphere in that first picture is lovely. 💚 I reminded me of the shadowy underground lake area of the Redcliffe castle (minus the red lyrium).
So, if you could freely choose, what would be your preferred cave type for this kind of journey? Thus far Dragon Age games have let us explore quite a few different caves:
- the caves in the Storm Coast which resembled the famous Fingal's cave
- caves with cave paintings in the Hinterlands and Emerald Graves, not to mention sandstone caves in desert locations, or caves covered with ice in the Jaws of Hakkon DLC and so on. (And a bit out of topic, but we did have ice caves in ME:A.)
Personally, as a fan of lowbrow humor I now kinda wish to see a massive bird cliff (or cave) in the world of Dragon Age. Imagine what would happen if our party were to be ambushed by mages who used flashy magic in a place like that: instead scarlett blood stains that cover our party's gear after every fight, they would all look like they're caked with greyish white rock armor tonic.
So, if you could freely choose, what would be your preferred cave type for this kind of journey? Thus far Dragon Age games have let us explore quite a few different caves:
Some good samples there! As for a preference, I still like the idea of sailing through great vaulted caverns, with cleverly designed dwarven trade outposts, lava flows, etc.. An enormous ice cave would be cool too.
So, if you could freely choose, what would be your preferred cave type for this kind of journey? Thus far Dragon Age games have let us explore quite a few different caves:
Some good samples there! As for a preference, I still like the idea of sailing through great vaulted caverns, with cleverly designed dwarven trade outposts, lava flows, etc.. An enormous ice cave would be cool too.
That would be a really beautiful look for Kal-Sharok. And it would make sense for them to utilise underground lakes and water sources in the deeproads particularly in Thaigs with no surface entrance.
A procedurally generated dungeon? I'm not saying I like that idea but in "Down Among the Dead Men" (by Sylvia Feketekuty) there was a lot written about the many floors of the Necropolis. They host a lot of uncatalogued creatures and there seems to be a lot of weird things down there, the architecture changes a lot from floor to floor, too. I immediately thought of a very detailed version of Mementos/Tartarus (Persona) when reading that section. Serious dungeon potential.
"One day the magic will come back. All of it. Everyone will be just like they were. The shadows will part, and the skies will open wide.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Mass Effect Andromeda, Mass Effect Legendary Edition, Dragon Age The Veilguard
Some good samples there! As for a preference, I still like the idea of sailing through great vaulted caverns, with cleverly designed dwarven trade outposts, lava flows, etc.. An enormous ice cave would be cool too.
That would be a really beautiful look for Kal-Sharok. And it would make sense for them to utilise underground lakes and water sources in the deeproads particularly in Thaigs with no surface entrance.
I still wonder how Orzammar survives with regards to water. Do they drink lava?
A procedurally generated dungeon? I'm not saying I like that idea but in "Down Among the Dead Men" (by Sylvia Feketekuty) there was a lot written about the many floors of the Necropolis. They host a lot of uncatalogued creatures and there seems to be a lot of weird things down there, the architecture changes a lot from floor to floor, too. I immediately thought of a very detailed version of Mementos/Tartarus (Persona) when reading that section. Serious dungeon potential.
I avoid Mementos as much as I possibly can, but I agree. lol It definitely sounds like it has that potential. Or maybe that could be what the multiplayer component is? Procedurally generated co-op maps. Is that a thing?
That would be a really beautiful look for Kal-Sharok. And it would make sense for them to utilise underground lakes and water sources in the deeproads particularly in Thaigs with no surface entrance.
I still wonder how Orzammar survives with regards to water. Do they drink lava?
I imagine there's an underground lake in the vicinity (or at least within a day's walking distance) since these things exist in real life. For example, crystal caverns attached to Naica mine in Mexico were originally submerged in water until engineers used pumps to get rid of the water. The caves are about 120 - 300 meters from the surface. The crystals in the caves get bigger as one descends deeper underground.
A procedurally generated dungeon? I'm not saying I like that idea but in "Down Among the Dead Men" (by Sylvia Feketekuty) there was a lot written about the many floors of the Necropolis. They host a lot of uncatalogued creatures and there seems to be a lot of weird things down there, the architecture changes a lot from floor to floor, too. I immediately thought of a very detailed version of Mementos/Tartarus (Persona) when reading that section. Serious dungeon potential.
As much I'm looking forward visiting the Necropolis, as someone who still gets turned around and confused in the Winter Palace gardens and attached buildings, I really hope they don't do this. That said, I'm not against tombs following the crawling floorplans of ancient tombs of pharaohs. I'm fully expecting to sarcophagi and those cuboid columbariums(?) filled with skulls we tend run into in places where ancient Tevinters have lived (e.g. the high dragon's lair in the Bone Pit, the ramparts in Exalted Plains where we must burn the corpses).
A diagram of the tomb of king Seti I, the longest tomb in the Valley of the Kings (137m / 450 ft)
A picture of the interior
Now, as for the exterior of the Necropolis, I hope the Bioware gets their design ideas for it from something other than the pyramids. For example, the Mesopotamian ziggurats would be a less obvious choice, but without plants or works of art their terraced levels risk looking dull. What I do like about Mesopotamian inspired buildings and artwork is that they boldly use colours blue and gold and usually find someway to incorporate something (like a barbican protecting the entrance) reminiscent of the Ishtar gate into them.
source I like how this artist has combined two guardian statues to his blue gateway.
I would also be down to a building whose main design idea for its exterior would boil down to "Let's cover the whole thing with statues, not just the top like with Notre Dame, the whole thing!"
I find the porch entrance and the stairway to this temple charming. ⚠️ Do not reverse image seach this picture if you do not want to see erotic sculptures since the whole temple is covered with them.
I'm now going a bit of topic, but one Mesopotamian thing that I would absolutely want to find from a crypt and wear in Dragon Age would be Queen Puabi's headdress. It was found flattened with the skull of its owner in the royal tombs of Ur.
Since it would literally take magic to keep white from turning grey when left to the elements, pure white buildings are probably extremely unlikely also in Thedas. However, in an otherwise green environment a white object can be extremely eye-catching.
This snow covered glass beach is super pretty to look at.
On the previous page Hrungr talked about sloping surfaces in a city environment, and continuing with that topic I think it would be neat to see fish ladders inside a bustling city instead of out in the wilderness.
You'd need a hilly location to pull this off, but I like the idea of stairs where the water flows in the middle and the sides are used by people.
The elven goddess Andruil enjoyed hunting and her vallaslin depicts a bow and an arrow.
One idea I've been playing with is what if Andruil had had desert kites built for her which were the shaped like her vallaslin. It would give another explanation to all those nooks in her signature facial tattoo. (Desert kites are constructions used for trapping game animals and consist of dry-stone walls that begin far apart and gradually move closer to create a V or funnel shape. The narrow opening at the end of the funnel leads to a circular enclosure or a pit where the captured animals were slaughtered.) If we were to have another treeless area to explore in a future game, this kind contruct could be used as one of its features.
At risk of being way too pie-in-the-sky, I ran across this today and couldn't help but think of the Tomb Raider games and their large scale mechanical and physics-based puzzles. Even just large-scale mechanical devices are neat.