Darkfall Dungeon Design Competition
- Human Area
As mentioned when Ole
Martin Kristiansen's entry "Archaist"
was proclaimed the winner of our first Dungeon Design
Competition, we selected ten runners-up to his entry.
A little about our selection process:
You will notice, when we publish all of the submissions,
that several outstanding entries didn't make the final
cut. The dungeons that we've selected here are not the
"best" overall, but they are the best for Darkfall.
We reserve the right to use elements from the remaining
entries, giving credit where credit is due.
All of the following contributions
contain elements or ideas which we want to include in
the game.
In random order:
From Mars’
untitled contribution:
Inspired by this entry, we want to
create an area near Dalriada where the Allegiance War
is still raging. The area was the site of an obscure but
viciously fought battle, which took place in the final
month of the war. Now, the combatants rise as undead every
nightfall, forced to continue their struggle. We are going
to call the commander of the church forces Velctor, in
honour of Mars’ original design. Whether or not
the area will be a mine remains to be decided.
From Ross Stamper’s Monastery
of the Lady:
We would like to make a cycle of quests
in Sanguine involving an upper-class organisation conspiring
against the crown. They have close ties to the church
leadership in Dalriada, and more tenuous ties to High
Priest Verana, though it remains to be decided whether
this can be proved by questing players. The leader of
the group will be called Theonia, as in Ross’s design,
and she may or may not be an undead.
From Redsand's
Ice City of Tor:
There is a wealth of good ideas in
this description, and we’ll make sure to consult
it when creating ice city locales. We especially like
the the entrance section, which we might implement just
as Redsand described it.
From Dennis Latz’ first
proposition:
We’d like to create an an abandoned
Mercian colony on one of Agon’s many small or medium-sized
islands. The island should have a jungle climate and be
inhabited by vicious and well-organised humanoids, like
hobgoblins or minotaurs. The colony was overrun a few
months ago, and while much has been looted or destroyed,
some signs of the slaughter are still visible. Quests
leading to the colony should involve worried relatives
or investors.
From Jeremy Townsend’s Refuge
of the Dead God:
We plan to make a dungeon buried under
Dalriada which contains the ruins of an ancient Imric
temple. This was the most important church in the central
Imric kingdom, and Ardar, Rieda and Mayna were all worshipped
here. Today only the underground levels remain.
From Josh Bauman’s Forest
Dungeon:
There will be treetop dungeons in
the mirdain homeland, Mirendil. We’d like to make
them pretty much as Josh describes them, with dense layers
of fir-branches creating a dark, claustrophobic atmosphere.
I suppose it’s a bit of a challenge, graphics-wise,
but if we can make cool and believable treetop dungeons,
they should become something of a standard in Mirendil.
From Thomas Manhart’s
untitled contribution:
A written statement such as this could
be found in the royal archives, indicating the location
and nature of a distant, hard-to-find mercian dungeon.
Players who have read it should have a distinct advantage
when preparing their visit.
From Francois-X. Sarrazin’s
contribution:
The layout of this dungeon is wonderful,
and we might very well create one that is identical to
it or resembles it closely. The adventure within, however,
could turn out to be something which is less ambitious
than what Francois envisaged.
From Rand Elmquist’s Aur's
Retreat:
We plan to create a lush, evergreen
garden as an adventure area, perhaps in an arctic region,
or deep within a desert. When creating this area, we might
very well use elements from Rand’s description.
From Airius Droc’s The
Buried Tower of Penshire:
There will be several cities on Agon
where people with an ”alternative” alignment
can walk about freely. One such place is Silvertown, an
independent city-state and notorious pirate’s den
off the Mercian coast.
We also like Airius’s
ideal of having dynamic quests, which evolve and change
with player actions, and we will strive to include this
aspect in as many quest designs as possible.
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