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  1. DawnoftheTyrant

    Introducing Prologues & Battlegrounds

    Dawn of the Tyrant: Prologues is the exciting precursor to the forthcoming full version of the game and a special way to experience the early Alpha version of the game. Exclusive to our Tyrant Legions members on Patreon, those who unlock Alpha Battlegrounds access as part of their tier rewards will be among the first to try out the game and can take their part in the Prologues story by playing a series of Battlegrounds: fast-paced scenarios where they will help write the future storyline of the game through World Quests. Fight in fast-paced Battlegrounds Each Battleground in the Prologues series is a playable scenario in the Alpha version of the game where players will lead and fight alongside their chosen warband in one of the many scattered clashes that will pave the way for the flames of all-out war. Battlegrounds in Dawn of the Tyrant play host to fast and brutal battles. Some can be over and victory declared in just minutes. Choosing the best Path for your player character, selecting the right composition for your warband, and finding the perfect moment to unleash your special abilities can all lead to triumph – while a moment’s hesitation or a poor decision could see your warband wiped out or a critical objective lost. Take part in the first World Quests Each Battleground scenario in Prologues will include our signature World Quests feature, giving players the power to influence the future and start influencing the story before the full version of the game even starts. What happens upon the Battlegrounds of Prologues will affect the story and balance of power when Chapter I is unveiled. In fact, the first Battleground will come with no less than 10 World Quests – 5 for each faction, giving you a multitude of ways to gain Chapter Points and get your faction ahead. Reveal the world through Explore Mode Players will quickly discover that Battlegrounds are dangerous places where there is barely time for thought before the ensuing clash of steel. To give you a look at a different side of these zones and experience them fully, every Battleground zone in Prologues will also include Explore Mode. Under cover of night, you can scout through each zone, discover more about these strange lands and reveal their mysteries – though doing so may well bring threats of its own. How you can get involved You can secure your place to be part of the Dawn of the Tyrant: Prologues story right now by becoming a Patron. Alpha Battlegrounds access will unlock with our $5 per month Tyrant Legionnaire tier, or choose our exclusive First Generation tier to become one of the legendary veteran warriors of the War in Heaven. Visit us on Patreon at patreon.com/dawnofthetyrant Plus help our team improve the game Prologues is an exciting step for us to share the world we have so carefully crafted with our fans. It also means we can give our first players a voice in helping us make a better game. We would love to hear your thoughts and feedback as we work though improving gameplay, enhancing the characters and environments of the game world, optimising the various game systems and generally getting things battle-ready for Chapter I. All of our tiers also include Discord roles, giving you access to the Dawn of the Tyrant Discord server, where you can chat with the team and connect with other players – or simply use the Community tab on Patreon. Want to know more? Got questions about Prologues, Battlegrounds or World Quests? Ask us in the comments! The release date for the start of Prologues and the first Battleground will be based on our Patreon goals. View the full article
  2. DawnoftheTyrant

    His Black Gaze Falls Upon The Northlands

    The extent of the world of Vónekh VII that is known to cartographers is defined almost singularly by the planet’s unique and deadly predicament. Lingering precipitously at the edge of the material realm and the mirror-like dimension of the Void, nearly half of the planet lies in a perpetual shadow that is anathema to all that lives. Here, magenta-red mists of Void energy drift over a landscape of blackened soil and unearthly horror. The untainted side offers a vastly different spectacle: an expanse of broad, glimmering oceans, bisected by the twin continents of Khaïrnóth and Vaëtar. These rich lands are a dazzling mural of emerald forests and obsidian mountains, of golden deserts and silver tundras. Once the domains of the Lánaraï spanned both continents, stretching from Telárkharóth in the northern deeps of Starfall Chasm, to Eánaoróth in the riverlands of the far south. However, the awakening of the Kheïtanni, and the bitter internecine war that has raged ever since, caused city by city to fall. Some to siege, others to internal strife or even overrun by the multitudinous tides of the prolific Rhïan population. Over these years of strife, the seat of Lánaraï power shifted, almost singularly, to the mighty mountain fortress of Araïkharóth, the City of the Sky. More than a city, it is an impenetrable fortress set between the two imposing peaks known as The Pillars of Heaven that tower over the southwestern tip of Khaïrnóth. So too did the epicentre of the brutal conflict drift northwards. Where the Lánaraï went, their hateful Kheïtanni kin followed to continue their genocidal blood-hunt. It is unsurprising then, that Chapter I was always going to take us northwards to the continent of Khaïrnóth. Here the war between the descendants of the Aëdr is waged with relentless fury, a two way siege that batters like waves upon the peaks of the dividing range of The Silver Spine. Here the vile Lán-Faën rise like a Black Plague from the shadowed depths of chasm and forest. And here in the frozen northern mountains the dread gaze of the Tyrant-God has fallen. One day our story will take us back to the south lands, where the Mouth of God intones fiery doctrines from the steps of the Great Pyramid of Rhïanakharóth, and the roots of the forests of the southern isles are woven together in a vast network that eclipses modern supercomputers. But that day is not today. The map & battlegrounds UI for the continent of Khaïrnóth.Here you can see the great continent of Khaïrnóth as it appears in the game itself. It won’t be long before you will be able to explore the northlands yourself or deploy and lead a Warband of your creation to advance the cause of your faction in World Quests. Pre-register now to stay up to date and learn more about the game. View the full article
  3. DawnoftheTyrant

    The Many Races of Dawn of the Tyrant

    Written by Sándor Moldán, Creative Lead Can't tell your Lánaraï from your Kheïtanni? What about Mórin, Rhómenthïans and Amensï? Fear not! This diagram has you covered – showing who created who, which races evolved or were offshoots of others, which ones rebelled and gained their own identity by choice and more. A timeline showing the many races of Dawn of the TyrantDownload the full diagram image here** – it has lots of small text! Got a question? Still confused? Hit us up on our social channels for a chat, and possibly a bit of a history lesson. Follow us on Instagram: @dawnofthetyrant Follow us on Twitter: @dawnofthetyrant View the full article
  4. DawnoftheTyrant

    Development Update: January 2019

    Written by Jack Milinczuk, Intern Greetings Tyrant fans! Admittedly we've been a bit quiet on social media lately – we assure you we haven't gone anywhere and as usual have been neck-deep in building improvements into the game, which we're keen to share with you now. So, let's make up for lost time as we surface from the deep shadows of our studios to show you what we've been up to over the last month. It’s a new year and a fresh opportunity, so now’s the time to shed some light on Dawn of the Tyrant’s development. Thanks to some exciting new additions to our little team, we will be busting out updates like this one every month to keep you guys in the loop. All formalities aside, let’s get into the content! Environment Art Here we have a new model set for some Aëdr ruins. Sándor gave these a realistic damaged look by using a combination of procedural crumpling effects and hand sculpting to simulate destruction and degradation.The textures are gritty, giving out an ancient and ruinous aura. Scenic pieces like this will be dotted across the Dawn of the Tyrant Battlegrounds to really create a feeling of ancient slumber within the world.Combat System After we initially showcased an early iteration of Dawn of the Tyrant at PAX a few years back, we’ve been making huge progress on a constant stream of design and development changes based on your feedback – the combat system being a big part of that. We’ve stress-tested our combat AI in massive (100 vs 100) scenarios. These enormous battles give us general feedback on the effect and plausibility of massive scale combat across Dawn of the Tyrant.World Building To create an elaborately detailed and immersive world we’ve considered the cultures of the various races on Vónekh VII and have developed a root language structure complete with its own alphabet! Here's a preview of the runes for each of the eight Násr, including the forever estranged Rhïarrh. Expect to see these runes scattered throughout the environment. Oh and, as for why the bottom corner is empty? Who knows…?There’s lots more in the works and we hope you’ll be able to join us on this journey as we continue to progress with Dawn of the Tyrant’s development. If you want more info on the game or would like to share your feedback you can always contact us on the Dawn of the Tyrant Twitter and Instagram, and follow our newsletter for updates and additional content. We’re super excited about the road ahead in 2019, and hope you are too. See you soon! View the full article
  5. DawnoftheTyrant

    Lords of the Sky

    Written by Sándor Moldán, Creative Lead Check out our hero promotional image for the Lánaraï, the lords of the sky – one of the two races that will be playable for the launch of Dawn of the Tyrant. Art Director: Sándor Moldán Concept artist: Tugsbayar Jamts View or download full image This is another piece by Tugsuu, whose unique art style helped define the look and feel for the major races of the game early on. The Lánaraï are a race of extreme contrast and contradiction, and it is perhaps they more than any other who epitomise the notion in this game that there is truly no such thing as good – merely varying degrees of evil. A first glance at their shining, fluted armour, their proud white wings, their rich adornments and featherlike decorations might lead their viewer to quickly dismiss them with a remark like 'oh they're like angels, those must be the good guys'. But that impression could not be further from the truth, for their souls are far more tarnished than their armour. When Rhïarrh – known by his followers as the Fire in Heaven and His enemies as the Tyrant-God – raised His might against the dissident Aëdr, the Lánaraï marched to war behind Him. A war that they waged against their own. Their step never faltered, even as they razed planet after planet and butchered the countless billions who dared to oppose their uncompromising master. There is some nobility to the Lánaraï though. Even after the end of a war that also marked the tragic end of their once great and galaxy-spanning race, they never strayed from their mission. Even after Rhïarrh was cast into the Void and they were left stranded on a remote planet with no hope of returning to their home among the stars, they remained loyal. Even as years became decades, decades became centuries and centuries became millennia, they never faltered. To this day they remain, intent on putting each and every one of their rebellious former kin to the executioner's sword. Only once their appointed task is done, when none remain to rally against the Fire in Heaven, they will fulfill their burning desire to acquire the ancient knowledge that is their birthright. Then, they will raise the shattered hulls of their great ships from the depths of the earth, and upon bright columns of fire they will put the hated world of Vónekh VII behind them forever. A glimmer of this ancient technology already surrounds them. The iridescent colours of their armour are the mark of a strange and otherworldly material, much harder and tougher than any known earthly metal. Likewise, their weaponry is something well beyond standard sword and sorcery fare. The great two-handed polearm seen clasped in the gauntlets of the Lánaraï male, in particular, hints at a strange and arcane technology. This faded technology and many aspects of their angelic appearance hearken directly back to the days of their ancient forebears. Yet for all its lustre, it is but a far cry from the ancient and powerful technology that the Aëdr once wielded. Like the Lánaraï themselves, it is merely the palest shadow of a former glory that is long forgotten and perhaps also forever lost. But it is not in the nature of the Lánaraï to be forlorn or to mourn their loss, however profound. Nor will they allow their loss to become a weakness that could compromise their ultimate purpose. Brutal, unceasing and methodical, their blades rise and fall to the beat of a song that only they can hear. A grim rhythm that pulses from the depths of the Void. One look at their cold, emotionless and unflinching gaze is enough to tell anyone that this is a war they mean to win at any cost, even that of their compassion. Follow us on Twitter for more: @dawnofthetyrant View the full article
  6. DawnoftheTyrant

    The Pillars of Heaven

    Written by Sándor Moldán, Creative Lead Behold the towering mountain home of the Lánaraï. Built upon the huge twin peaks known as the Pillars of Heaven, the Holy City is a magnificent testament to the ambition of the starborn. Art Director: Sándor Moldán Concept artist: Eren Arik View or download full image The tall mountain range of the Silver Spine winds through the vast land of Khaïrnóth, dividing north from south and providing a natural barrier from the rampaging and bellicose Kheïtanni. It ends in the south-west tip of the continent, where the tumultuous ocean crashes against towering cliffs. It is here, amidst the cloud-grazing peaks that the Lánaraï have made their home. A natural fortress, the mighty temple city of Jehanaïkharóth (lit. "The Holy City") is perched upon the two imposing peaks known as the Pillars of Heaven. In times now long past, the dominion of the Lánaraï spread much further afield, with watchtowers running the length of The Silver Spine and outposts as far north as Duskwood Vale. Pushed back to Jehanaïkharóth through relentless attrition, the Lánaraï finally closed their doors to the rest of the world, turning their back upon their creations – both their Rhïan children and their bastard cousins, the Vaïar. In the tallest towers of this great city, the most powerful of the Lánaraï now work tirelessly, honing ever more complex techniques of arcane science and reconstructing ancient technologies in the hope that they will regain enough of their former knowledge to leave the backwater planet of Vónekh VII behind forever. When designing the Pillars of Heaven we wanted to truly display the self-absorbed grandeur and limitless vanity of the Lánaraï. The looming angelic statues that dominate the city skyline are gargantuan in size and represent the most audacious feat of engineering - but nothing is beyond the children of the stars. The dual peaks and near sheer slope also help to reinforce that it belongs to a race granted the power and luxury of flight. There are no heights that are beyond their grasp. For they glare in longing at the cold and distant stars, certain that they will one day return to their true home amongst them. Follow us on Twitter for more: @dawnofthetyrant View the full article
  7. DawnoftheTyrant

    Bitter Hatred

    Written by Sándor Moldán, Creative Lead This piece is entitled "Bitter Hatred" and is the hero artwork that currently features on the coming soon page of our website at www.dawnofthetyrant.com. Art Director: Sándor Moldán Concept artist: Tugsbayar Jamts View or download full image This stunning piece was created as a promotional artwork for the game by Tugsuu, who hails from Ulaanbaatar in Mongolia. Tugsuu's work has been instrumental in really nailing the style for the two leading, protagonist races – both of which will be playable in the first release of the game. Two sides of the same coin, the Lánaraï (left) and Kheïtanni (right) are both descended from the Aëdr, an ancient civilisation that once ruled among the stars. The bloody rise of Rhïarrh, known also as the Tyrant-God, sparked a civil war that tore this mighty race apart and cast the remnants of both sides down upon a lifeless planet where they still vie endlessly for each other's demise. Though the galaxy-conquering technology they once possessed has been long forgotten and lost to the ravages of time, the Lánaraï still cling to their former glory. Stoic in the face of their inevitable decline, their image has remained almost unchanged since the war. While they have not for one moment wavered in their mission to put the last of the dissidant rebels to the sword, their true goal lies forever skyward, back to the distant stars that were once their home. The fall left the wings of the Kheïtanni burned, broken and useless – their shattered wing bones now used as a ghastly trophy rack to display their martial prowess. While they have lost the ability to take to the air they make up for their defect in other, more sinister ways. In stark contrast with their former kin, the Kheïtanni hold no grand illusions and have dedicated themselves solely to exacting a grim vengeance for the betrayal that cost them everything. This artwork perfectly captures the contrasting factions and the uncompromising brutality and grittiness of the game. There are certainly no pure white, downy feathers or shining, untarnished silver armour here. Only blood, dirt, steel and a bitter, utterly unquenchable hatred. Follow us on Twitter for more: @dawnofthetyrant View the full article
  8. DawnoftheTyrant

    The Lánaraï

    Written by Sándor Moldán, Creative Lead This concept art is for the 3D model of a Lánaraï Female equipped with light armour. In fact this was the first ever concept and model that we created for the game. Art Director: Sándor Moldán Concept artist: Tugsbayar Jamts View or download full image This Lánaraï character is lightly armoured and would appear as either a Fast Combat Specialist or Ranged Combat Specialist. Her armour is formed from an otherworldy material that has an iridescent metallic finish – a relic of the Aëdr from before the time of the War In Heaven, handed down over many generations. Formed from ultra-hard plates, it affords decent protection to her vitals. Her arms and legs are left unarmoured, preserving her ability to strike with tremendous speed and agility - being able to rain down a hail of fury from afar more than makes up for any slight shortcoming. Besides, without the burden of heavier armour, she can easily stretch her silvery-white wings and take refuge in the vast skies above – the true domain of the Lánaraï. She is armed with a short sword and a small buckler-style shield, which not only gives her additional protection but provides her with a second weapon to bludgeon back her foes. Stunned and thwarted in their advance, all that remains is for her to find a weak spot in their armour to pierce with her razor-edged blade - yet another lesser being brought low by the legendary martial prowess of the mighty Lánaraï. Follow us on Twitter for more: @dawnofthetyrant View the full article
  9. DawnoftheTyrant

    The Fallen Ones

    Written by Sándor Moldán, Creative Lead This is our hero promotional image for the Kheïtanni, the fallen kin of the Lánaraï and the opposing playable race that will be available for the launch of Dawn Of The Tyrant. Art Director: Sándor Moldán Concept artist: Tugsbayar Jamts View or download full image For the Kheïtanni, we wanted to capture both the grim darkness of a race who have built their entire existence around vengeance, and the bitter nobility of a people who have lost everything they ever held dear. These two vastly different aspects of their character conflict in the hearts of every Kheïtanni warrior. They are driven by the burning need to see ultimate justice done, but will go to such lengths to see their will done that they will spare nothing to meet their ends, not even their own souls. The Kheïtanni do not have the same connection to their Aëdr forebears as the Lánaraï. Despite having suffered such a great loss, there is nothing about them that reminisces or looks back on what they once were. Their eyes are fixed firmly forward, into the future, towards a time when their vengeance is finally sated and not a single Lánaraï remains alive to stain their honour. The signature element of the Kheïtanni is of course their horrifically burned and broken wings – cruelly ruined in their tragic fall. The tremendous heat of atmospheric re-entry and the crushing forces of their being cast down upon the lifeless world of Vónekh VII left almost nothing intact. Now only blackened bones remain in place of once beautiful, white feathers and arched wings. What remains of their wings is now used as a grisly trophy rack. The severed heads of their most prized kills are displayed proudly, impaled upon their shattered wing bones. Many Kheïtanni warriors create sinister tribal fetishes made from feathers taken from slain foes, as well as other more gruesome body parts. These are used as symbols to mark the prowess of the warrior, each one indicating the number of hated Lánaraï who have fallen to their blades. The agony of their fall from the stars brought them to the very threshold of death. In fact, many of the Aëdr who opposed Rhïarrh were killed instantly in the fiery cataclysm that ended the war. This near death experience caused many of them to cross over from the material universe to the shadowy and insubstantial alternative reality of the Void. In the aftermath of this event, as they clawed their way back to life, they found that they had gained a sinister new ability. The paths between the physical and spirit realm – and between the living and the dead – are no longer closed to them. They can traverse these planes at will, doing things no mortal being can do. They can pass through walls and other solid objects like ghosts, appear from nowhere to surprise their enemies - whose blades miss flesh and slice through trails of black smoke instead. But this ability to shift into Void Form comes at a terrible price. Each time a Kheïtanni takes this dark journey, a portion of their soul and life force is forever lost. Their ability gives them great power, enough to compensate for the fact that they will never fly again. But Void Form is used sparingly, even by the most daring of Kheïtanni warriors, for they know that each time they enter the depths of that strange netherworld it might be their last. While the Kheïtanni make a point of divesting themselves of the visual hallmarks of their past, they are certainly not blind to the military and tactical value of the ancient technology of the Aëdr – at least what little of it still remains. They are extremely cognisant of the danger inherent in allowing the Lánaraï to regain any degree of their former strength – that which was afforded by the vast knowledge of the Aëdr. Follow us on Twitter for more: @dawnofthetyrant View the full article
  10. DawnoftheTyrant

    Every end has a beginning

    Written by Sándor Moldán, Creative Lead First things first, hello and welcome to our blog. Here we'll be sharing a whole bunch of content about Six Times Nothing's debut RPG title, Dawn of the Tyrant, with regular posts on a variety of topics from myself and the other team members. Here you'll find updates about the development process, screenshots, videos and stories about the remote, hostile world in which the game is set. To get the ball rolling I thought I'd share something about the background and original inspiration for the game we're making. The reason being that while most of the game's actualisation has been a much more recent endeavour, the true inception of the dark and brutal world of Dawn of the Tyrant harks all the way back to my final year of university in 2002 at COFA in Sydney. This was in the heyday of such wondrous things as Macromedia Director (Lingo!), and my first serious attempt at a game was the end product of our Interactive Design class. The only limitation in the brief was that our class projects (they didn't have to be games), must be designed for a mobile device. This was impressively ahead of its time, seeing as the much vaunted year of mobile was in fact, as we all know, every consecutive year between 2008 and 2013. Put simply, we had a teeny tiny canvas of 248 x 188 pixels to work with. Above: Fond memories of Lingo... It's almost like writing code in English, right...? I think the game that had always stuck with me the most as a kid was The Legend of Zelda: Link's Awakening on the original Game Boy. Despite the small screen and palette of just four shades of green, I felt a huge rush of adventure. The game's scope and the world within seemed immense to me at the time. So it was little surprise that I drew my initial inspiration from here. The original Game Boy had delivered all that with a whopping resolution of 160 x 144, so I really had nothing at all to complain about. Above: The Legend of Zelda: Link's Awakening (Image courtesy of Nintendo) So I set to work on what turned out to be a very simplistic Zelda clone. It didn't really have much of a world to adventure in, but there was one level with two looped screens that you could walk between and shoot enemies with arrows until you either died or just got bored. The levels, screens and enemies were all dynamically created from text files, which was pretty fancy though. We were asked to present the final projects to the class. One of my classmates pointed out, quite correctly, that while the game was impressively functional and looked like it could well have been made for the Game Boy, it had no story. No artistic purpose. No raison d'etre. I was at an art college after all. Above: Where it all began... I can't get the old executable to run anymore, but I did find a screenshot in an old file archive... After leaving high school, I had quickly started to diverge from the musical tastes of my immediate friends. It was actually a long and steady downward spiral that began with the mid-nineties indie rock explosion, hit a slight and somewhat forgettable roadbump in the 1996 britpop thing, got suckered into a Marilyn Manson and Nine Inch Nails goth phase, then discovered real metal in the likes of Slayer and Sepultura and finally bottomed out in the murky world of the underground black and death metal scene. At the same time as working on this game I managed to sustain an almost full-time ad agency job and then complete my final year of uni. My Mac laptop was stolen, and I became stuck in a pattern of working 9:00-6:00, then staying back at work to use their computers so I could do my uni work. Most nights I wouldn't be packing up to go home til about 3:00am. I did this for literally six months of my life. The area I worked in was pretty much a dead zone after 6:00pm, and the Singapore Noodles from the local Asian takeaway joint was pretty much the best of the food available nearby in the middle of the night. The ability of music to leave a lasting impression on the brain has been well-documented, and I still have this weird thing where any time I eat Singapore Noodles, I get vivid flashbacks that take me instantly back to sitting in that office at midnight, alone, eating noodles and plugging though countless lines of Lingo with the buzzing chords of Mayhem's Freezing Moon droning in the background. Above: Mayhem & Darkthrone. Looking all evil and stuff back in '91. To be honest, in one's early twenties, you're still every bit as young, dumb and impressionable as you were whilst a teen^. And so therefore a large and disproportionate amount of inspiration for my creative work during my university years came from the iconic early '90s black metal bands such as Mayhem, Emperor, Darkthrone and so on. So the thematic direction for the game – and my plans to remake it properly after leaving uni – were drawn inexorably towards this idea of a dark and macabre world. ^ Note: I am still to this day an avid fan of black metal. And noodles. Taking the Creative Writing class in my final semester was a handy excuse to start penning the backstory to the game. The initial piece that I submitted was a vaguely Tolkeinesque creation story – which is ironic, given a game that focuses so much on a world facing annihilation. It did however contain some key fixtures: a fiery and tyrannical sun-god, a war raging across heaven, angels cast down unto a lifeless earth, the planting of the seeds of hatred against the rise of a new religious order, and the burning need for vengeance. The idea had a forebearer, however. Egyptology had featured quite prominently both in my final high school studies and again in my Art History classes while at uni. I had long been intrigued by the story of the Pharaoh Amenhotep IV, also known as Akhenaten. During his reign he ordered the temples of the lesser gods to be torn down and established the Cult of the Aten, the Sun Disk, and commanded the worship of this one true god. It's debatable and oft dismissed out of hand, being a somewhat sensitive topic, but it may well be that Amenhotep IV was the true inventor of modern monotheistic religion. Either way, he was summarily assassinated for daring to do so. Above: Akhenaten and his wife, Nefertiti hangin' out with the sun. Rather than the human side of the story, I had taken a more literal route for the game's backstory, and coupled Egypt's brief flirtation with monotheism with the events as told in the Bible's Book of Revelation. I envisaged Heaven torn asunder by a bloody coup d'état. A civil war sparked by a brutal god's grasping for ultimate and singular power. A pantheon of deities forced to choose sides, only to be crushed underfoot as the new order exacts its toll. An ancient race cast down from the stars and divided into two eternally warring factions. And thus Dawn of the Tyrant was born. So, it's like Zelda meets Mayhem meets Akhenaten... well kinda. Enjoy. Follow us on Twitter for more: @dawnofthetyrant View the full article
  11. DawnoftheTyrant

    Evermoon Crag

    Written by Sándor Moldán, Creative Lead Before you is the grim northern abode of the Kheïtanni – the unforgiving fortress city of Kheïtan that rises amidst the shadowy, cold peaks of Evermoon Crag. Art Director: Sándor Moldán Concept artist: Eren Arik View or download full image Situated in the far north-west of the continent of Khaïrnóth, Evermoon Crag is a cold place tormented by freezing winter storms that blow across the northern ocean from the icy wastelands far beyond. Summers here are fleeting and fragile things that flitter by as no more than a sad memory before the chill of winter returns with grim vengeance. High amidst these cold mountains lies the bleak fortress city of Kheïtan, stronghold and centre of power for the dark and hateful Kheïtanni. This is a city built with singular purpose – one that is reflected in the hearts, minds and twisted souls of every Kheïtanni - vengeance. Kheïtan is a vast military base that exists solely for the genocidal purpose of putting all remaining Lánaraï to death. The ingenuity of the location is its ability to render the greatest advantage their hated kin hold over them utterly irrelevant. For even the most stalwart of Lánaraï warriors would struggle to remain aloft in the cold screaming winds that saw through the jagged frostbitten peaks. Notwithstanding its natural defences, the prospect of laying siege to Kheïtan is indeed a grave one, for its ramparts are perpetually crowded with archers thirsty to scratch up more kills. Taking this stronghold by surprise would be utterly impossible. When designing the fortress city of Kheïtan, our approach was every bit as straightforward and purposefully one-dimensional as the nature of the city itself. We wanted to capture the cold, singular purpose of this brutal place without flourish or embellishment. The walls are tall, sheer and menacing. Behind them, sharp, angular towers rise like monolithic, pyramidal prongs. Notice there is virtually no light emanating from the city at all – merely a scattering of watch lights and a single, cold glow nestled high upon the tallest tower. The darkness of the city renders it almost indistinguishable from the bleak and unforgiving mountains that surround it. Follow us on Twitter for more: @dawnofthetyrant View the full article
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