#da ttrpg: buried pasts
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Where are the Deep Roads?
Thoughts as of July 2024 - watch The Veilguard just kick this all over like a sandcastle.
So I've been plucking away at maps for a while, and I've been finding new things and yelling about them near endlessly. The depth of the Deep Roads being one of them, and how they're so cold you will apparently freeze to death without a heat source. There is a lot, and I really hope we get more for da4. But I digress. I've been trying to figure out where the dao Deep Roads map fits on the map, especially as I finish up my Ferelden map.
My current thoughts are that it roughly looks something like this:
Assumptions Made for this Map
The golem marker on the Deep Roads map to the left of Orzammar is Amgarrak and not Kal'Hirol.
The star marker on the keep map for Orzammar is the actual location of the thaig, as the surface entrance itself is likely several miles/km away due to the depth of the Deep Roads.
That like in Horrors of Hormack short story in Tevinter Nights, the staircase leading into Orzammar isn't one straight shot but a set of spiral staircases and antechambers.
That the Deep Roads section we traverse are smaller than Ferelden since it takes only a month to cross them despite collapsed pathways, cave ins, darkspawn, mega fauna - blighted and otherwise; while it takes a year to travel the entire nation of Ferelden.
The crossed axes south of the Anvil of the Void are a marker for an entrance to the surface/to the Avvar. This is used to mark entry points to the surface in the DA TTRPG as well.
Where am I Getting the Lore?
Dragon Age Keep World Lore Map
It gives some information not found elsewhere, however it is taken with a grain of salt; because like most BioWare lore sources there are some contradictions on locations of previously visited locations. Such as the Kal'Hirol thiag and Soldier's Peak.
The Keep map marks Kal'Hirol south of Amaranthine and next to Soldier's Keep. However, this is a discrepancy compared to the location provided in Awakening.
Amgarrak's location
On the Dragon Age Keep, they label that Amgarrak is south of Jader and west of Orzammar.
Deep Roads Lore from the TTRPG
This, while canon unless stated otherwise by more recent/direct from BioWare, should be taken with a grain of salt. In the adventure Buried Pasts establishes this lore provided by BioWare.
Heat and Fuel
The majority of Deep Roads and thaigs are built about two to four miles beneath sea level, although in the Frostbacks that means they're actually much deeper beneath the surface. Dwarven mining galleries normally stretch up rather than down, tunneling up into the mountain regions of Ferelden and Orlais from beneath, while the thaigs themselves burrow downward toward pockets of lava that have moved up from the mantle. Most older thaigs (including Orzammar) have open regions of molten rock near their center that are used for heat, while more modern thaigs (ironically those more likely to be abandoned thanks to the darkspawn pushing the dwarven empire back on itself) used steam heating. Inhabited regions between thaigs are heated and lit by oil lamps using the fat from nugs and brontos. Away from lava or artificial heating, the Deep Roads are bitterly cold. The lack of weather is a mercy, but travelers that go too long without a source of heat will begin to feel the effects. As their lanterns are likely the source of their heat as well as light, travelers must take extra care with the amount of fuel they have; the dwarven empire once maintained frequent waystations along the Roads for resupply, but running out of lamp oil in the modern Deep Roads can be a death sentence...
-- Dragon Age Tabletop RPG, Buried Pasts p. 4
#dragon age#deep roads#dragon age map#dragon age keep#dragon age origins#dragon age inquisition#dragon age ttrpg#dao#dai#da ttrpg: buried pasts
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anon who asked about chasind headcanons, i am not ignoring you, that is actually step 3 of my current project:
gather all chasind lore in existence
organise it into something coherent
fill in the gaps
unfortunately i have been on step 1 for about 2 weeks and it is currently a 130 page document and will still take a while to finish
but i am getting there!!! and i have formed many headcanons in the process about all kinds of things
#personal#da#don’t get excited about 130 pages of chasind lore. that’s not actually what it is#i’ve included anything on the avvar and the early alamarri and clayne#and the largest category is obviously the avvar (esp from dai)#but it’s coming along#i’m currently going through game dialogue which i was Dreading but it’s not too bad#i’m not gonna do da2 because i would have to go through each file and map the individual lines. nope!#just gonna go through some of mota (cahir is chasind) and ctrl-f through the talktable for the rest of the game#and i’m considering skipping dai altogether because……like when tf would the chasind be mentioned. bioware forgot they exist in dai#they get one codex entry for the skyhold decorations and that’s it#even the fallow mire has avvar instead even tho it’s BASICALLY IN CHASIND TERRITORY#devastating that so many of the avvar files are labeled chasind. like they were gonna be there and then they got replaced#look i don’t dislike the avvar at all but they are very much the favourite child and i resent that#anyway. all i have left is some other in-game text (quests mostly; which aren’t gonna give me much)#(i’ve already done codex entries and notes and item descriptions)#and a few things that i’ve skipped because i was getting sick of them: two avvar-related ttrpg adventures (where eagles lair & buried pasts)#and one novel (the calling. also something that has avvar stuff rather than chasind stuff)#where eagles lair is the most important one of those to actually go through because it goes in-depth on avvar culture#and since there’s very little actual chasind lore i’m basing some ideas on avvar stuff because they evolved from the same culture
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Deep Road and Dwarf Facts From Buried Pasts Adventure - Dragon Age Tabletop RPG
Bullet point list of the interesting bits I found, I've added the excerpts below the cut.
The Deep Roads and Thaigs are 2-4 miles (3.21 - 6.43 km) below sea level. Making them deeper in areas like those beneath mountains.
Mining galleries tunnel upwards into mountains while thaigs tunnel downward towards the mantle.
The environment of the Deep Roads can shift from shockingly cold to blistering hot depending on the area.
Thaigs are heated in old thaigs by lava but in newer (now abandoned) thaigs it was common to use steam.
If traveling the Deep Roads, carrying a light and heat source is required. Without a heat source you could die from the cold.
There is complete pitch darkness outside of the glow of lyrium or lights created by people.
Dwarves make oil lamp using nug and bronto fat.
The shadows are so long when a light source exists that it makes it hard to spot what might be lurking in the dark.
Sounds louder than a whisper will echo further than they would above ground in a space/passage.
Dwarves love wood instruments and design their spaces to allow for sounds to echo in thaigs, giving them an ever present hum poets have compared to the song of the Stone.
Dwarven stone-sense fades the longer you are on the surface.
Magic and lyrium resistance in the dwarves comes from the constant exposure of lyrium. When on the surface for too long that resistance will fade away completely.
Dwarves are masters in close quarter combat, favoring morning stars, crossbows, and shields.
Note: There are weird wordage/typos in the text itself that I didn't alter because I couldn't tell which way to go with so I've left it as is.
Deep in the Dark (page 3)
"...For those who have spent their entire life being able to see the horizon, the cramped, confusing conditions underground can be difficult to adjust to. The human and elven sense of direction is easy to lose underground, sound travels further as it echoes off the walls, the environment can be shockingly cold in one space and blistering hot in the next, and the cramped conditions impede the styles of fighting surface-dwellers will be used to..."
Light and Shadow (page 3)
"Above ground is never completely dark, even on a clouded moonless night. Underground, in uninhabited areas of the Deep Roads, the only light in the pitch darkness is that which the heroes bring with them and the glow of lyrium veins. The slightest obstruction creates a long shadow such that even with light characters are unlikely to be able to see everything within the reach of their light source. As characters move through the environment, everyone of those shadows will move in keeping, further hindering characters watching for creatures in the dark..."
Sound and Silence (page 3 & 4)
"Although the solid rock stops sound from traveling to completely sealed areas, anything louder than a whisper will echo much further than it would above ground along the passageways and chambers of the Deep Roads. The effect is especially pronounced on the roads themselves, as dwarves built their underground passageways long and straight with vaulted ceilings to greatly enhance the distance at which sound can be heard. The constant echoing combined with the dwarven love of deep wind instruments and song gives inhabited thaigs a background hum of sound that dwarven poets have compared to the Stone. Orzammar itself is never silent, and the impact of moving into the stillness of abandoned Roads beyond the city's control is greatly upsetting to dwarves who have lived with the comforting sense of community the background noise provides..." "..Any parties with dwarves in them may find the dwarves natural stone sense a help or frustration. Dearves who spend most of their life underground will find the sense still sharp and comforting. By feeling the stone, navigation is easier. However, the sense fades the longer dwarves remain on the surface and when the darkest parts of the Deep Roads it can be a vague distraction as the sense is dulled and irritating, though not completely without use.
Heat and Fuel (page 4)
"The majority of the Deep Roads and thaigs are built about two to four miles beneath sea level, although in the Frostbacks that means they're actually much deeper beneath the surface. Dwarven mining galleries normally stretch up rather than down, tunneling up into the mountain regions of Ferelden and Orlais from beneath, while the thaigs themselves burrow downward toward pockets of lava that have moved up from the mantle. Most older thaigs (including Orzammar) have open regions of molten rock near their center that are used for heat, while more modern thaigs (ironically those more likely to be abandoned thanks to the darkspawn pushing the dwarven empire back on itself) used steam heating. Inhabited regions between thaigs are heated and lit by oilk lamps using the fat from nugs and brontos. Away from lava or artificial heating, the Deep Roads are bitterly cold. The lack of weather is a mercy, but travelers that go too ling without a source of heat will begin to feel the effects. As their lanterns are likely the source of their heat as well as light, travelers must take extra care with the amount of fuel they have; the dwarven empire once maintained frequent waystations along the Roads for resupply, but running out of lamp oil in the modern Deep Roads can be a death sentence..."
Fighting at Close Quarters (page 4)
"The dwarves of Orzammar equip their rank-and-file soldiers with shields, maces, and crossbows, perfect for the cramped conditions they are expected to fight in. Skirmishing is a thing of the surface battlefield, except in the largest caverns. The dwarves train their warriors to block passageways with shieldwalls and corral disorganized opposition into killing grounds. Height is the main restriction. The dwarves built the main tunnels of the Deep Roads with lofty ceiling clearance, and thaigs are usually organized facing into large caverns to give a sense of space, but private houses and other areas not intended for heavy traffic can be uncomfortably cramped to a human. The lack of space can get in the way of swinging the large weapons humans may be used to..."
Dwarven Magic Resistance (page 16)
"...The dwarven resistance to magic is the result of prolonged low-level exposure to lyrium in the Deep Roads and is also the reason Orzammar dwarves can handle lyrium in relative safety in amounts that would drive a human mad."
#dragon age#dragon age ttrpg#da ttrpg#da ttrpg: buried pasts#lore: deep roads#lore: dwarves#lore: ttrpg#deep roads#dwarves
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