Solvryn wrote: » Now that Tulnar have been partially revealed. What do you envision Tulnar architecture to look like? I envision Black Metal / Obsidian Glass design pieces with bio-luminescence intricately and delicately woven into the pieces.
renadedante wrote: » Solvryn wrote: » Now that Tulnar have been partially revealed. What do you envision Tulnar architecture to look like? I envision Black Metal / Obsidian Glass design pieces with bio-luminescence intricately and delicately woven into the pieces. This is pretty close to what I'm thinking! I'm expecting it to change based on where the buildings are placed in the underrealm. I would loovvvveee to see obsidian/or a dark metal with little details of bio-luminescence to really give that pop. I'm excited of the options just thinking of it!
Tyranthraxus wrote: » Tulnar are gross. Maybe they've learned to burrow nests into their accumulated mountains of dung, over the last three millenia of living underground?
Solvryn wrote: » Now that Tulnar have been partially revealed. What do you envision Tulnar architecture to look like? I envision Black Metal / Obsidian Glass design pieces with bioluminescence intricately and delicately woven into the pieces.
Sengarden wrote: » Solvryn wrote: » Now that Tulnar have been partially revealed. What do you envision Tulnar architecture to look like? I envision Black Metal / Obsidian Glass design pieces with bioluminescence intricately and delicately woven into the pieces. I like all of this! Given the variety of the Tulnar’s physical features, it makes me wonder if they were tribal in structure or if they were a homogenous group. If the former, it would be interesting if they had their own unique visual style manifested in the architecture in different parts of the under realm to differentiate the various cultural areas. Maybe some of them leave near volcanic activity, so there’s a bunch of obsidian, lava trickling like little streams, pretty dark and gothic with grand mordor-like structures.https://www.thetolkienforum.com/wiki-asset/?pid=792 Then maybe in another area, things are more natural and less structured, sort of like the caves Deethra hails from in The Dark Crystal: Age of Resistance. Lots of bioluminescent fungus, flora, and creatures. Lots of underground water sources. Dark, misty, natural, and mysterious.https://images.squarespace-cdn.com/content/v1/5e73815d51d75711a1ffe1fb/1601062083341-F1CTI667SPWYZ9D4XVZQ/Domrak_DomrakEstSketches_v001_023.jpg?format=1000w Perhaps another area could be closer to the surface, a bit of an underground oasis with vast spans of moss beds, waterfalls, hanging vine flora, a bit brighter and more colorful than the last one. Perhaps some trees that evolved to be bioluminescent and give off light rather than needing it to grow, so these caverns are much brighter than the others. Architecture could be more structured without being so dark and edgy looking, a bit closer to typical dwarf architecture, or perhaps hobbit style in terms of coziness.
Lashing wrote: » I still want hobbit architecture. Round doors and windows, Low profile buildings and or built into the side of hills and mountains
WHIT3ROS3 wrote: » I really hope that none of the Player Races are depicted as primitive through their cultural design. They should all have their elements of sophistication IMO.
Neurath wrote: » Link doesn't work mate Edit. Thanks for the fix.
daveywavey wrote: » Points of interest will exist that represent Tulnar npc structures. In the similar fashion that the starting areas around divine gateways will include expeditionary npc settlements not tied to the node structures but serve as initial quest origination points.[50] – Steven Sharif Well, this is the picture from the wiki that accompanies the "Tulnar NPC structures" text. Dunno if that means the architecture is more plant-based, or if this just happened to be the picture showing when they were talking about it on-stream.