Friday, March 14, 2014

Dragon Age Origins - Characters - Dwarves

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).







The Elder Scrolls IV: Oblivion - The Vile Lair: Deepscorn Hollow

Fantasy game art from The Elder Scrolls IV: Oblivion.

DeepScorn Hollow is a location introduced by The Vile Lair official plugin, and is meant as a home base for evil characters. It is accessed by an underwater entrance at a partially submerged shattered tower. Visually it is rather unremarkable both before and after renovating and furnishing the caves into live and work spaces, except for the creepy Shrine of Sithis. Our slideshow of DeepScorn Hollow screenshots ends with various shots of this spectacular location within DeepScorn Hollow.


Heroes of Might and Magic V - Wallpapers, Splash Screens, and Other Artwork

Fantasy game art from Heroes of Might and Magic V.

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Thursday, March 13, 2014

Dragon Age Origins - Clothing - Chantry and Morrigan

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

The priesthood of the Chantry and the companion Morrigan have unique outfits. Morrigan's outfit is specifically tailored to her, and in an unmodified game it cannot be worn by anyone else.



The Elder Scrolls IV: Oblivion - Lost Abagarlas

Fantasy game art from The Elder Scrolls IV: Oblivion. The Unofficial Elder Scrolls Pages has detailed information on Lost Abagarlas, a subterranean Ayleid ruin accessible from Sideways Cave.


Heroes of Might and Magic V - Faction - Sylvan - Units

Fantasy game art from Heroes of Might and Magic V.

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Pixie
Pixies are the guardian spirits of the Kersyls, the giants trees that host the Sylvan cities. They live in the trees' branches, tending them in exchange for shelter and sustenance. These creatures are not dedicated to war, but they will defend their home fiercely. Their swift attacks can hit more than one creature, and their small size and speed make retaliation impossible.

Sprite
Sprites are close relatives of the Pixies who live in the higher branches of the Kersyl trees. Their small size and speed allow them to attack more than one creature and to retreat before retaliation is possible. Also, the Sprites' affinity with the woods is such that they can call upon Nature's powers to cast spells in combat.

Dryad
In the most impenetrable reaches of Irollan live the Dryads. These secretive creatures rarely make themselves visible to others, choosing instead to devote all of their time to the mighty trees that they serve. With the help of their magic, a gift from nature, the dryads are able to heal any plant. This is why they are so worshipped by the treants, whose wounds are treated by these kind nymphs. Out of gratitude, the trees bless them with the health of the forest.

Blade Dancer
The elite among sylvan warriors dedicate their lives to the intricate Elven martial art known as the Battle Dance. Relying on evasion and quick action rather than resistance or brute force, Blade Dancers wear no armor.

War Dancer
Beyond the rigorous training of the Battle Dance, the best Elven warriors improve their fighting style to extend from their immediate targets and attack all adjacent foes at once.

Wind Dancer
These warriors have been schooled by Irollan's finest swordsmen. They move with a great agility, akin to feathers in the breeze. In battle, the Wind Dancers' swordsmanship is so fast and purposeful that their blade resembles a leaf caught up in a whirlwind, and few are those who can survive the silvery thrust of their weapons.

Hunter
In times of peace, the Hunters supply the Sylvan communities with food and are respected for their skills and prowess. They wander Irollan, living in harmony with Nature and its unwritten laws. They never kill a living being without purpose. In times of war, however, they have no compunction about using their talents to strike down enemies from afar. Their uncanny affinity with their enchanted elf bow allow them to fire two shots before an enemy can even blink.

Master Hunter
Master Hunters are dedicated to the defense of the woodland realms and rise to protect them from any invader. Special enchantments in their bows and arrows allows them to shoot twice before the enemy even knows they're there, and to ensure that their targets recover slowly from their strike.

Arcane Archer
The menacing sight of the Arcane Archer's magic-imbued arrows will strike fear into any who dare to trespass into the shade of Irollan's oak trees. No suit of armour is thick enough to protect against these enchanted arrows. In fact, they strike with such force that they send their target reeling helplessly backwards.

Druid
Druids are the priests of Sylanna, the Elemental Dragon of Earth and living embodiment of Nature. As such they are granted control over the magic of the elements, which they call upon in times of peril.

Druid Elder
Druid Elders have mastered the magic of the elements and have access to the secret knowledge kept by their caste. Linking to their allies as they do to all living things, they are capable of channelling their own mana to a friendly hero.

High Druid
The High Druids of Irollan know all the most important secrets of Elven magic. They are capable of stopping an entire army in its tracks if it should reach as far as the edge of the Great Forest. And their ability to transfer some of their magical powers to the Rangers who lead them can often prove invaluable on the battle field.
Unicorn
The Unicorns are spirits of nature, and as such they are sacred to the Elves. They are considered a totem animal for the whole of Irollan, and it is said that when the last Unicorn dies, so will the Elven kingdom and all its people. While the truth of this legend is not known, the Unicorns' shimmering auras do have the ability to shield their allies from hostile spells.

Silver Unicorn
Powerful allies of the Elves, the Silver Unicorns appear from the heart of the woods to drive away any invaders. Their silvery aura protect friendly troops from enemy magic and their gleaming horns can emit bright flashes of light that can temporarily blind the enemy.

Pristine Unicorn
Pristine Unicorns are rare, even in Irollan. They are found in only one place: On the shores of Sun Crystal Lake. Unlike the other Unicorns, they are not sacred to Sylanna, but to Elrath, Dragon-God of the Light.

Treant
Living embodiments of the forest themselves, Treants have left the deep woods at the bidding of the most powerful druids. It is said that when the first Elves ventured into the heart of the primordial forest, they found the Treants there, waiting for them and ready to vow their undying loyalty. Do not be fooled by their awkward gait -- their solid bodies cannot be harmed easily, and any enemy creature fighting Treants will be entangled by their vines, roots, and creepers.

Ancient Treant
The woods themselves have risen to aid the Elves at war. Slow, but sturdy, the oldest Treants can entangle their enemies with their vines, roots, and creepers, and they have the additional ability to dig deep and root themselves, making them ever harder to defeat.

Savage Treant
Savage Treants were born when Brythigga, Mother of the Trees, was burned to ashes. Since then, the Savage Treants are regarded as the incarnation of Irollan's anger and fury. These powerful ancient beings will sweep aside their foe with the force and speed of a landslide.

Green Dragon
The Green Dragons are the offspring and servants of Sylanna, Elemental Dragon of Earth. They have made their home in the forest cliffs and sacred caves of Irollan. These mighty allies of the Elves spit an acid cloud that is capable of harming many creatures with a single strike.

Emerald Dragon
Emerald Dragons are the favoured children of Sylanna, and as such cannot be harmed by Earth Magic. As with their younger siblings, they can breathe a lethal acid cloud to dissolve their enemies back to the ever-hungry soil.

Crystal Dragon
Crystal Dragons are famed for their unpredictability. These elusive creatures always manage to confound their foe during battle, and it is impossible to know what they will do next.

Wednesday, March 12, 2014

Dragon Age Origins - Mage Outfits / Robes

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).



The Elder Scrolls IV: Oblivion - Sancre Tor

Fantasy game art from The Elder Scrolls IV: Oblivion.

The above-ground ruins of Sancre Tor are extensive and cluttered, but overall not particularly interesting. Inside, however, the complex features architecture and layouts not seen elsewhere.
The underground ruins of Sancre Tor can only be accessed as part of the Blood of the Divines quest -- In order to recover a sample of blood from one of the "good gods", the Champion of Cyrodiil (i.e., the player / protagonist in Elder Scrolls IV) journeys to Sancre Tor to find the armor of Tiber Septim, who subsequently ascended to godhood as the Ninth Divine. The history of Sancre Tor can be pieced together during this time from conversation with the Grandmaster of the Blades, Jauffre; and with one of the ghosts trapped in Sancre Tor.




Heroes of Might and Magic V - Faction - Sylvan - Town

Fantasy game art from Heroes of Might and Magic V.

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Aglan
The way to Aglan goes via a long and narrow hollow, when an enemy passes through it the wrath of the forest fills their minds and weighs their steps. All but the most stouthearted are affected by the spell, and at journey's end they are easier prey for Aglan's defenders.

Altyr
In the middle of the Elven forests rises Altyr - the eternal mountain. At its foot lies a town whose main function is to supply ore to make weapons. Despite the town's importance, Elves tacitly agree that making that sort of a living is, in effect, an exile.

Anfail
There's a boulder standing in Anfail's town square, in fact, the town was re-built around it after the War of the Blood Moon. The boulder fell from the sky during a siege, crushing a Demon general and his bodyguard and sending the invaders back in disarray. Every Anfail defender touches the stone before battle, as everyone knows it brings luck.

Damlad
During the War of the Blood Moon between the Demons and all the people of Ashan, Damlad was the site of a heroic stand against a larger, well-equipped Demon horde. The defenders put a spell on the town's defensive towers, transferring to them the battle rage of the besieged. Thanks to the towers the Elves held the town, ultimately forcing the Demons to look for slaugher elsewhere.

Diraen
Diraen is a town that happens to have numerous camps and military depots. Various troops of the armies of Ygg-Chall are always passing through or training there, and finding an extra swordsman under these conditions does not present a problem.

Erewel
Connoisseurs and collectors are willing to pay well for the unique and beautiful Elven crafts in wood, leather, and crystal that come from the talented craftsmen of the city of Erewel. The town also profits from the trade, levying a hefty tax from those who would purchase.

Falltyl
The simplicity of the Elven lifestyle is often at odds with the rich beauty of the things they craft. Pieces considered too ostentatious have always found a welcome market in Falltyl, a large market town with reasonably priced items has grown there as a result.

Firios
Even a close look doesn't always reveal the motionless figures of Elf archers guarding Firios. This town guards a holy Elfin relic - a sapling of Brythigga, the World Tree. It is deeply sacred to the Elves, so they've allocated additional forces to protect it.

Giladan
For many years Irollan was allied with the Griffin Empire, and this town was the site of the treaty that formed the Gray Alliance. As a token of friendship Griffin Empire engineers taught the Giladan smiths the secrets of the ballista, the town remains one of the few sources of these weapons in all of Irollan.

Hallin
This city's name is synonymous with 'hero' in the mind of the Elves, a heavily outnumbered and under-supplied group of warriors held off an army of Dark Elves for three days during the storms of winter. All it takes is for the horns to blow the melody of the Lay of the Steadfast that retells the story of the battle, and the defenders' hearts are filled with confidence.

Mensyl
The site of the first Druid Circle in all of Irollan, the trees that form the walls of Mensyl are unique. They go deep into the earth, and their ancient druidic magics link them inseparably with the world of Ashan itself. If an enemy manages to break the wall, the trees react and rebuild the broken section.
Nargorad
After emerging victorious in the War of the Blood Moon, Elves came back to the ashes of this once-mighty town that had been destroyed by the Demons. The town was rebuilt and given a new name and with it a new function: to mine sulfur, which the Elves needed to restore their devastated kingdom.

Rael
For many years the Elves hoarded their sources of crystals, with which they created marvelous jewelry and items of power. During the War of the Blood Moon the secret was revealed, and the Elves aided their allies in exploiting this resource. Since that time the miners of Rael openly produce crystals, which the Elves require for their magical rites and artifacts.

Shalaya
Though there is a minority of the Elves that is deeply in love with the ocean, most of their lore and study is saved for the forests and mountains. The kings, appreciating the importance of shipping for defense and trade, ensure that ships can be had inexpensively in Shalaya in the hopes of encouraging more Elves to take to the seas.

Sylina
Lost in the thickets of Irollan, Sylina is a Druid town. Here they talk to the Forest, absorbing its power and wisdom. Some of them become hermits and are allowed by the Forest to settle down nearby. Generous and kindly, they are always ready to help in case of emergency.

Syris Thalla
Founded after the Day of the Tears of Fire and the destruction of their old capital city, the Elves have worked diligently to recapture some of the beauty of that lost capital in their new one, Syris Thalla.

Thalirn
Thalirn is surrounded by vast trees of ancient growth, yet by law and by tradition it is forbidden to cut them. Instead, the townspeople plant huge fields of young saplings, raising and harvesting them as farmers would their crops.

Vinlad
Vinlad is the site of the annual Eye of the Hunter archery competition, which draws the greatest marksmen from across Irollan. As a result the town has become the source of the finest arrows, atypically, the town smithy works exclusively on these arms.

Vintyl
During the war that erupted following the Day of the Tears of Fire, Vintyl survived a brutal siege. Earol, who selflessly subsisted on half rations during two months of heavy fighting, headed the defense. In memory of their great predecessor, all heroes who find themselves in Vintyl charge less for their services less than they do elsewhere.

Wenlan
The flower glades surrounding Wenlan are the site of the Three Moons festival. Because of this the Pixies and Sprites creatures who cannot imagine life without festivities - proclaimed Wenlan their capital. The Elves didn't mind, realizing that the huge numbers of these creatures living there would only make the town more secure.

Ynthil
Ynthil is an Elven town that had been historically sympathetic to its Dark Elven brethren. The reason for this becomes clear once a traveler digs a bit deeper, like the Dark Elves, Ynthil has a thriving Thieves' Guild and does a great trade in goods, mysteries and secrets.

Tuesday, March 11, 2014

Dragon Age Origins - Nobles' Clothing

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models for clothing, but a great many colour variations, which along with hair styles and hair colour variations helps the game achieve a "no two people look alike" illusion even though the overall face shape for each race is very similar.

Typically only humans and dwarves wear the expensive-looking clothing of the upper classes. Dalish Elves tend to be armored, and city Elves live an impoverished existence which typically precludes having such finery. Dwarven nobles wear clothes of thicker material and/or studded with metal or gems. Humans prefer silky, blousy, and/or colourful materials.



The Elder Scrolls IV: Oblivion - The Painted World

Fantasy game art from The Elder Scrolls IV: Oblivion.

The Painted World is a small map with beautiful landscape that looks like a painting of a landscape. It is part of the quest "A Brush with Death", where the hero must enter a magical painting to save the painter. After leaving the Painted World, a bug may cause the "real world" in the rest of the game to have a dramatic red sky and golden hills.


Heroes of Might and Magic V - Faction - Sylvan

Fantasy game art from Heroes of Might and Magic V.

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Monday, March 10, 2014

Dragon Age Origins - Commoners' Clothing

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Fantasy game art from Dragon Age: Origins Ultimate Edition (Dragon Age: Origins, the Awakening expansion, and all official Downloadable Content).

There are very few models for clothing, but a great many colour variations, which along with hair styles and hair colour variations helps the game achieve a "no two people look alike" illusion even though the overall face shape for each race is very similar.



The Elder Scrolls IV: Oblivion - The Orrery

Fantasy game art from The Elder Scrolls IV: Oblivion.

The Orrery is an official plug-in for Oblivion that adds an astronomical device to the Arcane University. Our slideshow below has screenshots of the fantastic mechanical device shaped like a dragon and meant to represent the rotation of planets and moons around Nirn, the planet on which the Elder Scrolls games are set.


Heroes of Might and Magic V: Tribes of the East - Faction - Stronghold - Units

Fantasy game art from Heroes of Might and Magic V.

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Goblin
Goblins are cowardly creatures and do not make very good soldiers. Even if they have seen their kinsmen killed before their eyes, goblins would still not think anything of switching sides and joining forces with the enemy. And faced with the slightest threat to their own safety, they will try to flee as far as possible. Only once forced into a corner, and left no alternative, will a goblin actually put up a fierce fight for its life.

Goblin Trapper
The role of the Goblin Trapper is to devise various dirty tricks, ideally with fatal consequences, to foil the enemy. They like to set traps on the battlefield, but also consider themselves to be great warriors. Before going into battle they daub themselves with mud and put on a necklace of teeth taken from all of their victims.

Goblin Witchdoctor
Goblin Witch-Doctors are greatly respected among their kin. Renowned for their vast experience and intelligence, these shamans know how to play the tambourine, dance around the fire and tell terrifying stories. They can also torment any foes who try to use magic against them, and there is nothing more irritating for a magician than seeing that his spell does not work, or it is not doing what it is supposed to.

Centaur
Centaurs are the light cavalry of the orcs' army. Swift and mobile, and armed with light bows, they are, if deployed wisely, a force to be reckoned with. When under direct attack they will retreat, regroup and respond with a volley of arrows.

Centaur Nomad
Centaur Nomads are the most experienced archers among the centaurs. Their bows are much more powerful and have a longer range.

Centaur Marauder
Centaur Marauders are the heavy cavalry of the orcs' army. While they are not the best archers, they are by far the strongest of the centaurs when it comes to hand-to-hand combat. The Marauders' passion for trophies means that they always throw themselves into the thick of the battle in order to claim as many enemy skulls or scalps as possible.

Warrior
The main strike force of the orc army, these hardened and fierce warriors can run for miles on end across the vast steppe, going into battle without pausing for breath. Cruel and merciless, Orc Warriors do not know the meaning of the word 'retreat'; hence they despise the Goblins, and are scornful of their cowardice.

Mauler
Doing battle with a Mauler is an extremely thankless and exhausting task. These warriors are born fighters, and there is nothing they desire more than to be in the thick a battle, where the blood of the enemy flows in rivers. As soon as they go into battle Maulers are transformed into pure killing machines. Armed with maces, and able to move at great speed, they are guaranteed to shed plenty of enemy blood. And where other fighters would manage just a single blow, the Mauler can deliver two.

Warmonger
Orc Warmongers relish taking the brunt of an enemy onslaught. These masters of close combat believe that their swords are far more effective than the maces of their comrades, and they are so brave that they will not think twice about throwing themselves at the enemy blades in order to protect their fellow orcs from attack.

Shaman
There might be some who would be inclined to describe these female sorcerers as beautiful, but only until they take up their ritual daggers and begin to work their magic. Shamans enjoy privileged status amongst the orcs, are respected and feared by even the most fearsome of warriors, and the counsel of these wise beauties is sought by chieftains from far and wide.

Sky Daughter
The Sky Daughter has surrendered control of her will and her being to Father Sky, whose powers she channels through her intimate connection with blood magics. Sky Daughters sacrifice Goblins in their rituals, after which they can call upon Father Sky to strike their enemies with lightning. Because of this they are greatly feared by their opponents -- and by Goblins.

Earth Daughter
After surviving a grueling ordeal upon the Dead Steppe, the Earth Daughter can call upon her mastery of the Orc's Blood Rage and her bonds with Mother Earth to launch savage melee attacks against which her enemies cannot retaliate. She often sacrifices goblins to fuel her might and magic.
Slayer
Slayers are the clenched fist of the orc armies, commanders of rank-and-file orc warriors. As all genuine leaders, the Slayers are first into battle, cutting their way through the enemy line with their awesome double-bladed swords, and inspiring their troops with the intensity of their fury.

Executioner
Executioners believe that fury is the best form of defence and that earning the fear of the enemy is the highest possible reward. Therefore they show disdain for danger and refuse to wear any armour when going into battle. These fearless warriors are always to be found where the fighting is at its most ferocious, paying no regard to who they are up against. Intoxicated by the scent of battle, they will attack any living creature that dares to challenge them.

Chieftain
The council of warlords promotes only the finest of the finest Slayers to the rank of Chieftain. To earn this title, a Slayer must have survived many battles and offered clear proof of his undying loyalty to the clan and his excellence as a leader. Warriors will follow a chieftain without hesitation, in the knowledge that under his command they will achieve the stuff of legends and earn eternal glory.

Wyvern
Dwelling in the barren hillsides and hunting wild aurochs, Wyverns are distinguished by their ill-tempered character and a peculiar habit of killing anyone or anything that does not bear a close resemblance to an Orc. It is said that the wyverns are degenerate dragons, transformed under the power of some cursed magic; but that remains nothing more than conjecture since those who created the wyvern are all dead - probably killed by their own creation.

Foul Wyvern
Occasionally, the Shamans collect the freshly hatched offspring of the Wyverns and place them on a special diet that prompts them to grow poison glands. In battle, the venomous breath of the Foul Wyvern can inflict great suffering on the enemy, while its regeneration ability makes it virtually indestructible.

Paokai
The Paokais are known to the orcs as the blind judges, and it is to them that they dispatch cowards and traitors for judgement, to determine who is worthy of being spared and who should be condemned to death and oblivion. But merciful verdicts are rare, given that these judges rely on consuming the flesh of others for their own well-being.

Cyclops
These gigantic embodiments of their demonic ancestors' strength and rage have not been sowing terror and death among the enemies of the Orcs for very long. For a long time, they lived separately from their Orcish blood-cousins. Wild, unpredictable and unbridled in their permanent state of hunger, they were easily swayed by the reasoning of the clan council who offered them plenty of goblins, the one-eyed monsters' favorite food.

Untamed Cyclops
These gargantuan monsters are so wild and fierce that even the orcs are afraid of them. When an Untamed Cyclops flies into a rage, it can no longer control its actions and is even known to devour goblins, a favourite delicacy. The Cyclops' strength is so great, and its huge club so mighty, that they are often deployed as siege machines to destroy gates, towers or city ramparts. And woe betides any poor guard who falls into the Cyclops' clutches.

Bloodeyed Cyclops
The Bloodeyed Cyclops has no need of a club: Its weapon is the bloody eye with which it strikes down any poor soul unlucky enough to meet its accursed gaze.