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Wilds of Talandre: World Design

THRONE AND LIBERTY: Wilds of Talandre introduces new diverse environments to Solisium. From an ancient library hidden within the cliffs of a lake to the ruins of a fallen ancient giant, NCSoft iterated on multiple concepts before doubling the size of their world. We caught up with the Development Team for insights into how they meticulously crafted some of the free expansion’s most memorable areas.

[h3]Herba Village[/h3]

Herba Village’s wind wheel lift is located at the highest point in the center of Talandre, allowing players to easily take in the landscape of the new zone. The wind car routes were also designed with this in mind. We spent a lot of time thinking about what a flying chariot in THRONE AND LIBERTY would look like. Using magical elements only felt too artificial and predictable, so we started with the concept of a modern-day cable car and explored ways to make it feel as medieval as possible.
  • An aerial transportation system using massive chains or ropes.
  • Operated manually or powered by wind, using cogs and pulleys.
  • A large rotating wheel that winds and unwinds the rope to create movement, similar to a quarry pulley system.

It’s not just a simple means of transportation, but an open-air design that allows players to fully appreciate the breathtaking vistas of Talandre.

[h3]Bercant Mansion[/h3]

We referenced the layouts of various castles and mansions to make Bercant Mansion feel like an actual home of a powerful noble faction. As a result, the Bercant Masion features a unique architectural style not seen in existing zones, designed with the goal of leaving a strong impact on players.

Inspired by the ornate exterior of the Louvre, we prioritized stylistic distinction over historical accuracy. The mansion tells the tragic story of Limuny Bercant. We reinforced this narrative visually by contrasting its elegant architecture with the dilapidated village and desolate farmland outside. Inside, we used red as a key accent color to create a sense of opulence, standing in stark contrast to the desaturated tones of the exterior.


In the audience chamber, where Limuny appears as the boss, the most beautiful red tree in the realm ironically emphasizes the theme of a cursed transformation into nature.

We aimed to create a dramatic contrast between the mansion’s interior and exterior for a truly memorable scene. This area serves as a key visual representation of the game’s story and themes, designed to leave a lasting impression and enhance player immersion.

[h3]Temple of Truth[/h3]

The Temple of Truth was inspired by an ancient library hidden within the cliffs of a lake. To emphasize the mystery of antiquity and the passage of time, it features a concealed entrance and ancient architecture.

We made the ancient and mysterious characters luminescent to express the mystical power of the library, while the crumbling and ruined appearance further emphasizes the passage of time. As for the theme of recording facts and history, what better choice than a library?


This is a place where ancient records transform into truth, surrounded by enormous inscriptions. Here players will confront knowledge long thought lost to time.
[h3]
Quietis’ Demesne[/h3]
This region originates from Quietis, a giant who ruled over water. We wanted to convey the events that took place here in the past. Said to be the most powerful of the ancient giants, Quietis lost his heart in a war against a coalition of humans, elves, and orcs. He was then petrified and became Conquest of Quietis, a land that still bears the scars of battle.


The concept for this area is a landscape of ruins intertwined with the undulating terrain formed when Quietis lost his heart and collapsed.

The Guardian’s Forest: This area represents the aftermath of Quietis’ fall, where the ground has cracked open, releasing powerful magical energy. We envisioned this mystical forest as a place where destruction and magic intertwine creating an awe-inspiring yet eerie atmosphere.


The Scream of Quietis: This area depicts Quietis turning to stone and merging with nature. The landscape reflects a forgotten history, where remnants of past wars and myths are woven into the terrain itself. I remember working on this area with the idea that players could engage in battle on the back of the fallen Quietis.

Conquest Battles: This stage features a steep ravine leading to a circular battleground. The ravine is filled with massive boulders, shattered by Quietis’ impact and tangled with vines and tree roots that have emerged through the cracks. We designed this area with a specific contrast in mind. After crossing the harsh and treacherous bridge, players will arrive at a calm and serene battlefield.

[h3]Black Anvil Forge[/h3]
The dwarves established a civilized settlement even in the harsh terrain, possessing their own unique culture and technological prowess. This explains the advanced transportation elements such as elevators and minecarts throughout the area. From their weapons and armor to their architecture, everything in this region was forged from powerful ores.


We wanted to use iconic colors to represent the harsh environment and strength of the dwarves:
  • Red soil symbolizes a land filled with both life and hardship.
  • Black stone architecture features sharp, angular, and geometric designs, emphasizing the dwarves’ strength and grandeur rather than soft, rounded shapes. We believed that incorporating stone and metal elements was essential to enhance the medieval fantasy aesthetic.
  • Green minerals, the source of both dwarven vitality and magic, serve as a striking highlight, adding depth to the overall concept.

Through these three symbolic elements, our goal was to create a distinct region that reflects the dwarves’ advanced craftsmanship and ingenuity.

[h3]Crimson Manor House[/h3]
The Crimson Manor House follows the same architectural style as the Bercant Mansion, but with a rougher and more grotesque emphasis. The basement laboratory within the mansion combines elements of a prison, laboratory, and bone-themed design, adding to the dark atmosphere of the Crimson family.


Through this eerie design, we strove to suggest that sinister and secretive experiments took place here. The Snowburn Highlands and Manor Fields are desolate regions abandoned by humans. Now they’re ruled by wild monsters, conveying the concept of a raw and untamed wilderness.

We drew inspiration from the Dolomite landscapes of Italy, and designed areas outside of the Crimson Manor with stone-carved objects, mushroom-like peaks, and lakes of awakening, making them appear as if overtaken by unusual flora. These design elements act as symbolic representations of nature’s beauty and the hidden dangers within, creating a powerful visual storytelling experience.



[h3]Swamp of Silence[/h3]
The Swamp of Silence is the game’s most frequently changing environment. The water level of the entire swamp fluctuates due to various factors such as day and night, clear skies, and rain, subtly altering the gameplay experience.

Long ago it was once a vast ocean, but became a swamp after the sudden disappearance of the seawater. The sharks that couldn’t escape in time endured years of suffering, but over generations of adaptation evolved into the dominant predators of the marsh. Based on this backstory, we designed the area to feel dark and desolate, emphasizing the harsh natural environmental and its bleak atmosphere.



The Swamp of Silence is divided into two distinct zones:
  • River Swamp: We aimed to capture the natural feel of green landscapes by incorporating vegetative elements such as ferns, moss, aquatic plants, and lotus flowers.
  • Sea Swamp: This area is shrouded in mist, limiting visibility and adding to its mysterious and desolate feel.

We placed wrecked ships that couldn’t escape when the seawater receded, and Minutrite creatures lying in pain and mud, partially obscured by the fog. This enhanced the sense of secrecy and abandonment.

Exploring this region, players will notice unique rock formations scattered throughout. Though the final in-game implementation changed slightly, the original concept featured large rocks with cavernous holes, each housing evolved sharks. To capture the texture of these rocks, we drew inspiration from naturally eroded and weathered stones, formed over thousands of years.


One final standout element in this area is the rotating ship. It was designed with the concept of a ghostly vessel drifting in the current, endlessly circling the same spot. This dynamic element was carefully integrated to balance the stillness of the marsh with motion. We wanted to create a harmonious yet eerie atmosphere.

[h3]Forest of the Great Tree[/h3]
Amidst countless trees in this region stands the majestic Ancient Tree of the Sage, the most magnificent of them all. Talandre is now a ruin and left with scars due to the long wars, but the ancient tree remains unchanged, preserving its timeless beauty.


The concept for the Forest of the Great Tree is based on a mystical and spiritual place where ancient elves once taught magic to humans. We designed the silhouette to ensure that the elven architecture and the grand ancient tree blend naturally, emphasizing the idea that this sacred tree protects the elves.

At night, the tree emits a soft, ethereal glow, further enhancing its mysterious aura. Inspired by Yggdrasil from Norse mythology, our focus was on showcasing the immense scale of the tree, avoiding overly complex structures to allow its grandeur to be immediately captivating.


Let us know which area in the new zone is your favorite. Thanks for your support and we’ll see you in Solisium!