Dragon Age: The Veilguard has numerous regions to explore, each with their own unique personality and aesthetic. These are areas with precise objectives rather than vast spaces filled with collectibles, which leads to more intricate designs and more interesting character encounters.
I wish there was a related Dragon Age NPC romance.
The best non-romance non-NPCs of the Dragon Age series are here!
After thoroughly exploring Thedas, we’ve created a ranking of each major map in the game based on how easy and fun it is to navigate, how it looks, how unique it is, and the type of story it tells. Keep it in them. Each location has its charm, but some stand out more than others
Here we’ll take a look at the main locations in Dragon Age: The Veilguard that you can visit at any time, rather than smaller quest-based maps or individual regions of the map – for that, check out the best locations in Dragon Age please. : List of Veil Guards.
8 Docktown, Minrasas
The main problem with Minrathous is what it promises rather than what it delivers. Tevinter has been built across three Dragon Age games as a major urban center with an abundance of blood magic, sophisticated fantasy-punk floating buildings, and eerie towers full of political intrigue. And what the game offers are several docks.
It’s interesting to see the story focus on the oppressed classes of Thedas, but the decision to stick entirely to the poorest and least interesting neighborhoods means you never get the feel of Minrathus. I will. It’s as if every scene in King’s Landing from Game of Thrones was set in Fleabottom. Now it’s just another place, it’s not actually Minrasas.
Plus, it promises some detective action that never really unfolds, is a nightmare to navigate, and has a 50/50 chance of being destroyed, making it even less interesting, making The Veilguard’s lowest-ranked location It’s easy to put it in.
7 intersection
The Crossroads is similar to Minrathous in some ways. Promising a spiritual realm of fading divinity and all majesty and darkness, this island is instead a bland series of islands between which you can float by in a magical boat. By design, there’s nothing here. This is an intersection. But that also means it’s not particularly attractive.
While exploring Solas’ memories adds an extra dimension to his character, the fact that the game puts him in the spotlight in favor of two new, shallower gods makes it all the more It means waste. They say it’s the journey, not the destination, but this journey isn’t the destination you want to go to.
6 Treviso
Treviso is also similar to Minrasas in that it is another cosmopolitan city in Vergard (not all entries start there, I promise). Similarly, rather than giving you freedom, you are restricted to fairly narrow streets and certain directed passages. Walk around. It’s also the flip side of a 50-50 coin, whether or not Minrasas will be destroyed.
In terms of features, Antiban Claw has a little more depth than your run-of-the-mill Shadow Dragon, and has a zipline that lets you travel across the rooftops of the city. Although it can be frustrating at times to walk around, Treviso is still a beautiful city, and heading into these urban dwellings where Thedas residents live their daily lives is an important part of understanding the risks.
5 lighthouse
Lighthouse is similar…just kidding. This is your hub. So there’s not much to do here. But there’s still plenty to do here. Here you can get all companion quests, start most main quests, customize your outfits, runes, and enchantments, and learn more about the companions who will be with you on this journey.
It’s not without its secrets. But it suffers from isolation issues – apart from small visits by characters related to specific plots, it’s just you and your crew, and it’s much smaller than the Inquisition’s Skyhold, allowing you to explore. There isn’t much impetus to do so.
4 Arasan Forest
The first major region you visit (the prologue, Minrathus, is too linear to make sense), the Forest of Arlasan is a lush red wasteland filled with fascinating characters, puzzling structures, and deep elven lore. It looks beautiful, it’s interesting to explore, and it feels like BioWare has perfected the far-reaching scope of the Inquisition.
The only stumbling block is that since it centers around puzzles and technology, progression often stalls in the middle, making you wonder if you simply need to come back later in the story, or if there’s something clearly missing. That’s something I don’t understand at all. The charm of Arlasan Forest is somewhat diminished when important quests take place behind magical barriers that seemingly don’t require you to be there.
3 Hosberg Wetland
The final region to unlock, Hosberg Swamp, is perfect for all Dragon Age: Origins fans. Ruled by the Gray Warden’s defenses against the Blight, this dark and swampy land tells the story of peasants caught in the clutches of the darkspawn and the front-line soldiers fighting them.
Its grungy exterior isn’t for everyone, but it’s where sidequest writing is most free, and it’s full of tragic stories to be discovered beneath its muddy surface. Offering decent exploration, completely unique visuals, and an important role in The Veilguard’s overall story, Hosberg Swamp is a quintessential Dragon Age region.
2 Livan Coast
The Rivan Coast has sun-drenched shores, ruined castles, buried treasure, and plenty of Qunari to fight. Its vibrant, summery tones clash with the more sombre and eerie atmosphere of the rest of the game, and it’s a lot of fun to explore. There are many mysteries to discover there, including a completely secret area that houses an underground lava cave where Bowser may live.
Home to Taash’s storyline, a key cameo, and integral to the game’s dragon plot, Rivain helps Minrathous live up to its hype as a realm of exotic wonders far superior to its own reputation. I am. While the Hall of Valor is technically a separate area on the map, it’s basically all part of Rivan’s territory as well, so you get points for that.
1 Necropolis Hall
This charming Gothic Hall of Death is a fresh look for Dragon Age. Necromancy and the Fade have always marred the walls between life and death in Thedas, but Necropolis Hall feels like a peek behind the curtain. Here, death is not used to evoke fear or highlight bad deeds, but is respected as a part of life.
At first glance, it doesn’t look as open as other areas; it’s basically just a few hallways extending out from the bell tower, but there are so many hidden passages and caves that it feels much larger than it actually is. Similar to Forest of Arlasan, you can see the lessons learned from the Inquisition by playing like a larger map in a smaller space, rather than expanding the region until it becomes bland and loses all character. .
Blending Emrich’s fascinating personal story, his humble assistant Manfred, and the various spirit-hunting combat challenges that Necropolis throws at you, this experiment from Tim Burton and Thedas is a huge success. I did.
Released on October 31, 2024