Dragon Age Needs More Creatures Like Brontos
Dragon Age Needs More Creatures Like Brontos
One of the most overlooked opportunities in Dragon Age is the lack of domesticated and semi-domesticated creatures that serve practical roles in society. The world has dragons, darkspawn, giant spiders, demons, wyverns, and countless dangerous beasts, yet very few creatures are actually integrated into daily life, warfare, exploration, and companionship.
The Bronto is one of the best examples of a creature that feels authentic to Thedas. It isn't just a monster. It is livestock, transportation, a source of food, and a symbol of dwarven culture. Dragon Age needs far more creatures like that.
Why Brontos Work
Bronto are memorable because they serve multiple purposes:
Mounts
Pack animals
War beasts
Agricultural workers
Sources of leather, meat, and bone
Cultural symbols for dwarves
They make the world feel alive rather than existing solely as enemies to kill.
Imagine if every major culture in Thedas had creatures that filled similar roles.
New War and Companion Creatures
Stonehorns
Massive armored relatives of Brontos bred by dwarven kingdoms.
Roles
Siege breakers
Living battering rams
Mobile supply carriers
Defensive wall units
Special Ability
Stonehorns can charge enemy formations and scatter darkspawn ranks.
Companion Variant
A smaller Stonehorn could accompany the player, carrying inventory and helping in combat.
Ember Hounds
Large canine creatures bred by dwarves and humans near volcanic regions.
Roles
Tracking darkspawn
Detecting demons
Guarding caravans
Special Ability
Can smell taint corruption long before humans detect it.
Companion Uses
Scout ahead
Find hidden treasures
Detect ambushes
Think of them as Dragon Age's equivalent of highly trained military dogs.
Deepstalk Chargers
A domesticated version of the dangerous Deepstalkers found underground.
Roles
Cave exploration
Tunnel scouting
Messenger animals
Special Ability
Can navigate total darkness.
These would be especially useful for Grey Warden expeditions into the Deep Roads.
Ironback Rams
Huge mountain rams used by Avvar warriors.
Roles
Mountain transportation
Combat mounts
Cliff-climbing support
Special Ability
Can reach locations horses cannot.
Companion Benefit
Could help players access hidden mountain routes and secret ruins.
Sylvan Guardians
Massive forest beasts allied with Dalish clans.
Roles
Forest defenders
Nature guardians
Living siege weapons
Appearance
Part stag, part bear, part spirit.
Special Ability
Can summon roots and vines to hinder enemies.
Sunscale Lizards
Desert creatures used by Rivaini traders.
Roles
Long-distance transportation
Caravan protection
Desert survival
Special Ability
Store water internally and help parties survive harsh climates.
Grey Warden War Beasts
The Grey Wardens should have their own unique creature programs.
Taint Hounds
Not corrupted creatures.
Specially bred animals resistant to the taint.
Abilities
Detect darkspawn tunnels
Sense approaching Blights
Track Archdemon activity
Warden Brontos
Armored Brontos trained for battle.
Battlefield Roles
Carry ballistae
Move wounded soldiers
Break darkspawn lines
During a Blight, these creatures would become legends.
Companion Systems
Imagine if Dragon Age allowed creature companions similar to companions in RPGs.
Companion Commands
Guard
Scout
Carry supplies
Track enemies
Rescue wounded allies
Hold positions
Different creatures would specialize in different tasks.
The Dream Feature: Creature Bonds
Instead of simple pets, players could develop relationships with creatures.
Examples:
Rescue a wounded Stonehorn calf.
Raise an Ember Hound from a pup.
Earn the trust of a Sylvan Guardian.
Hatch a rare Deep Roads creature.
As the creature grows, it unlocks:
New abilities
New armor
New combat roles
Story interactions
Eventually the creature becomes as beloved as companions like Shale, Mabari War Hound, or Sandal Feddic.
Final Thoughts
Dragon Age has always excelled when its creatures are more than monsters. Brontos, Mabari, and even golems helped make Thedas feel like a real world with cultures, economies, and histories.
A future Dragon Age game should dramatically expand the idea of war beasts, working animals, mounts, companions, and helper creatures. Whether it is a Stonehorn crashing through darkspawn ranks, an Ember Hound tracking demons, or a bonded Bronto carrying supplies across the Deep Roads, these creatures would add depth, strategy, immersion, and emotional connections that the series has barely begun to explore.
Dragon Age Needs More Mounts Than Just Horses
One of the biggest missed opportunities in Dragon Age is that most mounts feel like cosmetic transportation. Thedas is filled with unique cultures, environments, and creatures, yet most people travel on horses with only a handful of alternatives.
A richer mount system would make exploration, combat, faction identity, and role-playing far more interesting.
Dwarven Mounts
Stoneback Bronto
Bronto remains the iconic dwarven mount.
Uses
- Heavy cavalry
- Cargo transport
- Deep Roads expeditions
- Mobile fortifications
Variants
- Tunnel Bronto
- War Bronto
- Merchant Bronto
- Royal Bronto
Some could wear elaborate armor engraved with dwarven runes and house banners.
Ironclaw Tunnel Lizard
Large reptilian creatures bred to navigate the Deep Roads.
Strengths
- Exceptional night vision
- Climbs steep underground surfaces
- Resistant to cave hazards
Perfect for scouting dangerous tunnels.
Dalish Mounts
Great Harts
Massive enchanted deer.
Abilities
- Silent movement
- Forest camouflage
- Exceptional speed
Elite Dalish hunters and keepers would ride them.
Spirit Elk
Rare mounts blessed by forest spirits.
Abilities
- Sense magical disturbances
- Detect demons
- Travel safely through ancient forests
These creatures would be considered sacred.
Thornbacks
Massive forest boars.
Uses
- Shock cavalry
- Forest warfare
- Defensive charges
A charging Thornback could send darkspawn flying.
Grey Warden Mounts
Warden Drakes
Smaller dragon relatives raised by specialized Wardens.
Abilities
- Resistance to taint
- Exceptional endurance
- Intimidation effects
Not true dragons but terrifying enough.
Deep Road Chargers
Creatures specifically bred for long underground campaigns.
Features
- Carry massive loads
- Operate in darkness
- Survive harsh conditions
Perfect for long expeditions beneath Thedas.
Qunari Mounts
The Qunari should have some of the most intimidating mounts in the setting.
Ironhide Behemoths
Massive rhino-like creatures.
Uses
- Siege warfare
- Heavy cavalry
- Supply movement
Imagine entire Qunari formations advancing behind armored behemoths.
Sea Striders
Large amphibious creatures.
Features
- Swim between islands
- Coastal patrols
- Naval landings
Perfect for the seafaring strength of the Qunari.
Avvar Mounts
Frosthorn Rams
Huge mountain rams.
Abilities
- Scale cliffs
- Traverse snowstorms
- Charge enemies
Their mobility in mountain terrain would be unmatched.
Ice Bears
Rare companion mounts reserved for legendary warriors.
Features
- Incredible strength
- Harsh climate resistance
- Fear-inducing presence
Entire songs would be written about warriors riding Ice Bears.
Rivaini Mounts
Sunscale Runners
Fast desert lizards.
Strengths
- High endurance
- Low water requirements
- Excellent heat resistance
Ideal for long trade routes.
Sand Stalkers
Massive feline mounts.
Uses
- Reconnaissance
- Ambush tactics
- Hunting dangerous prey
Antivan Mounts
Shadow Cats
Elegant predator mounts favored by nobles and assassins.
Abilities
- Silent movement
- Enhanced stealth
- Exceptional agility
Perfect for spies and elite agents.
Exotic Legendary Mounts
Crystal Golem Walker
Created by dwarven smiths and lyrium engineers.
Features
- Mechanical movement
- Extreme durability
- Can carry siege weapons
A distant cousin to Shale in concept.
Fade Stag
A mysterious creature tied to the Fade.
Abilities
- Teleport short distances
- Detect spirits
- Travel through magical barriers
Only the most gifted mages could bond with one.
Storm Drake
A rare draconic mount.
Features
- Gliding flight
- Lightning resistance
- Exceptional speed
Not a full dragon, but close enough to inspire legends.
Mount Progression System
Mounts should not simply be collectibles.
Each mount could have:
Loyalty
- Increases through use
- Unlocks special abilities
Equipment
- Armor
- Saddlebags
- Banners
- Lanterns
- Crafting kits
Training Trees
War Training
- Charge attacks
- Battlefield support
Scout Training
- Tracking
- Stealth
Survival Training
- Resource gathering
- Hazard resistance
Companion Training
- Defend player
- Rescue player
- Carry additional supplies
Dream Feature: Mounts as Characters
The best mounts would have personalities.
Imagine:
- A stubborn Bronto that refuses to retreat.
- A mischievous Shadow Cat that steals food.
- A loyal Frosthorn Ram that protects companions.
- A Spirit Elk that reacts to nearby demons.
Players could name them, bond with them, customize them, and even receive unique quests tied to their mount.
Just as players became attached to the Mabari War Hound, future Dragon Age games could make mounts feel like true companions rather than transportation. That would make every journey across Thedas feel more personal and memorable.
Dragon Age: Mounting and Riding Golems
One of the most dwarven things imaginable in Dragon Age would be riding golems into battle.
The idea sounds outrageous at first, but when you look at dwarven history, lyrium engineering, and the existence of powerful golems like Shale, it actually fits surprisingly well within the setting.
Why Would Dwarves Ride Golems?
Dwarves have always faced unique challenges.
Limited cavalry underground
Narrow tunnels
Constant darkspawn attacks
Harsh Deep Roads terrain
Horses are impractical in many underground environments.
Golems solve many of those problems.
They do not tire.
They do not panic.
They do not require food.
They can fight while transporting soldiers.
For elite dwarven forces, a rideable golem could become the equivalent of a tank.
Types of Rideable Golems
Siege Golems
Massive walking fortresses.
Features
Four to six dwarf crew members
Ballista platforms
Shield walls
Battering ram arms
Battlefield Role
Break darkspawn formations and destroy fortifications.
Imagine dozens of dwarves riding atop a giant stone construct smashing through a horde.
Deep Roads Crawlers
Built specifically for underground travel.
Features
Spider-like construction
Ability to climb walls
Traverse collapsed tunnels
Carry supplies
Uses
Exploration
Rescue operations
Military scouting
These could access areas unreachable by traditional mounts.
Bronto-Golems
Inspired by living Brontos.
Features
Stone body
Heavy armor
Cargo platforms
Multiple rider positions
These would essentially be living armored personnel carriers.
Guardian Golems
Smaller and faster than traditional golems.
Features
One rider
Agile movement
Combat support
Think of them as the motorcycle equivalent of dwarven engineering.
The Shale Pattern
After the events involving Shale, some dwarven researchers might become fascinated by recreating aspects of her mobility.
Not creating another Shale, but studying:
Balance systems
Independent movement
Combat adaptability
This research could lead to a new generation of rideable golems.
Golem Cavalry
Traditional cavalry charges are terrifying.
Now imagine stone cavalry.
Stonebreaker Riders
Elite dwarven warriors mounted on medium-sized combat golems.
Equipment
War hammers
Spears
Crossbows
Battlefield Function
Shock assaults
Defensive breakthroughs
Anti-ogre operations
Darkspawn would learn to fear the sound of stone feet approaching.
Surface Variants
Not every golem would remain underground.
Forest Golems
Built by dwarves working with elves.
Features
Stone and living wood
Camouflage
Environmental adaptation
Frost Golems
Used in mountainous regions.
Features
Ice-resistant materials
Snow traversal
Avalanche protection
Popular among the Avvar.
Desert Golems
Rare creations for extreme climates.
Features
Sand-resistant joints
Water storage compartments
Long-range transport
Companion Golems
Not all golems need to be gigantic.
Scout Golems
Small personal mounts.
Uses
Carry gear
Protect camps
Assist in combat
They could become beloved companions similar to the Mabari.
Ancient Paragon Technology
The best explanation for rideable golems may lie in lost dwarven history.
Perhaps an ancient Paragon discovered:
Advanced lyrium control
Autonomous movement systems
Golem command networks
Entire cities may once have fielded armies of mounted golems before the knowledge was lost.
Recovering those secrets could become a major questline.
The Iron Legion
A new dwarven faction could emerge around this concept.
The Iron Legion
An order dedicated to restoring ancient golem technology.
Units
Golem Riders
Siege Engineers
Lyrium Smiths
Deep Roads Explorers
Headquarters
A rediscovered underground fortress filled with dormant golem armies.
Story Arc
The player must decide:
Restore the golems.
Restrict their use.
Destroy the technology before it repeats past mistakes.
Legendary Mount: Titan Walker
The ultimate rideable construct.
Description
A colossal golem partially powered by dormant Titan energy.
Features
Multiple crew stations
Siege weapon platforms
Mobile fortress functions
Deep Roads excavation tools
Entire darkspawn armies would alter their routes to avoid confronting one.
A Dragon Age Twist
The most interesting version would not be a machine.
It would be a golem that can think.
A descendant of the experiments that created beings like Shale.
Imagine traveling with a sarcastic, opinionated golem mount that constantly comments on your decisions:
"You wish to charge the dragon? Again? I carried smarter people before becoming a mount."
Over time, the relationship would evolve from rider and mount into genuine friendship, making the golem feel less like equipment and more like another companion in the party.
Comments
Post a Comment