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The Dishonored Map: Lore, Characters, and World-Building

The Dishonored Map: Lore, Characters, and World-Building Welcome to The Dishonored Map , your definitive guide to the intricate, gaslamp-fantasy world crafted by Arkane Studios. This comprehensive atlas compiles the deep lore, complex characters, and meticulous world-building elements that define the Dishonored series, drawing directly from the articles hosted on dishonoredmap.blogspot.com . From the cosmic enigma of the Void and the Outsider to the gritty details of Dunwall's streets, this map serves as your decoded blueprint to understanding the Empire of the Isles and its hidden truths. I. The Void and The Outsider: Cosmic Forces and Their Manifestations This section delves into the ethereal, powerful entities and dimensions that grant supernatural abilities and shape the destinies within the Dishonored universe. The Outsider-Article 1 Nature : A mysterious and powerful supernatural being, once mortal, transformed by the Void. He grants "Marks" to chosen indivi...

MIssion:Escape Prison

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 Total Letters- 6 Books- 2 Audio- 1   Part 1-Prison   Letters (2) Anonymous Message "Corvo, Who we are is irrelevant right now. Just know that we have faith in you.  Here is the key to your cell. Once you're out, head for the prison's Interrogation Room. Take the explosive there and plant it on the outer door. When the bomb goes off, run. Make for the river and lose yourself in the sewers. You''l find some useful gear stashed there.  One of the prison guards will leave a weapon just outside your cell. And good luck. We need you alive and well for what's to come.  - A friend" Duty Officer's Report "Duty Officer's Report, Corvo's Interrogation Corvo Attano, formerly the Royal Protector, will be brought in for interrogation. This is of utmost importance. The Lord Regent and High Overseer Campbell will conduct the questioning themselves. Follow their orders without hesitation, and keep the torturer under control. If Corvo dies in his hands, in...

Abbey of The Everyman and Knights Malta?

Beneath the Surface: Exploring the Striking Parallels Between Dishonored's Abbey of the Everyman and the Sovereign Military Order of Malta The world of Dishonored is a masterclass in layered lore and hidden truths, and few elements encapsulate this better than the Abbey of the Everyman. This powerful religious order, with its rigid doctrines and prominent role in the Empire of the Isles, presents one face to the world while concealing a chilling reality. For those familiar with certain analyses of real-world organizations, the Abbey's structure and alleged secrets bear striking, perhaps even deliberate, thematic resemblances to discussions surrounding the Sovereign Military Order of Malta (SMOM). At first glance, comparing a fictional in-game entity to a real-world lay religious order might seem tenuous. However, a closer look at the documented lore of the Abbey within Dishonored 1 and certain perspectives on the SMOM reveals compelling structural and thematic parallels. The...

The Utmost Origin: The Founding of Arkane Studios (July 1999)

Section 1: The Foundational Principles of Arkane Studios (July 1999) Studio Establishment: Arkane Studios founded in Lyon, France, in July 1999. Key Founders: Raphaël Colantonio (Founder, President) Alexandre Freire (Co-founder, Lead Programmer) Christophe Carrier (Co-founder, Level Designer) Laurent Brouzès (Co-founder, Design/Writing)   Core Motivation: A shared, deep passion for the immersive simulation genre .   Key Inspirations: Classic immersive sims like Ultima Underworld and System Shock .   Defining Immersive Sim Characteristics (as valued by Arkane): Highly interactive environments Multiple solutions to challenges Deep exploration and discovery Significant player agency and consequence   Initial Goal: To create games that embody these immersive sim principles.   First Project: *Arx Fatalis* - Chosen as the immediate, practical manifestation of their founding vision.   Early Technology: Developed their own "Arx Engine" for Arx Fatalis , ...

Gristol = Scotland

1. Gristol: Dishonored’s Scotland Parallel (Direct Dev Statement) Direct Developer Confirmation: Multiple interviews with Arkane artists, writers (notably art director Viktor Antonov and Harvey Smith), as well as statements captured in NoClip’s documentary series and press coverage, confirm that the Isle of Gristol (home of Dunwall, the capital) draws primary geographical, architectural, and atmospheric inspiration from Scotland , specifically Edinburgh. Source: Polygon interview with Antonov Fandom Wiki—Gristol NoClip “The Making of Dishonored” documentary Key Gristol/Scotland Parallels: Urban Aesthetics: Dunwall’s cityscape is closely modeled on Edinburgh (and to a lesser extent, London), with exaggerated verticality and winding alleys reminiscent of the Old Town and Royal Mile. Reference: Viktor Antonov (art director): “Dunwall is kind of a mix of Edinburgh and London and a little bit of Venice. All those cities have a shoreline, but the gothic and industrial, foggy, and s...

Morely = Ireland

1. Morley as “Dishonored’s Ireland” (The Core Connection) Direct Dev Confirmation: Morley is explicitly noted by Arkane developers as the game world’s Ireland. This is confirmed in multiple interviews (Harvey Smith, Viktor Antonov), wiki entries, and official materials. Source: Fandom Wiki , Developer Interviews (Polygon, IGN, NoClip Doc) Key Morley Characteristics: Morley is one of the four main Isles in the Empire, positioned northeast of Gristol. Climate: Wet, gloomy—similar to the real-world stereotypical Irish weather. Inhabitants: Noted for “hardiness and independent-mindedness,” which echoes the Irish self-image (and how others view Ireland’s struggle for independence and resilience). Ruling Structure: Ruled jointly by a king and a queen (paralleling Ireland’s history of monarchical influence from neighboring powers). Policing: Royal Morley Constabulary—suggestive of British/Irish law enforcement traditions (the term “constabulary” has deep historical roots in Ireland). C...

The Golden Cat

The Nature and Purpose of the Golden Cat Public Facade vs. Reality: The Golden Cat presents itself as a “bath house” to the world, but everyone in Dunwall’s upper circles knows it’s the city’s most exclusive brothel and courtesan house. This euphemistic facade highlights a major social hypocrisy: the city’s aristocrats publicly embrace propriety and morals, yet privately seek indulgence behind closed doors. Power and Status: The Golden Cat does much more than entertain. It’s: A safe zone for the elite to do things they’d deny in public. A status symbol, letting nobles demonstrate both taste and influence. A private networking hub, where business deals and political alliances are brokered over pleasure. Economic and Political Context: The Golden Cat is a profitable enterprise: It generates significant revenue from aristocratic clients. It operates with tacit approval from the City Watch and political powers, lubricated by bribes and backroom favors. It reflects the fundamental econ...