Dev Diary: Breathing Life into Ash — Building the Ashbreathers

Dev Diary: Breathing Life into Ash — Building the Ashbreathers


Hey everyone,

This update’s a bit of a personal one for me. The Ashbreathers have been a faction I’ve wanted to help bring to life for quite some time, and it’s been one of the more rewarding creative processes I’ve contributed to as part of this project. These beings, rumored to have emerged from the very cracks of the Roan mountains, have a depth that’s been fascinating to explore.

The initial idea for the trench area actually came after a trip to Ypres, Belgium. The city is marked by haunting World War I battlefields and trench systems. My visit left a strong impression and fit perfectly with the scorched, scarred, and solemn tone that JN’s Ashbreather lore established: beings whose very essence is tied to ash and cinder.

A few years back, I was shown some early story concepts for the faction – hinting at their transformation from something primal to their current, eerily organized state – and it was clear there was something special here; something worth building on through atmosphere, gameplay, and world detail.

Working closely with the team, I’ve been involved in a number of areas to help shape this part of the game:

Visual World-Building

I’ve spent a lot of time concepting the props you’ll see throughout the Ashbreather trench and enclave. From charred altars that whisper of ancient, almost desperate rituals, to ash-filled urns suggesting a complex reverence for what, or who, has been consumed, each asset is designed to tell a story, not just fill a space. I usually create the initial concept, and then work closely with Rob to bring it to life. Rob deserves a special shoutout here. He’s been incredibly helpful in taking our designs to completion. I can’t say enough about how valuable his contributions have been to this process.

Beyond the props themselves, I’ve been collaborating with the World Building team to figure out how these assets are placed and what role they play in the environment. We’re hinting at a society where even the quality of ash one is permitted to be near dictates their place in the world. I’ll often sketch rough draw-overs of rooms and send them to our world building team, or hop into meetings to discuss shared ideas and what players might discover as they move through these spaces, perhaps even glimpsing the strange order that has arisen from the collective Ashbreather fervor.

Narrative and Encounter Design

I’ve also had a hand in helping define the themes, NPCs, and boss encounters you’ll find here. From naming conventions that echo their unique beliefs to placement and behavior, the goal has always been to keep everything cohesive. We want to make sure every character, every prop, every corner of the zone feels like it belongs to the same fanatical culture, one that has clawed its way from a primal, ravenous state to a new, unsettling order under an unseen influence.

Weapons, Armor, and Reward Identity

Another part I’ve really enjoyed has been helping shape the loot and gear visuals for the Ashbreather content. The weapons and armor found here aren’t just functional; they feel ritualistic, scorched, and ceremonial, almost as if imbued with the very essence that sustains these enigmatic beings. Some pieces might even bear marks reminiscent of an unceasing, burning brand. They truly reflect the culture they come from.

Bringing it All Together

A lot of this work has involved coordinating the tone and overall feel of the area, from prop placement to boss theming to environmental storytelling. Our goal throughout has been to make it feel like you’re stepping into a forgotten, obsessive culture, one that exists in a state of fervent devotion, perhaps even a waking “dreamare” shaped by a power beyond their full understanding.

The result is a space that doesn’t just tell a story; it invites players to uncover it. This has been a deeply fulfilling part of the project, and I’m excited for players to step into the ash and see what we’ve built.

– Convo, Pantheon Game Designer.

◀ NEWS

Secured By miniOrange