The port town of Mira was to serve as the central hub for social interactions and quest giving in the world of Everquest Dungeons. The influence of the design was ancient Carthage and modern day Santorini. The town had several features that were required by the game designers: a working port, a large magical tree that serves as a beacon for events, a back entrance, and a cluster of buildings. Mira needed to be both a protected harbor and formidable fortress nestled in a hardened sea cliff.
Concept art by Farzad Varahramyan
The architecture, landmarks, and vehicles needed to be designed. Mira was home to all the races in the game so districts were created for each race and the architecture and style were a reflection of their culture.
Concept art by Farzad Varahramyan
This was the final design for Mira. The protected harbor is elevated with magical water columns that would lift ships into the port waters. The giant tree serves as a landmark and beacon welcoming visitors. The town hugs the harbor and has a magical tram system that traverses from one end of town to the other. The back entrance was marked with symmetrical carvings on the rock formations hovering over a grand winding path.
Concept art by Farzad Varahramyan
A view looking out to the sea and harbor. The flying object is a magical Elddar crafted flying cargo crane.
Concept art by Farzad Varahramyan
Some parts of Mira have floating magical giant leaves that shade the townsfolk. Floating platforms carry shoppers to second floor businesses.
Concept art by Farzad Varahramyan
This is the interior of the Tavern where players receive their quests and meetup with friends and other players.
Concept art by Farzad Varahramyan