#(this was when i still had hope the npcs & companions were going to be interesting enough to have that kind of secret 🤐)
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fenavellan · 1 month ago
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just finished veilguard!
i seriously need to go to bed, but i was so excited to finally log in here again! and it feels very weird to say i’ve now played da4! the tldr is that i looooved how solas and solavellan was handled, but the writing in the rest of the game was rocky. 🤪 or maybe worse, just kinda blah?
i’m looking forward to my next playthrough though, to see if i warm up to it more!
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tobiasdrake · 14 days ago
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Veilguard feels like the mission statement was, "What if we made Dragon Age: Origins but in a way that's more like Mass Effect 2?"
You've got the six different backgrounds alongside different races you can choose from that all influence your character's experience in NPC interactions.
But the story structure is more centered on companion-centric or faction-centric storylines for each character or faction. Davrin is a Grey Warden and he has a storyline going on for him and what he's about, but also the Grey Wardens have a separate Grey Warden faction questline for what's happening in their neck of the woods.
All of which runs alongside the main plot and ties into the main plot in certain ways, but are also distinctly separate bottle stories unto themselves. Bottles that become slightly more interesting if you happen to share your background with that particular faction or character.
Which I honestly think was a neat way to go about it. Bringing back the background origins is something the fandom's wanted for a while now, and there's worse games to take inspiration from than Mass Effect 2.
Veilguard has a lot of jank. It feels exactly like a game that took ten years to finish. It's unpolished, you can feel the influence of multiple different directions in it, and it shows its ass sometimes.
One of my "favorite" moments in the game is when you're faced with an authority figure in the seat of his power, surrounded by his loyal followers, who has been nothing but aggressively unreasonable towards you since you met him. And the game asks if you want to:
1 - Talk him down with reason and logic. 2 - Fucking beat his ass with violence.
If you choose #2, there's not. Like. A combat challenge to overcome. There's no big, difficult boss fight to face him in. You punch him one time, he goes right down, and now we're doing things your way. That's it. That's all it took.
If you choose #1, there's no labyrinthine maze of dialogue options you have to navigate in order to finally get through to this guy. Your character goes "Quit being a dick!" and he instantly sees reason and comes around.
This stands out because a separate portion of the game requires you to navigate a labyrinthine maze of dialogue options, and any mistake will result in a brutally punishing boss fight you're probably under-leveled for. That is a thing in the game.
But it's not a thing here. Whatever you pick, this man will be effortlessly solved. You're only being asked to choose which cutscene you want to watch. Does your character vanquish him violently or diplomatically? Which is better for your personal roleplay?
The people who designed that section of the game are clearly not the people who designed this section of the game. Veilguard shows its trouble development history.
But on the whole, I'd nonetheless say it's good. I wish it were better but I still enjoy what it does and have had a good time with it.
It doesn't do a very good job of meeting the expectations for a Bioware game; The player's opportunities to influence events and solve things the way they want them solved are reserved solely for the Big Meaningful Choice moments. The little choices, the small decisions you make in the sidequests or in a given conversation tree that add minor ripples to the fabric of the story, those aren't there for Veilguard.
Most of the quests are your basic, "Go to the place and kill the bad guys," tier stuff with none of the immersive elements that Bioware games usually employ.
But for what it is, Veilguard has a neat story, likable characters, and solid gameplay to carry through. I hope the team currently at Bioware can use it as a base to learn more about what works, what doesn't, and what the audience wants out of a Bioware entry.
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fanfoolishness · 2 years ago
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Rewatch of the Mandalorian Chapter 21, the Pirate:
Don’t smack talk Greef’s fashion sense!
“He shot first” heheh
aww Greef is starting to get worried
Dammit Nevarro! Just when you were looking more than ever like Los Angeles with those little purple flower things and all the ficus trees!
Nevarran fashion is a lil… medieval? Fancy hats.
I need to download the song for the New Republic bar because it lowkey slaps
It’s this guy! Captain Teva! His casual outfit is pretty cool.
For everyone who has seen Rebels, I wish you a very happy Zeb
Dammit Coruscant. Why do you have a brutalist sector?
Oh THIS BITCH awwww NO Elia Kane you just need to not be here, dude
But Tim Meadows my beloved!!! I had no idea he was in this season! I enjoy his vexation
Elia Kane quit stalking people you freaking creep! I hate her, she’s so good at this.
Love her evil-ass music too. Stop being eeeevil
And then Solas the protocol droid led Greef Karga the Herald to a hidden castle in the wilderness after the fall of Haven/Nevarro — oh wait, no, my Dragon Age feels go over there
Seriously, the Nevarrans look like Catherine, Called B-Wing
… I don’t remember how Carson Teva knew that Din knew Greef, really, but he’s so likable I don’t mind
Who you calling “blue boy”, PAZ???
R5 vindication! And also getting back at Din ahahaha
I cannot help but adore the Mandalorian Talking Hammer, that is so perfect for them
“The foundling in your charge” fuck, Din, you should be saying “MY SON” you fucker
“I’m in no position to ask” he asked, Darksaberwieldingly
“Our children” WELL YOU’RE GETTING CLOSER ANYWAY
I really thought Paz was gonna go off and then he did and I was like “ho shit, Paz character development? All righty then!”
What stake did the Armorer have in this? She didn’t try to sway them one way or the other? Does she have an ulterior motive?
Grogu still comes for every mission, yesss
Love Bo’s speech! All right, while I miss Din tremendously this season, I’m loving the season of Bo on its own merits. Also, how weird is it to see the Armorer in a ship? it’s like when your companion NPC moves from their place on the map and you know a great cutscene is going to begin
Poor lil broken droid :( Mean pirates! And they fucked up the school again :(
It’s the Mandalorian - bitch you thought hahaha
I need more smug motherfucker Din back in my life, I beg you
Wish we had more weird accents among the Mandalorians. Bo’s is pretty Standard, Paz and the Armorer are weird and flat and formal, and Din has some of that as well. But like, if they’re a diaspora, I wanna hear some variation!
One of my favorite tropes is “noncombatant citizen nevertheless rises up to defend their homeland”, and Kowakian monkey-lizards pointing out an ambush was a cheesy lil slice of delight
Paz how are you seriously so LARGE
High Magistrate Greef Karga, you are so cute and I love you
I do really love how Nevarro has been a touchstone for the entire series, and love seeing how it’s evolved over the years. Things like that are some of my favorite things about this show.
The Armorer wishes to speak with you. Here, let me accompany you to this extremely tense and dangerous music, I’m sure everything will be fine
The Armorer is… getting emotional? Reminiscent about Mandalore? I’m scared and so intrigued!!!
The sassy and scary way she asked “Do you respect my station?” And her “Remove your helmet,,.” I am… alarmed and aroused
This music is so calculating! So very Luke, join me!
Wait, Paz isn’t in on this plan? Interesting, I had assumed he was in the Armorer’s pocket.
I am hopeful for Bo because I do think she’d be a great leader? But also frightened because who could trust the Armorer in that moment? (I mean, aside from Bo who 1) I’m sure respects Armorers and 2) doesn’t know her well and 3) is seeking a home… and this is how smart people can get sucked into cults!). It could go either way, I suppose. Are she and Din finally gonna have the epic duel? I can’t see Din’s heart being in it, and I also don’t want that to happen until he’s actually competent with the Darksaber and learns why it’s been fighting him. I just need Din, Din, Din!
But this episode has me much more intrigued and curious about where the season is going, so I’m excited for next week!
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dorianpavus · 1 year ago
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Have you ever played Divinity: Original Sin 2? (It's on sale rn) And if yes, what's it like? One of my friends says it's basically the same as Baldur's Gate 3 (+ same developer). :)
omg yes!!!! i LOVE LOVE LOVE LOVE dos2 (actually i'm still playing it for the first time lmao but i'm already over 100 hours in it). it's an incredible game for many reasons, and many of the things i love about bg3 are just as celebrated in dos2.
like... there's so much depth to the world. if there's an npc, you can talk to them, they're not there just to be a faceless body in a crowd. and they won't just say, like "hi there" or "move along" or something, they'll actually have something interesting to say, or are tied to a quest. they matter. they bring life to the world. there's nothing that's put into the world that doesn't have a purpose. exploration is heavily rewarded, and just like in bg3, there's little secrets tucked away if you look carefully.
combat is definitely harder than i'm used to video games being (on their equivalent of normal difficulty). especially when i first started and was figuring out the mechanics, which luckily aren't too different from bg3 (as i was playing it became very obvious to me that they were the perfect studio to take on baldur's gate haha). the number of times i accidentally killed a companion by healing an undead or someone with the decay status... 😭 i've tpk'd multiple times and have had to reload. which i NEVER have to do when i play games on normal lol.
that said, it's SUPER SUPER FUN. tons of different ways you can build out characters, and the plot does have some early game similarities to bg3 lol. and just like bg3, you can mercifully save during combat. i'd say the biggest difference to bg3 is that the companions have less to say and feel less present. they're still there, and they have personal quests, but companions in bg3 feel like a much more vibrant and vital part of the game and world. that doesn't mean that the companions aren't still fun, though!
tl;dr bg3 basically takes what dos2 does and does it bigger, with more adherence to 5e dnd rules. so if you enjoy bg3, ABSOLUTELY give dos2 a go!!!! i hope you have fun!!! 😊💖💖💖
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rottenbrainstuff · 1 year ago
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BG3: The Party + random notes
And the big conclusion to the big fight: a big old party.
(dark urge spoilers)
Time to party with all my friends! There was a tiefling there I didn’t recognize, and apparently it’s because if any of the tieflings scheduled to be at the party die for any reason, there is a new back-up NPC there to take their place. So she was there instead of Alfira. 🥲🥲🥲 Sigh. I read online that if you’re playing durge, Alfira isn’t supposed to be replaced, and instead Lakrissa will mention she’s worried about Alfira… I would have preferred that (cause no one mentioned Alfira going missing at all) and I’m not sure why that didn’t trigger in my game.
Found a suspicious lady sneaking around in the grass???? She teleported away???? Doesn’t seem to be a huge amount of info about her online???? Guess I will find out more later????
What a cute party, everyone having a good time: Ikaron loosening up and having a pint, the three siblings still arguing, Bex totally smashed and trying to convince Danis to go into the bushes with her. I feel like if people don’t even like the cute tiefling kids, then everyone must just hate Rolan, who is always super annoying? I love Rolan though, silly idiot. I really wish I could follow these guys all to Baldur’s Gate and make sure they get there safely. Unfortunately it seems like I’m going to find some of them dead on the road as the game goes on no matter what I do, and… well. I’m not going to think about that right now - just going to enjoy the cute party.
It seems I’ve done something that’s glitched Gale or made him mad at me. All the companions propositioned me at the party, even ones I have politely rejected before, but not Gale. I had no dialogue options with him at all, he only told me to go and enjoy the party. Guess I really broke the guy’s heart when I told him that I only wanted to be friends. Sorry man. (another funny bug - Wyll is supposed to be off away from the party standing by the water. But sometimes he won’t be by the water, he’ll be at his regular tent, but he’ll still have the “I hoped you wouldn’t notice I had left” dialogue)
Apparently in early access, Zevlor lights magic lights in the sky, one for every life you saved today. Dang. Why did that get cut? That sounds beautiful? Man I just love Zevlor. Poor old guy can’t relax even at the party. (Honestly, if he was a romance option I think I’d be chasing him… sorry Astarion. It’s the shame, it’s the shame. I smell it like I’m a shark and it’s blood in the water. Give me a sad old character with shame and I’m there) I’m sure everything will go great for him from here on out and nothing sad will happen at all!!! :) :) :) :)
After the party scene, I got the second Guardian dream. DESPITE what you will read online, where the information seems to all be either guessing (incorrectly) or else based on the early access, I can confidently confirm that the second guardian dream is triggered after you free Halsin and talk to him about your tadpole. …and then my friend also playing this game, who has a really bad memory, swears up and down that they had a third guardian dream while they were at the goblin camp, but can’t remember what triggered it or what it was about. I could barely find info online about the second dream at all, I have no hope of finding anything about the third, but it seems so far that the dreams are triggered by concrete game events.
I might have mentioned this before but I am *REALLY* loving the little details in the books I find. I know there’s so many of them so there’s a tendency to skim them, but if you can force yourself to actually read each one, some of them are very funny or very interesting, and some include clever little easter egg tidbits. I LOVE how in conversations with Halsin, he mentions he wishes he had some books to read, and you can say that you keep finding a million books. I am collecting every single book I find and keeping them all in the chest I stole from Kagha, hehe.
Lastly, in my incidental looking up of things, I continue to see the most rancid takes and people complaining about the weirdest things. Like the fragile straight men crying that they need a filter in the game to protect them from male characters hitting on them. Or people complaining that the game is all just pointless combat, because these people are picking the most aggressive dialogue options then wondering why every NPC is aggressive. Or people saying you can’t blame the druids for being protective of their grove - yeah right, so protective they won’t even lift a finger to defend it from an invading goblin army, so protective they can’t even crack open their door to let in one single lost and scared child. On top of everything else they did that pissed me off.
The latest bizarre thing I read is complaining about how on a durge run, Alfira’s death shouldn’t be mandatory, or how the mandatory durge kills shouldn’t break your oaths if you’re a paladin.
Like. Guys, why are you even playing a durge run if you don’t like the durge story? This game has a narrative, it isn’t just a collection of “x action causes you to receive y effect.” The point of Alfira’s death is that it’s supposed to be senseless and devastating. If you are playing a good paladin, it absolutely SHOULD break your oaths and that should be something you have to deal with. That…. That conflict is supposed to be the entire bloody point of playing a resisting durge character. It’s what makes the story so interesting and gripping. If this stuff was optional it wouldn’t be as devastating. If you don’t like it, you can 100% play a different character. Why on earth play durge if you don’t like the durge story??? The game warns you at character creation that there will be consequences. Why… why would you complain when you run into those consequences?... I don’t get it.
Next up: just tying up all the loose ends before I am ready to explore the underdark. Gotta fight that gnoll nest, gotta do Ethel’s hut, gotta clear out the goblins leftover in the camp. SO looking forward to the underdark area.
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robotslenderman · 7 months ago
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btw just to be clear, bc this is tumblr, this is not a moral judgement on people my age or older who romance the young characters. The characters are both 1) adults, and 2) fictional. and also games just assume you're in your twenties anyway so older people tend to play younger characters anyway and still have fun with it.
just personally every time I go through a life stage, I'm not really interested in revisiting it, so as I get older my OCs, on average, tend to get older with me. Not always - my most recent vampire OC was seventeen when she was Embraced, I've been out of that stage long enough I'm starting to visit it again - but generally I tend to play characters my age or even a bit older. My canon Inquisitor was about forty years old. it's my way of exploring what it means to get older in a society that glorifies an age group I can never go back to.
so that means a lot of the time my characters are looking at the NPCs hitting on them and tend to react all "you're an actual baby please stop trying to fuck me". not that there SHOULDN'T be romances that age (duh), but when a game is written in a way that clearly assumes that the player character is always a twenty something hilarity can ensue so I'm glad that some games are keeping that in mind with older love interests like Gale and Blackwall.
(like. my BG3 durge. having Lae'zel show up all "I desire you. carnally" was probably always supposed to be somewhat comedic, but the sheer fucking lust this woman had for my deep gnome twice her age was the funniest shit ever.)
so yeah I like having older companions to bang now my OCs are trending older. DAI was cool in that a decent amount of LIs were actually on the older side for RPGs (can think of at least four off the top of my head over thirty). I hope DAVG (sorry David) is the same.
honestly I hope we get to fuck the old man not because I'm into the old man, but because now I'm old enough that when I played BG3 I felt turned off most of the love interests because they were almost all in their 20s and I'm just getting older and mostly can't do younger characters or love interests any more lol and would like there to be more options
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heniareth · 3 years ago
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I was really curious about what your opinions on the DAO companions are :) I know we have talked about some, but I'd love to hear more and about the others as well :D I hope it's ok to pose this as an ask :)
Sure! That sounds like a ton of fun. This might be a long one tho. Mind you, this is not the finished version of the answer. I'd like to link stuff and add a cut, but rn that's not possible. I'll update it when I can.
Edit: I have updated it ^^
Let's go alphabetically bc why not.
Alistair:
Sweet guy. So sweet. There was a moment when I was hard pressed chosing between him and Zevran (alas, Zevran won). Also, he's weirdly tall according to the wiki? How did I not notice that before?
Let's get a bit more serious now, Alistair is a great guy. The only reason he's not the hero of the story is because he doesn't want to. He has all the qualities of a leader: he's good at dealing with conflict (as evident with the conversation with the mage at the beginning. He gets where he wants to get without antagonizing the mage, but without allowing him to trample all over him). He's a solid tactitian and knows how to make allies (he suggests to use the Grey Warden treaties, after all). I bet if he was in the leadership position, he'd even not bicker with Morrigan. His moral code is pretty tight; some might say too tight, but I think it's less about the moral code and more about learning to judge people by their actions, not by the labels they fit into (Morrigan is a proud apostate and therefore bad. Wynne is a humble circle mage and therefore good). He also has a bit of a black-and-white way of seeing the world. I empathize a lot with Alistair, especially with his experience with the Chantry and his subsequent reluctance to deal with it. I really wish I had gotten to know more about concrete experiences he had during his training as templar, but he seems reluctant to talk about it (gee, I wonder why).
Since I've only played the game once, I haven't really picked up on Arl Eamon's abuse towards him, which apparently exists (Isolde, however... I mean, even if he were Eamon's illegitimate son, he's a kid, ma'am, he didn't exactly get to chose his parents. So that's so not okay). Alistair's way of speaking about them both, however, is either sign that he has not come within a hundred miles of acknowledging how much it hurt him, or that he's already gone through the whole process and has decided to forgive them. The latter shows a very strong character; yes, he relies on the approval and leadership of others, he has his issues, but he's already started working on them.
That being said, irl Alistair would be like a little brother to me. I'd tease him relentlessly (all in good fun and I promise to stop if it makes him uncomfortable, but he's just so teasable). I still wish the videogame gave him the chance to take important decisions for himself. But that, of course, would somewhat defeat the point of the game.
Leliana:
Another sweet, sweet person. Her singing voice is amazing. Her belief in the Maker inspires me (I'm a religious person and seeing religious characters represented in a positive light is Very Cool. It's also sometimes a source of discomfort, because the Church has done a lot of very messed up stuff and positive representation can sometimes veer into apologetics for things that should not be excused, but that's a whole other can of worms. The bottom line is that religious characters sometimes work for me and other times don't and Leliana works for me very much bc she's an outsider inside the Chantry).
Leliana is best friend material, tbh. I'd love to get to know her irl, discuss theology and philosophy and maybe even politics? She makes mistakes and has prejudices, but, tbh, so do I. And I do get the feeling that she tries her best to learn. From the times she intervenes in a conversation between the Warden and an NPC, she shows herself to be compassionate and open to the needs of others. What I get from her character is that she genuinely wants to help, which is something that I adore of her. I suspect that she sometimes has a hard time deciding wether she's a good person or not. She has killed and seduced and worked for a morally dubious person, and she doesn't show the same nonchalance about it as Zevran (though they both do discuss their line of work in very... professional terms). This is, however, more of a headcanon than actual factual canon.
I also very much enjoy her girly side, like her interest in shoes and dresses. She's one badass woman who also looses her cool about the latest fashions in Val Royeaux. I like that. Between her and Alistair, a non human noble Warden has as good a help to navigate the Fereldan court as they're going to get. Leliana is also, I can't forget that, clever and insightful. It'd be easy to write her off as the innocent chantry girl, but she's so much more than that. Her kindness is paired with foresight, I think. She knows that taking on the trouble to help now can go a long way in the future. I just have a lot of respect for her.
Loghain:
This one's gonna be short bc I didn't recruit him. He's an amazing villain and would probably be a great Warden as well. He reminds me of Denerhor from LOTR; once a hero/stewart of his people, ambition and desperation have driven them both down a terrible path. I have also only little idea about his past. People say he lost a lot, and I believe it wholeheartedly; it doesn't excuse the fact that he plunged the country into a civil war in the middle of a Blight. I don't have a lot of sympathy for short-sighted politicians. I wish he hadn't made himself regent. That's what I take away from his character.
Edit: One thing I forgot to mention that really impressed me was his death. I had Alistair duel him (that was a rough duel), and then it kinda just jumped to a cutscene of my Warden nodding and Alistair executing him. That didn't sit well with me. I didn't want to kill Loghain, and less so in front of Anora. But what impressed me was that Loghain just accepted it. That takes a whole lot of guts. Compare that to Howe's death, and how he screams out that he deserved (more, probably, or anything but death) and it's crystal clear who the more noble of the two is. Loghain strikes me as very lawful neutral, and any neutral alignment has the particularity that it can be dragged towards good or bad, sometimes without the characters noticing it (which is interesting from a DnD perspective; neutral is often concieved of as just as stable as good or evil, but that may not be true. But that's a different post). Anyway, Loghain's death was impactful.
Morrigan:
I could kick myself for not maxing out her approval in the first play-through. I got to enjoy a bit of her friendship by the end of it and boy was even that little bit worth it. Friendship with Morrigan is something that is hard-won. It's all the more precious because of that.
Morrigan is full of paradoxes, I think. She's incredibly wise in some ways, yet also very short-sighted (”just kill them, don't solve their problems”. Morrigan, dear, I'm not going to gain a lot of allies if I kill everybody who poses a problem to me). She is so intelligent, but emotionally... not so. She knows so much about some things, and very little about the next. She's incredibly wilful and knows what she wants, but follows Flemeth's orders all the time through. She hungers for power and independence, yet craves closeness, but won't allow herself to have it. She asks you to prove yourself to her and is extremely critical of your actions, I think, because she's afraid. She bites the hand that feeds her because it might hit her next.
Like with Eamon, I haven't managed to catch the undercurrent of abuse that seems to permeate Flemeth's relationship with Morrigan. Except there are signs, because there must be something Morrigan is scared of and who has instilled all that rage in her, and that's Flemeth. Also, she clearly hates/does not care about her and wants her dead (unless killing Flemeth was part of Flemeth's plan as well? Hm.)
Morrigan is that one person who you are nice to, continuously, because nobody else is. And suddenly she becomes less cold. And then friendly. And suddenly you're asking yourself why everybody hates her, because she's a really good friend! I just wish the other companions came to a similar conclusion, especially Alistair and Wynne.
Oghren:
They did this man dirty. He has such great lines and I'm convinced he was a great person before Branka disappeared. He has that dwarven warrior spirit, and while he looks like Gimli, some of his most impactful lines remind me of Dwalin or even Thorin Oakenshield himself. He could be so noble had he gotten some character development, damnit!
Oghren as he is written is somewhat disgusting. I hate the lechering comments and the drunkenness. And still, I don't hate him because of those amazing lines he has when he's actually sober. It's frustrating and I'll give him that character development myself if the game won't. I strongly associate the song Whiskey Lullaby with him, bc that's how he would have ended up if the Warden hadn't taken him along (warning: the song talks about suicide and alcoholism). Like I said, they could have done such cool things with his character. As he is written now... it's just sad. Moments of lucidity drowned in alcohol and creepy jokes. As you can see, I don't blame the character for either. The alcoholism happens all too often irl. The creepy jokes... I put that one on the writers' tab.
I actually think Oghren could have been a great mentor figure (I know, I shock myself as well sometimes). Next to the Grey Wardens, the ones who know most about fighting darkspawn are the dwarves because they have to deal with them constantly. Especially a warrior caste dwarf like Oghren could have brought a lot of that invaluable knowledge to the team, especially since there are no Grey Wardens in Ferelden but two extremely green recruits. Next, you get the chance to give Oghren the command of the teammates you leave behind in the battle of Denerim with the reason that he has lead men into battle before. Where did that suddenly come from? Oghren should have been right up there telling my Warden that they were doing this wrong, that they needed more food (and booze) and a confident leader to keep the armies they've called together going. Oghren should have been able to tell my civilian city elf who got recruited into the Grey Wardens a six months ago how one leads an army. How one presents oneself to inspire confidence, how one doesn't crack under the pressure, how one gets the leaders of said armies (some who hate each others guts i.e. Dalish elves and humans) to work together. And, last but not least, Oghren could have had a great story about grief. This is a man who has lost most of what made him (and what he hasn't lost he's spilling down the drain with every mug of ale). This is a man who, if you take him into the Deep Roads, has to see what his wife did to his family, how his wife got absolutely obsessed, and can be forced to kill said wife or watch her die. All Wardens loose their home and families at the start of the story. It would really have rounded the whole narrative out if the Warden and Oghren could have recognised their grief in each other and hashed it out somehow. Such as it is, Oghren is a depressed drunkard and there is nothing we can do about that. I find that frustrating.
Rascal (a.k.a. Dog):
Best boy. 100/10. I wish we had gotten to see the reaction of the different origins to the mabari (because elves probably have a whole different experience with them from mages or humans. And dwarves just... I think they straight up have none? XD). Other than that, no complaints. The name Rascal was the one I gave my dog because you have to be a right rascal to survive what he did and play the pranks he plays. Smartest breed in the world indeed.
Shale:
Shale is one of those characters that I recruited rather late in the game, so I haven't had the chance to explore their personality and worldview, really. I didn't even get to take them to the Deep Roads (this will be ammended in playthrough nr. 2). As such, I don't have particularly strong opinions on them (or her? The wiki refers to Shale as 'it', but that sounds weird). But, because I know so little about Shale, I have a lot of questions. First, what were they like before they were a golem? Shayle, as she was called then, was the best warrior of her time if I remember correctly. Why did she become a golem? Was it to be able to eternally protect her people? Was the sarcasm the golem Shale exhibits also part of the dwarven warrior Shayle or did that come later (if for thirty years you have nobody to talk to but yourself, you better be entertaining. And I can imagine how it could make somebody terribly jaded as well).
Next, how attached is Shale to their golem form, exactly? According to the banter, they infinitely prefer it to a squishy fleshy form. If that is the case, however, why go to Tevinter to try and become a squishy dwarf again? It's not like that process could be reversed if they wanted to become a golem again; if Shale survives to the end of the game, the Anvil of the Void is destroyed and Caridin is dead. Was the whole spiel about their indestructible form a façade? It might have been, but not because Shale actually disliked their form. I think it would have more to do with the loss of their memories and with the very invasive experiments and alterations of Shale's body made by the mage Wilhelm. The loss of memories means that Shale is unable to remember life as a fleshy creature. They might be deflecting by pretending that they didn't care for that experience anyway because of the superiority of their golem form. The modifications made to their form by Wilhelm would have alienated them from their body. In light of this, it's significant that Shale asks the Warden to decorate their form with crystals.
All of this is, of course, pure speculation. I may have easily missed or forgotten details that would disprove the above thoughts. All in all, I like Shale and I hope we meet them again in DA4 (given that it's mostly set in Tevinter). It's a liking from a respectful distance, because Shale is tall and made out of rock and also way more experienced than I will ever be (they are literally the oldest member of the Warden's little Blight fighting squad).
Sten:
Sten is another person I'd keep a respectful distance from physically. That seems to be the what he would prefer, at least. I've enjoyed his character a lot, especially because he seems pretty clear-cut at first, but slowly lets the nuance of his person show (gruff and stoic, but then he has an eye for art, a sweet tooth and he likes cute animals). It's also very interesting that there's no moment when you learn "the truth" about him the way you do with Zevran or Leliana. There's no big reveal about his life under the Qun before coming to Ferelden. He says he was sent to monitor the Blight, but honestly? If neither Ferelden nor Orlais knew there was a Blight, how could the Qunari know? I think he's lying, and he takes his secrets back with him when he leaves Ferelden. And yet I think I know him enough to say that a Warden who has become friends with him has nothing to fear from Sten.
One thing I find very interesting about Sten is how he thinks. His conversation about how women can't be soldiers has been analysed a lot on this page I think. He seems to be arguing based on a different paradigma than the one the Warden has. He also seems to have a very clear-cut view of the world. What is fascinating to me is that, when arguing with the Warden and learning about their culture, he is not necessarily becoming more lax about his worldview. I think it's more likely that he is expanding his paradigma, the structure of thought through which he understands the world. I don't think that he is now convinced that women can be warriors as well. I think he rather understands that, in Ferelden, the relationship between occupation and gender is different than under the Qun. Which of the two he thinks is more right or more agreeable, I have no idea. I'm also not very interested in that. But I find it fascinating how he always seems to be looking on quietly, gathering data, classifying it and trying to fit it into his understanding of how the world works. I wouldn't be surprised at all if his original party was a scouting party to see how vulnerable Ferelden was at that moment to outside forces. One thing I don't understand with all of this is why he urges the Warden to meet the Blight head on. No smart soldier would suggest that, except if they are foolishly proud (and Sten doesn't seem like that kind of guy tbh). I get that the Warden takes way longer to gather allies than expected because they first have to solve all of their allies' problems. But surely Sten sees the need to have allies? Is he just that impatient? Does he have a death wish (à la, I lost my sword and am without honour, better to die sooner than later and in glorious battle)? Was he his group's previous commander and is he now having trouble following somebody else's orders? Or maybe it's his way to make sure the Warden knows what they are doing? To push them into becoming the self-assured commander their allies will need once they're all gathered? I really don't know. I like the last option best, however.
For me, Sten is my fellow, more experienced soldier. Like Alistair, he can potentially be the Warden's brother in arms, but he's definitely the older brother here. He probably doesn't take kindly to tearful confessions of how hard everything is, but I feel like he's otherwise a solid rock to lean on. I feel like the Warden can trust him to do what is necessary and count on him no matter what, especially after they get his sword back. His devotion from that point on is honestly so powerful.
Wynne:
Wynne was such a support for my Warden (except with the whole conversation about love vs. duty and that she may have to choose between Zevran and ending the Blight and that she should therefore break up with him. Wynne had a point. Astala was so not willing to sacrifice her relationship with Zevran. But the whole conversation came at a point where she was already so disillusioned that she blew up in Wynne's face (”can i please just have one (1) nice thing????”)). But all in all, Wynne is great.
She has a lot of flaws. She was very marked by her life in the Cricle and, for all her age, she has little experience living outside of it. She is also a conformist despite her strong moral core. In a way, her ability to find peace with her lot in life impresses me deeply because it speaks to a lot of strength of character. Sadly, however, strength can be ill applied and used to suppress. I think she has convinced herself that the Chantry is right under (almost) all circumstances to be able to rationalize the life that mages live. She's had her son taken away from her as a baby and an apprentice killed. Her reaction seems to have been to convince herself that this was right, or for the greater good (and now I'm thinking about the Guardian's question at the temple of Andraste's Ashes; are you wise or do you just repeat what others have told you? The answer is not as clear-cut as it might be). This is why she is so irritated by Zevran and Morrigan. By aligning herself with the Chantry, she is, in her eyes, good. Zevran and Morrigan are not; they do not conform to Chantry morality and they defend themselves tooth and nails against somebody who would try and convert them. This is something Wynne never allowed herself to do; she always did the "right" thing and it has cost her so much. I'm not saying she was right (it would probably have done her some good to rebel from time to time, and to trust her own gut instinct more), but in light of this, it hardly surprises me that she's so judgamental. She has to be, or she would be forced to confront all the evil she has not fought against all those years and all the hurt that has been caused to her by the very institution she protects (and thank God she only tries to argue and can appreciate it when people have found a good life outside of her comfort zone. If she tried to convince by force or, for example, drag her former apprentice back to the Circle... boy oh boy that would get ugly). If you think about it, Wynne really is a good example for what happens if you live by a philosophy of always choosing the lesser evil.
Something that I keep forgetting over her grandmotherly and dignified character is how damn powerful she is. She has escaped the carnage at Ostagar; HOW!? She protected those mage apprentices in the Circle tower for God knows how long. In the battle of Denerim, she wades through an army and comes out alive on the other side. The wiki lists her age at 40, I think, but that doesn't make a lick of sense unless 75 years of age are the Fereldan equivalent to 100. This lady, about whom people make grandmother jokes, did all that. It's impressive.
Zevran:
You know, I would really love to know what Wynne thinks about the events at Kirkwall in DA2. It might be a disaster for her, or it might pave the way for one last bit of character development. She certainly didn't want to return to the Circle after fighting the Blight. That may be an indicator of some change in her stance on the Circle of Magi.
Edit: I forgot that she is what the Circle considers a literal abomination! Holy cow, how could I forget that?? Anyway, her conversation about what being an abomination means is so... heartbreaking, actually. It's so tentative. So careful. "Am I an abomination? Am I the same thing that has killed my students? The same thing as Uldred? Am I lost and damned? Did I invite this spirit in? Is this my fault?" Like wow, Wynne is going through something huge right there. I love it. I have to continue playing the game to see what it ends up as, but it's fascinating and such a huge thing that she allows the Warden in on that.
Ah, Zevran, my beloved (he has stolen my heart so much it's not even funny anymore). He's funny, he's charming, he's so so loyal and it breaks my heart. Zevran is the one about whom I've read most meta: these three wonderful posts for instance, as well as this one about his possible lack of scars, and this one about his lack of freedom. All of these have influenced my opinion of him and they are great reads.
I have talked about Zevran with you before, so I'll just skip to the new stuff. I have come to conclusion that Zevran is an artist at heart. This is totally not biased by the fact that I also do art, but hear me out. One of his preferred gifts are bars of silver and gold. While those have the obvious utility of basically functioning as money (they can be sold to any silversmith or goldsmith and their value is pretty stable through time and in different countries), there's also this from his codex: "Zevran shows an affinity for the finer things in life—hardly surprising for an Antivan Crow—but his appreciation can be more poetic than he lets on. A simple bar of refined silver or gold, uncomplicated by a craftsman's hammer, is elegantly valuable." Tell me that is not an artist's eye that sees that gold and sees the beauty in it. Then, there's also the meta about Zevran the Seducer which I linked above and link here again. It talks specifically about how he lets himself enjoy the target and be seen in his enjoyment. Tell me that is not an artist's eye that beholds the beauty of something he is set out to destroy. Even his talk about his assassinations show this. He talks about it as an art, the way somebody would talk about the brutal intervention in stone that produces a sculpture. Yes, it's a rationalization of the act of killing and yes killing is still wrong. But he doesn't go on about it on a moral tangent the way Alistair or Wynne would (”this person was bad, killing them was necessary”) or even through the argument of survival like Morrigan would (”it was either them or me and it sure as Hell wasn't going to be me”). He talks about the pleasure of a job well done, of the satisfaction of striking the precise point and executing a plan to the perfection so as to minimize chances of discovery and to make a clean death possible. And pleasure in seeing and in doing, this I firmly believe, is absolutely fundamental for an artist.
My favourite part about my Warden and Zevran as a pairing is that Zevran precisely brings out that ability to take your pleasures as they come and to really savour them. Fighting the Blight is tough; it's so important to find good things amidst the chaos to stay sane. If Astala saves Zevran from himself by offering him a place to stay and a purpose, Zevran saves Astala from herself by keeping her from running herself into the ground trying to save the world.
There are some things I don't like about Zev. The incessant flirting, for example, sometimes makes me uncomfortable (it becomes enjoyable for me once the Warden and him are in a relationship, but before that? Nah, no thanks). I wish he would also leave the other female characters alone (and there's so many more shameless comments of his aimed at Morrigan, Leliana or Wynne than at Alistair or maybe even Sten).
---
And that's my take on the Origins companions (this was rather long. Whew ^^' I hope it was still readable and that you enjoyed it!!) Thank you so much for the ask!! It's been a joy thinking about this. I was worrying at first that the less prominent companions like Sten or Shale wouldn't get as much content but... well XD
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dmsden · 4 years ago
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Crown and Fealty - Personal plot for the Noble background
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Hullo, Gentle Readers. For this month’s Personal Plot article, we’re continuing to work through the backgrounds in the Player’s Handbook. This week, we look as the first estate of medieval life - the Nobility - as represented by the Noble background.
Someone who chooses the Noble background is definitely telling you what kind of story they’re interested in. Nobles can be a source of background NPCs, plots and intrigues, gaining access to locations the average PC group might find inaccessible, and more.
If you have someone playing a Noble, it’s first worth working with the PC to see what they had in mind. The most likely option is that they’re the child of a minor noble, such as a knight banneret, or, at most, a relatively minor baron. They’re also probably not the first-in-line to inherit much of anything, because, if they were, their family would be unlikely to let them go off gallivanting all over the countryside. In medieval England, there was a phrase (and I’m paraphrasing here) that stated “one to the crown, one to the horses, one to the church.” This meant, if there were multiple children of a noble, one would likely be the heir, one would likely be knighted (and perhaps win gold and title by acts of arms), and a third would likely become part of the clergy. The rest...well...if there were any more, they most likely got a pat on the back and were left largely alone. All this means that, if your player wants to be the immediate heir to a Kingdom, they’re probably going to be disappointed, unless that idea works for you.
It’s worth noting that a Noble doesn’t have to mean part of a pseudo-medieval-European feudal society. A Noble character could be an aarakocra who is the daughter of a tribe’s chieftain, a Triton from a good family, the heir to a prosperous merchant house, or even the apprentice of a famous artist or musician. If someone is from or connected to a family that is well-known and, usually, well-off, one might be able to take the noble background to represent this.
Since family is so important in the concept of Nobility, I would work with the player to flesh out some of the family that’s part of their lives. Has the family been nobility for long? How did they earn the title, or has it been part of the lineage for as long as the Kingdom has stood? Are there older and/or younger siblings? Do they work in tandem like the Stark family, or are they rivals like the Greyjoys? Perhaps the PC is a bastard or foster child, knowing they will never hold title themselves, but still gaining some prestige by dint of their family name.
Another source of NPCs/plots that the Noble automatically calls to mind are those above and below them. Everyone in feudal Europe knew where they stood, and your Noble should, too. Does their family owe fealty to a Baron, Count, Duke, King, etc? Are there peasants who owe fealty to them and who must be protected and aided? This is immediate fodder for stories. Will a higher level noble command them to do something terrible, and, will they follow orders or enter rebellion against them? Will those below them revolt if they are abused or neglected? What if the Noble believes all is well but then realized that his family is part of the abuse being heaped on those who work the land, or selling peasants into slavery to pay a family debt? All of this can potentially be part of the Noble character’s story arc.
One classic trope is the wronged or deposed noble. One place you might allow the heir of a kingdom would be if their kingdom has been stolen from them. You could tie this in with your campaign’s major villain, who might be the one who destroyed their family or in alliance with them. Campaign One of Critical Role did this to excellent effect when Perceval de Rollo had to deal with the usurpers of his ancestral home of Whitestone. There’s no reason you couldn’t do something similar, or even put a twist on it.
The Noble’s special roleplaying ability is something you’ll need to keep in mind when designing your stories. The Noble is going to want to know who’s in charge and meet with them. This is easily dismissed with most D&D groups (why would the local Castellan bother with some riff-raff who drifted in?), but a Noble means that there should be serious consideration of allowing it. Your PC group gaining access to local nobility can make things easier or harder for you in various ways. It can move the plot along, allowing you to seed in information that you want the players to have. If you have an NPC noble refuse the audience, though, that carries its own kind of weight, plotwise, and you should do it sparingly.
One thing Nobles are made for is intrigue. No matter who the PC is and what rung on the ladder of the nobility they occupy, someone is going to find them useful. Whether it’s as an instrument to aim at their problems or as a possible supporter of a cause, someone is going to get the Noble embroiled in some kinds of schemes. Unless this isn’t the kind of play you and your players enjoy, in which case you can avoid it.
I hope these ideas have helped spark some ideas for Noble character personal plots. Next month, we’ll be delving back into the Elemental Evil Player’s Companion to look at the Genasi. Until then, may all your 20s be Natural.
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autumnslance · 4 years ago
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Character meme: Thancred
Give me a character and I’ll break them down:
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This got long cuz I tend to ramble about this dude.
How I feel about this character:
This utter absolute godsdamned bastard of a man. How dare he.
When I really got into FFXIV finally (after only dabbling for a bit), the age gap of his listed 32 and my RL age at the time put the same distance as me and my own younger brother, and that is where Thancred fits. I was FINE with him as a total bro, as the local disaster, similar to a younger sibling I am both fond of and exasperated by. He has a lot of backstory, character development, and changes, even before Shadowbringers really brings his various issues and working through them to the foreground. I love snarky, sarcastic characters, using that to cover their pain and issues. Highly competent but still so full of doubts. Acting out middle child of the core Scions family (now the elder brother figure with Papalymo gone and his own sense of responsibility kicking in in healthier ways).
There's a lot there, and he hits a lot of character tropes I like as a writer and reader both. So for 2 full playthroughs, he was a colleague, a companion, a pal, a bro.
Now. Now when I make a fic writing WoL based off the lady midlander CGI model, now when I decide to make an ace WoL who won't get shipped with anyone cuz we so rarely see that, now when I decide to roll Aeryn through the MSQ and got to meeting the Scions and Ifrit's quest...
Sigh. Here we are, 3+ years and counting, and "Shippy Nonsense" has completely taken over my FFXIV posting and it's all that Damn Rogue's fault. I blame his bonus to sneak attack vs a WoL's smallclothes. I know he took that feat.
He’s still my bro that I am going to tease affectionately while my character swoons, but I am going to be amusedly grumbly about it forever.
(Also I still think his ARR model is Generic Anime Protag #3547 and isn’t all that visually interesting. I like bits and pieces of the HW mountain hobo look. I think his ShB model is better at showing his experience and personality, but still wish there were some adjustments.)
All the people I ship romantically with this character
Fellow Wolcred ships. I love you all. Also it just makes “sense” to me to ship WoL with a Scion over most other NPCs, and Thancred is definitely the default nice handsome male romance option like what one gets at the beginning of a Bioware game (looking at you, Carth, Kaiden, Alistair...). I just. y’know. Thought OC/NPC shipping was for other people, not me.
I have a soft spot for occasional Y'shtola/Thancred and Urianger/Thancred. I feel like he’s a person who’d only open to true romantic relationships with people he’s known and trusted for awhile, because of his own doubts and issues.
He’s totally a Bi disaster though; a lean toward women, perhaps, but certain dudes’ll turn his head.
My non-romantic OTP for this character
Thancred & Minfilia for the found family brother-sister trope.
Thancred & Ryne for the same, with father-daughter flavor instead.
Thancred & Urianger for the best bros back and forth.
Thancred & Y'shtola for the best bros in a different way. I also include here occasional side-along headcanons for a FWB situation for them, safe comfort and release--especially after the Lifestream--but without romance; their love is platonic.
(I can’t quite see Urianger doing a casual FWB in the same way tho, he doesn’t strike me as the type; it’s all or nothing there.)
My unpopular opinion about this character
How I see the "temporary eye injury." How he likely wasn't as much of a slut as assumed--while he got plenty, he also used the flirting as a cover a lot (esp given how he drops the flirty demeanor entirely post-Antitower). How he likely wasn't as much of a drunkard in ARR patches as assumed, either; getting blackout drunk makes little sense when the issue was loss of control thanks to possession.
I also think many of the people who think it would have been “fitting” (or just wished for) him to die at the Trolley RP Duty in ShB missed some of the point of Shadowbringers’ overarching themes. ShB could certainly be dark at times, but overall was a story of hope and the differences between remembering the past versus being held captive by it, and the bonds between people. If it were a more tragic story with more pessimistic themes, then yes; Thancred dying then to protect Ryne with their issues unresolved would have been (heartbreaking but) fitting. However, that’s not the story being told; it’s him using that battle as catharsis to beat at his own issues and realize he really had repeated his original mistakes. To make his peace with Minfilia’s loss and then, in the end, work things through with Ryne and be the man he should have been for her.
Ryne gets the fairy tale ending of having her parental figure that she feared resented her tell her he was sorry and fix himself for her.
One thing I wish would happen / had happened with this character in canon.
We should have seen more of his and Minfilia’s found family relationship in game. There wasn’t a lot of room for it in 2.0, it could have been in the 2.x patches a bit more, but a lot about their relationship is described after she’s already gone.
Ran’jit was Thancred’s kill. There is no way that was originally written with the General porting out last second just for the WoL to suddenly be able to defeat his plot armor. The Trolley RP Duty has the foil character set up, the “last special bullet,” and the player is controlling Thancred at the time. It makes no narrative sense and stinks of executive meddling out of some fear the players would feel cheated by not having it be WoL who defeats Ran’jit, but it’s a serious misstep in the story. We could have, should have, fought suped-up Jongleurs as the speed bump boss to Vauthry, as those characters also were woefully underused.
I’m also hoping for more personal Scion history as we get to Old Sharlayan; while most of the older Scions are from or were educated in the Dravanian Colony, being around the culture and people again shall surely give us more information as to their academic backgrounds.
And we all always need more nutkin interactions and shenanigans.
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grayintogreen · 4 years ago
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A consolidated list of all my Tombtakers headcanons. One day I’m gonna write an entire fanfic of their backstory leading up to the ritual to utilize all of these headcanons, but I’m also kinda sitting here like IS MATT GONNA REVEAL MIGHTY NEIN ORIGINS: TOMBTAKERS AND FUCK ME?? We just don’t know.
But for the approval of the Tumblr, here are all my collected thoughts about the Tombtakers.
-Tyffial and Jorrel are twins, descended from a small family of Molaesmyr elves who fled into Shady Creek Run. Because of the corruption of the Savalirwood being somehow connected to  Molaesmyr, they were constantly considered bad omens and their family was killed in a skirmish and the twins were left to fend for themselves. Tyffial developed skills as a rogue (this much is canon) and Jorrel developed skills as a ranger (this much is not, but I am STICKING TO MY THEORY THAT THE TOMBTAKERS NEEDED A DAMN RANGER and also PARALLELS).
-The twins met Lucien when all three were captured together by slavers when Lucien was around 13 and they were in their elvish teens. Lucien talked them into freeing him too when Tyffial picked the locks on her and Jorrel’s cage and the three became a group so they could watch each others’ backs.
- Cree was taken from the Nightback Clan in the Savalirwood by slavers when she was around 4-5 and sold to a Marquesian merchant family as a companion for their children (hence her Marquesian accent). While she wasn’t abused, she was still treated as an inferior and more like a sentient pet than a person. 
I’m still chewing on where she got her last name (since Tabaxi don’t have surnames) unless THAT’S her clan name and she’s using it as her surname because she’s the last of her clan, and I am entirely wrong about all of this, but it could also just be a surname she made up to function in society. There’s a lot to guess about Cree, but I like my slave theory because of how she reacted to opulence and fey cats.
-Cree was the third member of Lucien’s group. Lucien broke into the home of her masters hoping to rob the place and Cree caught him in the act. Unable to do anything to stop him, she merely allowed it, and Lucien offered to take her with him. And that’s how they became four.
- They joined the Orders when they were around 16ish, literally just to get out of SCR and for no other reason, though Lucien hoped it would scratch an itch to get him power over his situation.
- Cree was instantly considered a prodigy in hemocraft, being able to keep the essence of the blood she drew potent for well over the natural length of time normal blood clerics could (hence why Cree, as an NPC, doesn’t follow the usual rules of Blood Clerics). For the first time, she was actually receiving positive attention and value as a person. However, she was bound at the hip to Lucien, and she became his Second, due to her unwavering loyalty to him. As he told her- Tyffial and Jorrel would always have each other over all, so he needed someone to be that for him. 
Which means that despite her dedication to the Orders and the fact that she had a place there that gave her respect, when Lucien said it was clouded, she agreed and turned away from them, along with Otis and Zoren who joined their group, both out of boredom and interest in Lucien’s cause.
- Lucien’s main reason for leaving the Orders and calling it clouded were his disdain for killing monsters, finding some of them curious and maybe overidentifying due to the mistreatment that lingered even while he was in the Orders due to his own infernal blood. He decided that the Orders built monsters to face monsters and that was simply too hypocritical to be a part of and with all the powers of Blood Hunters at his disposal, he brought the group back to SCR.
Where, strangely, people gave them a wide fucking berth. The kids who left came back as vengeful twentysomethings with creepy blood powers. No one was fucking with them.
That’s the main stuff. Also age-wise I put Lucien and his crew at around mid-twenties (at least the SCR ones- hell if I know about Zoren and Otis), so about 4-5 years of running around being the Tombtakers before the ritual went off, because I refuse to believe Lucien is anything other than an under thirty grad student going full insanity right now.
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megatontiddies · 4 years ago
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Your fallout OC as a companion taken from @goovat ask meme except I'm using it as a writing prompt/ oc development? I guess? because I think it's cool and I'm bored and want to write it all anyways
Anywhompst this is for Alwine and since it's pretty long (like really long you've been warned) I'll throw 'er under the cut
What perk would they give the player?
Occam's Laser
While Alwine is an active companion the player gets +40% damage with laser weapons and +25% headshot accuracy in VATS with scoped laser weapons. One shot kills produce 2X the XP.
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How do you recruit them? are there multiple methods?
After the player levels past level 10, or alternatively, upon finding Paladin Danses Recon team Alwine will be found as a new recruit for the BOS. Once the player does the first two repeat quests by Haylen and Rhys and The Lost Patrol quest begins she is available to assist the player in the mission. After the mission is complete she may offer to follow the player as a companion if the player has chosen the more diplomatic speech options with Brandis and Danse. If the player chose the more aggressive/ rude options while speaking with the two then it will require a small speech check in order to be a companion.
What raises and lowers their affinity?
Raises: Minutemen/ Helping Settlement quests, Stealing from wealthy NPCs, BOS quests up until BB, Helping Anyone, Honorable Actions, Amicable Dialogue Choices (for the most part)
Lowers: Murdering innocents, Stealing From Settlers/ Not Well Off NPCs, Unnecessarily Rude Dialogue Options
How do they react to certain things? what do they say? (eg. lockpicking, grabbing junk, killing?)
Lockpicking:
(nostalgic/ thinking to self out loud/ amused) " Really coulda used a trick like that when I got locked outta my house that one time..."
(humorous/ surprised) " And here I was ready to blow 'er open"
(thinking to self out loud/ amused) " Hell o' a lot quieter than kickn' er open"
Grabbing Junk:
(blanket statement/ flatly) "it's amazing what you can build outta junk"
(enthusiastic/ bubbly) "It might be radioactive but if ya render it down with a bit ah castor oil it makes a great paint for glow sights"
(humorous/ matter of factly) "I'd rather carry 40 pounds ah junk than fork up an arm and a leg to buy the same shit later from Crazy Myrna"
Player Overencumbered:
(genuine concern) "If ya keep pickin' shit up you'll slip a disc"
(teasing/ amused/ worried) "Jeeesus look at yah! You look like a pack brahmin!"
(teasing/ amused) "With yer pack so stuffed if ya fall on yer face you'll never get up again"
Murder:
[Alwine Hated That]
(angry/ surprised) "What the fuck is wrong with you!?"
(angry/ confrontationally) "You better spit out a good reason for that and fast"
(angry/ bewildered) "Are you for real?"
notes: Alwines reaction to murder is exclusive to people she genuinely feels are innocent. She's comfortable with deaths she deems necessary (or if the person made themselves known as a pretty awful person).
Cannibalism:
[Alwine Disliked That]
(disgusted/ shocked) "oh? OH. Great, like there wasn't enough nightmare fuel out here"
(disgusted/ worried) "In't there, like, a brainworm or sumn' you can get from doin that?"
(disgusted but still attempting to be light hearted/ humorous) "Like it blue eh? I prefer mine rare... a lil less peopley too..."
Stealing in general:
[Alwine Disliked That]
(irritated) "Hope that wasn't somethin important"
(irritated) "Should I be sleeping with one eye open round you?"
(irritated) "Like people don't have enough shit to worry 'bout out here..."
Stealing/Pick Pocketing (but from wealthy/etc NPCs):
[Alwine Liked That]
(approving) "Lord knows they have more than nuff' to share"
(approving) "Doubt they'll even notice it's missing"
(approving/ musing aloud) "The unyielding greed and ignorance of the wealthy was the catalyst of Armageddon"
Pick Pocketing:
[Alwine Disliked That]
(surprised/irritated) "Why don't you spit in his eye while you're at it"
(irritated/ humorous) "I feel like I should put a cat bell on ya"
(irritated) ~audible scoff~ The player is likely being glowered at
Enemies Found:
(Shocked/ Excitably) "Y' ello!"
(loudly/ warning) "On yer flank!"
(loudly/ shocked) [weirdish sound presumably before lashing out a punch of hit of some form] " GWEHHK!"
Enemies Lost:
(quietly/ nervous) " shit... where'd you go you bastard"
(quietly/ nervous) " Lost 'em"
(quietly/ to self/ nervous) " I swear to lord if ya jump out at me..."
Enemies Killed:
(satisfied/ calmly) "good riddance to bad rubbish"
(loudly/ excitable) "Bingo!"
(quietly/ almost a whisper/ to self) [only if player is sneaking] "...bingo bango bongo..."
Player stops talking mid conversation:
(sympathetic/ lighthearted) "Sometimes I loose track of my thoughts too"
(genuine worry) "Ya good? Take yer time."
(humorous/ teasing) "Not a thought between those eyes is there?"
Player removes all garb:
(shocked but also amused/ between light laughs) "oh?"
(mindless banter/ avoidance) " This would probably be a good stun tactic if y'aint fraid of gettin yer tidbits shot"
(humorous/ almost scolding) "Y'aint invisible... just so ya know"
Player loots a corpse:
(plainly) "Any ammo?"
(joking/ light hearted) "Guess they won't be needing that anymore"
(statement/ plainly) "Grim business but you can find some good stuff sometimes."
Player starts swimming:
(plainly/ matter o factly) "Ain't no way I'm going in there"
(humorous but fear is present in voice) "If a big fish decides you look like lunch I ain't gonna be able to help ya"
(almost nostalgic/ sarcastic) "Yeah me and the brick tied for the swimming contest back in 63... I'll just stay on the shore"
Player jumps from high place:
(genuine concern) "ouch! you good?"
(soft yell/ concerned/ as if watching player fall) "aaAAaaa!?"
(oblivious to the player falling) "Where'd ya go?"
Do they periodically give the player items? what kind of items?
Bowls of various soups if player interacts between 5 and 9 PM. Every other time she'll give the player Fusion Cells.
Would they be able to do specialized task? (eg. repairs, hacking)
Not necessarily a task but if the player was to put various junk/ weapons in her inventory then she will periodically/ randomly mod them.
Would they be romancable?
Yeah probably? I think? In my AU she romances Paladin Danse but that would probably not be something that could happen as an NPC in Fallout 4 so??
If it were something like Mass Effect it would probably be like a Garrus/ Tali situation where if the player never romanced either characters then they would form a romance.
Do they have a unique outfit or weapon?
Alwine wears a black BOS jumpsuit for the first half of the game up until BB. After that she'll wear military fatigues. She'll wear the same over armor (BOS heavy armor) for both but after BB the BOS symbols are sanded off. It would be a unique unremovable armor set.
What would be their personal quest, if they have one?
This one is a bit weird since the player would be taking the role of the Sole Survivor. That being said I've always found that one empty cryo-chamber at the end of the vault hall interesting. There probably is a reason for that (like it just wasn't occupied or the occupant died before vault scientists had their spit) but for the sake of this AU/ prompt we'll say that she had a similar entrance to the vault as the sosu, bringing her babe into the vault and getting frozen with Kellogg snatchin both their children (this is lazy writing I know but I don't know how to write this without fundamentally changing her character). The only difference is that somehow maybe Alwine was released/ thawed earlier and got a bit of a head start. Because Alwine is no longer the sosu she wouldn't of encountered Preston at Concord and Codsworth likely either wouldn't of recognized her or simply acted like it was prewar and spoke to her only as if that was the same narrative giving her no sense to what was happening or how much time has elapsed. Alwine would of wandered out on her own and then stumbled onto Paladin Danses recon team and eventually got inducted in hopes of finding her child.
For her personal quest it would likely be trying to find evidence on what happened to her child. The quest would start with the player character going into the institute, and since companions can't follow the player there (minus X6), she would request that they find out what happened. After some digging the player will discover that Alwines child was killed in experimentation over 60 years ago in trials to make experimentation safer for 'father'. The player can bring this information back and Alwine will be devastated but grateful for the player finding this out for her. Despite being fairly amicable with the player she insists she needs time to grieve and that following the player is a cold reminder of the pain. Regardless of what the player says she parts ways with the player and goes back to the Prydwen and will idle there until the Liberty Reprimed quest where she will disappear from the map. Alwine will remain missing from the map until Blind Betrayal where she will be standing outside the bunker blocking Elder Maxon, as well as arguing with him, from entering the building. The player's choices will affect how Alwine responds.
- If the player executed Paladin Danse within the bunker then Alwine will become immediately hostile to the player. She will be forced to be killed by either the player or Maxon.
- If the player spares Danse then chooses to execute him when confronted by Maxon then Alwine will make it clear that she will not hesitate to become hostile to defend her friend. With a red speech check the player can convince her to stand down but she will be remorseful and refuse to follow the player afterwards and disappear off the map. Her body surrounded by a myriad of dead raiders will then be a random encounter while wandering the commonwealth. If the speech check is failed she will become hostile forcing the player, or Maxon, to execute her.
- If the player spares Danse then convinces Maxon to spare him then Alwine will express gratitude and her perk will become available. Unfortunately for Alwine her disobedience and willingness to become hostile towards the elder causes him to kick her out of the brotherhood. She will remain at the bunker with Danse until the player completes the quest and then upon the player returning Danse will disclose that she has gone to the Castle in order to join the Minutemen where she can be reobtained as a companion.
What are their opinions on certain factions? (eg. brotherhood, NCR)
Minutemen:
Genuinely believes that they have the best interests for the Commonwealth. Worries that they lack the men and firepower to take on the Institute or any other large faction that could pose a threat. This Worry is dissuaded after The Nuclear Option and her affirmation towards them only increases. With time, resources, and good leadership, Alwine believes they could become a major player even outside of the Commonwealth.
BOS:
At first is amazed by their technological advancements and firepower especially compared to the rest of the Commonwealth. The comradery is nostalgic and comforting for Alwine as it reminds her of her days in the US Military as a Power Armor Mechanic. After some time she realizes that they're a bit lost for direction grasping at straws for purpose and that their idea of "freeing the Commonwealth" might be misinformed well intention fueled by fear and dogma. When she was new to the commonwealth and didn't understand much about anything really the fearmongering and racism towards ghouls and synths were more tolerable (but still uncomfortable) it eventually become almost intolerable the longer she stayed and the more informed she became about the natures of both.
Railroad:
At first is weary of them. Alwine is careful around people who keep secrets and after spending so much time in the Brotherhood interacting with the Railroad pushes her hackles up. She does like how they work to help the synths, especially after BB, despite being mostly associated with the BOS. She becomes more comfortable after becoming more educated about synths, between the Railroad themselves informing her and the data collected by the player at the Institute itself, and eventually embraces the Railroad as a necessity after BB.
Gunners:
Heavily dislikes them. To her they're essentially just militarized raiders.
Institute:
Has a hate towards them that just strengthens over time. Their ignorance and misuse of technology is both a tragedy and crime. For the most part she pities them but strongly believes that their destruction is absolutely necessary.
Nuka World:
They're raiders so Alwine is pretty hostile towards them. Despite this their organization and brutality makes Alwine careful about making them enemies. If possible she would work to keep them out of the Commonwealth as much as possible or at the very least work to create some kind of truce of sorts to prevent a major confrontation (which would likely be devastating to both sides).
Atom Cats:
They remind her a lot of her friends prewar with the way they talk and their fondness for power armor. She likes them.
Children of Atom:
Alwine believes in freedom of belief as long as said belief does not infringe on the beliefs and freedoms of others. As long as they are respectful of herself and others she will act the same. Alwine is also a bit curious about them she would likely ask a bunch of questions if they allowed it. Other than that she would keep her distance, mostly due to the rads.
General voice lines? (in reaction to companion wheel selections)
Talk:
(friendly/ bubbly) "What's crackalacin"
(friendly/ inquisitive) "You okay?"
(spacy/ broken out of thought) "Hmm?"
Trade:
(friendly/ bubbly) "What's mine is yours"
(joking/ teasing) "finally got tired of carrying that junk eh?"
(joking within a genuine question) "Hey maybe I can carry the big guns instead of the junk for once....no? maybe?"
Follow:
(plain/ firm statement) "Got it"
(bubbly) "Comin!"
(bubbly/ softly) "Oke Doke"
Wait:
(plainly) "alrighty"
(plainly/ softly) "I'll just sit tight"
(masking nervousness through humor) "Don't leave me here too long... might forget what I'm waitin' for and wander off"
Where would you find them in the world?
She would be located at the Cambridge Police Station. Then later at the Castle.
Which game would they be from?
Fallout 4
Miscellaneous facts?
If the player puts alcohol in her inventory and the player gets 'drunk' she will match the player for drinks and her basic dialogue will be slurred for a short time after
Alwine will loot the entirety of corpses, clothes and all, when asked to loot bodies.
Alwine will periodically build weapon and armor mods which can be taken out of her inventory by the player
Alwine refuses to go in water and a hit box specifically for her prevents her from entering. This results in a glitch that has Alwine swimming in the air several feet above the water while the player is swimming.
If the player uses console commands to force Alwine into the water she will sink to the bottom similar to if she were wearing power armor. Note: This does not affect her health she will just idle at the waterbed.
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xbaebsae · 4 years ago
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Changes and Deleted Content Part 2 - Far Cry 5: Features and Missions
This is a small passion project series of posts where I share some insight of what’s hidden in the game(s) files, but also some general observations. The main focus will be on character changes or deletions with a few words about functions and deprecated missions.
What will not be touched upon are a lot of the things the Resistance Mod on PC restores, namely deleted store weapons and clothes, weather systems and general gameplay related things like skinning animations. I also won’t go into audio files and their content, as @lulu2992 is already working on an amazing series for FC5 that summarizes them per character.
This part will be significantly shorter Edit from post finishing-Angy: This post turned out really damn long despite only discussing some scrapped or changed features and a couple of deprecated mission strings. I still hope you find this as interesting to read as I found writing and investigating it :)
1. Changed and Scrapped Features
1.1 Guns/Fangs for Hire
Just for reference, the release version of the game has 9 unique GFH/FFH available + 3 slots for random specialists you can hire throughout the world.
Among the game’s UI textures for tutorials is this image, showing an earlier version of the GFH screen.
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What this indicates is that the planned amount for active GFHs you can have was originally 4; or the top row could function as some sort of favorites tab. We will probably never know for certain. 
Interestingly though, this version has slots for 20 GFHs in total, 18 either filled a character icon or a locked symbol, suggesting the originally planned unique GFH count was 18.
Considering almost every NPC in-game has spawn-able archetypes with battle audio fully in place it is possible that we were supposed to be able to recruit more of them. I will return to the matter of recruitment shortly.
Another thing I’d like to open up for consideration is that there may have been plans for (ex-)cultist GFHs or at least areas where they act friendly towards the deputy. Reason for this assumption is the fact that cultists have recorded lines for when you meet them (spawn them), aim weapons at them (the taunts GFH and friendlies do too), along with idle lines when you use mods to spawn them as friendly followers. The game has no purpose for most of these lines, as you never walk into peaceful cultists outside of the intro. In the intro you have no weapons to aim at anyone, making it impossible to trigger these lines. 
You may argue they were recorded for the arcade, but the Seeds are also featured in it and have none of those. However, they may also be a leftover from scrapped missions that would feature cultists that don’t shoot you on sight. 
Additionally to that early menu screenshot, I have also found an old reddit thread discussing the game’s Uplay page near release because of the following image:
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Unfortunately I was not able to find this particular page myself anymore, and knowing how short lived everything is nowadays, it might be lost in time forever. The commenters discuss that the three additional slots here refer to potential DLC characters, but we don’t get to use any of the DLC companions in the main game (nor do the DLCs share the main game’s art direction). So, this might be another indicator for additionally planned GFH/FFH we never got to see.
One of these was likely the Eagle FFH called ‘’Freedom’’ (Character/Unique/FFH_Eagle_Freedom), which was partially restored through mods on PC as its loaders and everything are still present. It is unknown why this was scrapped.
It also appears that there once were inventory (purchaseable?) items for almost each GFH (Boomer and Jess have none), as these placeholder icons exist inside the game’s ui\icons\inventory folder:
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Possible functions: Quest items you needed to obtain to recruit them (implying changed missions); Gift items (for potential level up?)
Now to return to the matter of recruitment: Deprecated mission strings suggest that originally you had to hire unique GFHs similarly to random ones; and that was part of quest lines. These lines appear in ‘oasisstrings’, the game’s main language file(s):
HIRE Jess RECRUIT Adelaide Drubman ADD Adelaide to your squad
In light of the old GFH screen I actually looked up the definition of ‘Squad’, and on wikipedia it is listed that a Squad is a team of 5+ members, further strengthening the theory that originally you could have 4 active GFH (plus the Deputy they’d be 5, therefore a squad). 
1.2 In-game Wiki menu
Some of the previous Far Cry titles have a sort of wiki menu that features short bios of characters, explanations of locations, resources and weaponry. New Dawn sort of brought part of this back with the ‘Survival Guide’ (accessible from the pause menu), but 5 does not have this at all. However, in the ui files there are still texture leftovers, implying this feature was planned and it had sections for Animals, Base Jumps, Characters, Destructible Structures, Fish, Locations, Parking Spots (Garages), Plants and Treasure Hunts. The following image shows the ‘undiscovered’ symbols arranged in that order.
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Again, no text entries along with a lot of duplicate and unfinished images imply this was scrapped early.
You can view the additional images (minus characters, because they will be handled in the next posts) here.
2. Abandoned Missions
This section will focus on mission strings that still exist in ‘oasisstrings’. For the sake of readability I removed the style code the game uses and the line numbers. You can easily find them by searching part of the text in the files or website listed in References. Please keep in mind that only the mission titles themselves are 100% like that in the files, any assumption as to what they might have been used for is purely speculative, but I attempt to always provide a reasonable explanation with evidence for the theories presented. Also I am not perfect, so it is possible I missed something in-game. In that case please do correct me!
2.1. Investigation Type objectives
There is a set of objectives listed that imply a different setup for Willis Huntley’s mission. It introduces the objectives PHOTOGRAPH, TAG, LISTEN and INTERROGATE:
PHOTOGRAPH potential property PHOTOGRAPH an animal slaughter TAG the target PHOTOGRAPH the target LISTEN to the conversation INTERROGATE the target PHOTOGRAPH cult signs and rituals: BRING the photos back to Willis
The release build mission has you tail someone and steal a VHS tape. None of the above objectives appear. It’s interesting to see that at one point there were mechanics in consideration that included intel gathering.
2.2. Quest centered around Melvin
The only Melvin I could find in relation to Far Cry 5 is Nadine Abercrombie’s grandfather. Melvin Abercrombie joined the cult. It isn’t assured that these objectives refer to him, but if they do it’d mean a potential mission where you speak to a lower ranked cultist.
Please Note that mission strings are not always in correct order.
TALK to Melvin LOOT Melvin's corpse REACH Melvin's house WAIT for Melvin to arrive GO MEET Melvin
2.3. The ‘Redeemer’ Objectives
At some point there was a quest-line revolving around something called the ‘Redeemer’ in Holland Valley. I could not find out what this thing really was supposed to be, but it sounds like it was either a boat or a submarine (???). In this line it appears that the garage in Fall’s End had actual relevance.
FIND a similar engine BRING engine to Mary's garage TALK to Mary's assistant TOW Redeemer Back the Garage (this typo is also in the file) SUBMERGE the Redeemer FLIP the Redeemer upside down GET IN the Tow Truck PUT the Redeemer on the Flat Bed
What this also implies is the inclusion of tow trucks and that there was a ‘Mary’s assistant’ character.
2.4. A few seperate Entries before we focus on plot relevant ones
In light of the afore mentioned wiki menues there is also an objective type that goes very well with its character section:
DISCOVER this character.
This could be attached to unknown entries in the character list.
There also is an unused objective called:
FIND the cow in the field
Which at first glance made me believe it was related to the mission at Cattle co., but it is not used there or anywhere else. I suppose we will never find out what was so special about this mysterious cow.
TAKE Joseph's writings
is also an interesting entry, as it is not related to the mission where you burn his book. This is again an unused string with unknown original purpose.
2.5. Mary May and John Seed
There are two particularly interesting unused mission objectives in relation to these two characters. 
For one, it looks like originally we were supposed to rescue Mary May from John’s ranch:
RESCUE Mary May From John Seed's Ranch
This could either be a replacement for saving her in Fall’s End or it is a mission that appeared later on in which John possibly captured her. It gets more possible applications with the next one, though.
FIND John and Mary May's secrets
Now, this one caught my attention immediately, because there are two big things that come to mind in terms of possible application. It could refer back to the novel Absolution in which Mary May gets captured and tattooed by John, heavily implying that part of the plot that made it to the novel was originally intended to be shown in the game (we will get back to this in the character episode when talking about Holly). 
Additionally, keeping the previous objective in mind, it could also imply that Mary has been converted during her capture (or her capture was planned) and played a different role in the story overall. Of course, all of this is only speculation as we will probably never know, but the objective specifically says ‘John AND Mary May’s secrets’, refering to shared secrets, not just one of Mary herself (which would fit more into the tattoo theory). 
   If you have ever even considered the possibility that Ubisoft might have cut a lot of stuff from the Whitetail region of the game, the rest of this Mission section should finally prove this to you. I’d like to make clear here that this is unbiased. I have tried to dig up deleted content equally in all regions but it just turns out that this is the one they really went wild with. There is nothing that stands out in terms of deleted or changed missions in the Henbane area and the Holland Valley content is mostly not that plot relevant minus the last examples just mentioned.
2.6. Eli and the Wolf’s Den
In the final version of the game we are told that Eli is an important character, but he is not very active in any way. Where Mary May assists you on the way to John’s Ranch and Tracey and the others at the prison fight by your side in defense missions, Eli will stay at the Wolf’s Den and have you run his errands for him. Just like the other mentioned characters he has full fight capabilities though. His AI is capable of using that bow, despite him never leaving the bunker.
As it turns out, he used to be a far more active character and there were multiple ways you could encounter him for the first time. For reference: In the game as it is now you will only meet him when he and his people rescue the deputy after Jacob’s first trial. You cannot enter the Wolf’s Den prior to this point.
Inside the game’s animations folders are these three subfolders including the respective files (JJ and Key03 is how Eli is often referred to in the files, I will get back to this in the character post):
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This means there were three ways that you would encounter Eli: Inside a cabin, through being captured in a net or by being released by Perkins. This was most likely Doc Perkins, giving her a bit more significance in the game.
The main cutscene files for these are not present anymore, only the animations remain so I could not find out where the exact locations for these were supposed to be at. I however, loaded these animations into a game cutscene so we get to look at them anyway. I have chosen Jacob’s death cutscene for the simple reason that there’s only the player + 1 NPC, it is daytime and there’s no intrusive DOF blurring everything. The video below shows all of them. 
Keep in mind that only the player animation matters in the first two! Ignore the rest. The third one features Doc Perkins and has her animation applied to her. As you can see it is very very unfinished, but it shows that she possibly unties the deputy or opens an animal cage, then drives away in a car.
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This unused mission string supports the theory of these different ways further, as it implies that you met him somewhere and he would guide you to the den:
FOLLOW Eli into the Wolf's Den
There are several other objectives that suggest a more active Eli, who might have accompanied you on some missions:
WAIT for Eli to arrive GO with Eli GO inside the Wolf's Den
2.7. Jacob and the Veteran Center
Before swan diving down a very deep rabbit hole, let’s address this unused mission string first:
TALK to Deputy Pratt
Sounds very unspectacular and like something you would do at some point, but this is never an objective in the game. The intended function will forever remain unknown most likely, but possibilities are vast, especially with the upcoming abandoned objectives.
There are hints at an alternate useage of Jacob’s bunker (specifically called bunker here and not armory). Mission strings are:
FIND a way out of Jacob's Bunker LEAVE Jacob's Bunker
Again, on first sight you’d think these are just what’s there in-game. But they aren’t. During the final mission it goes from RESCUE Deputy Pratt straight to ESCAPE Jacob’s Armory. There is no indicator that you’d need to find a way out. The objectives above hint that it was similar to John’s and Faith’s bunker initially, where you had to do a few more things before escaping. 
An observation derived from the game’s subtitle file is that at one point there might have been a differentiation between ‘Armory’ and ‘Bunker’ as, most likely, a random NPC says "I don't know where Jacob's bunker is. I'm not sure anybody does, but it's out there somewhere." The armory is (other than John’s and Faith’s bunkers) directly next to a main road, next to McKinley Dam. It is quite impossible to miss. Therefore this statement, along with the inconsistent switch between calling it ‘armory’, ‘bunker’ or ‘gate’, could mean there was originally a different bunker and the armory really functioned as such. 
Before moving on to more mission strings, there is one more subtitle entry worth mentioning: "When you tried to arrest Joseph, Jacob got wind of it and things got real crazy here in the Whitetail Mountains." It heavily implies that at some point, Joseph’s family might not have been intended to be present during the opening, and they instead found out about the arrest afterwards. As far fetched as it sounds at first, it does check out with the inactivity and absence of the three heralds after you cuff Joseph (and in case you ever wondered what the three of them are doing while you guide Joseph outside, they de-spawn and are gone as soon as you turn around).
But enough about that and let’s get back to more missions we never got to see.
For instance there is:
GO TO the Veteran's Center
Which, as most of you know, is impossible during the game because you get repositioned everytime you attempt to go close. This string implies a different kind of mission at some point. 
HUNT Jacob
No, this also does not appear in the game. The final mission goes from DESTROY Wolf Beacons to KILL Jacob Seed. Possibility in combination with the previous entry is that you were supposed to follow him back to the Veteran Center and that’s where the final fight would be. It could also imply a different kind of trial.
Small observation because we are talking about the final fight: The Prima Games’ guide (based on a pre-release build of the game, it will be featured more prominently in the next post) depicts Jacob at the bottom of the mountain during this encounter. WIth a lot of perseverance I’m sure you can somehow manage to replicate this in-game. But it is interesting regardless that they chose this image. It might imply that at some point he was not positioned on top of the hill, and instead closer to the area he finally dies in.
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Before we move on, here are a few other interesting unused strings:
TRAIN TRAIN yourself INTERACT with Jacob for finishing takedown TALK to Jacob
They imply a different way to end the fight along with the possibility to talk to Jacob at some point (unrelated to each other mind you). I have no clue in what kind of scenario you were supposed to talk to him. The only explanation I have is that trials were possibly supposed to be different at some point and maybe they had more intentions to explore the whole brainwashed aspect of it to the point you casually took strolls around St Francis. Now before you say I just made that up, I implore you to wait till after the next part to call me out on it, because there are reasons I offer that possibility up for discussion here.
TRAIN and TRAIN yourself might not be linked to this region at all. But it is interesting to have these sort of objectives as they form the ‘Train, Hunt, Kill, Sacrifice’ part of the region’s theme, when you refer back to other mission strings: TRAIN (yourself), HUNT Jacob, KILL Jacob Seed.
Now to get to the main part. If you ever used mods on PC that let you access the Veteran Center, you will have noticed that the AI acts very strange. Your assigned GFH might wander around, aim at nothing or even attack civillians. Cultists inside the area will not always attack you, while civillians will do. This is most likely why the developers were so quick to patch out the tricks to access the region without mods.
I have seen multiple speculations circling around, but the one that always struck me as the most plausible one is that there was some kind of mission after Pratt rescues you from the cage. It is a very discontinuous cutscene, in which you transition from the cage directly to the top floor of the Veteran Center, implying there were no problems for Pratt and the Deputy to get there, despite having to cross the entire guarded frontyard and going through multiple building floors to get to the office. So, naturally I wasted some time of my life trying to dig up stuff that proves this theory right and I...well I did find something.
Important note so you understand what’s going on here: It is very common in games to load objects underneath the map (outside of sight of the player) to assure they are properly loaded in when they are needed. I have seen posts circulating around which depicted Pratt underneath the building, suggesting they eventually had an area planned there. The more likely case is that Pratt was loaded there for later use in a cutscene.
Why am I saying that? Well, this following screenshot was taken underneath the map during the cutscene where Pratt rescues the deputy and it transitions to the top of the building. I have changed the time to daytime for a bit better visibility.
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What you see here is an entirely unused set of either cutscene or gameplay elements. A truck, Jacob (who’s absent in the cutscene we see), Pratt, a random NPC, a bag, a small table (unseen in cutscene), a single door (unseen in cutscene), a double door and 3 small pieces of paper (only two are in cutscene). I have kept watch on these assets for the entirety of the cutscene and none of them were moved into place. Meaning that all of these were here to be used in either a different cutscene or even a gameplay segment.
It brings me back to the mission theory, where there was a potential stealth segment between leaving the cage and entering the office.  Maybe there was an alternate cutscene for the case where you’d be caught and the one we see in the game is the one after successfully sneaking up there? We will never know for certain again but it is one possible explanation as to why these assets even still exist. It would also check out with the TALK to Deputy Pratt mission string, as you maybe had to speak to him after reaching a certain area.
Here are also some additional screenshots of the room in front of the office:
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It was modelled and filled with a few detail props we never get to see much of.
Another potential mission, which would explain the broken AI behavior better, is the already mentioned theory that they might have planned to do more with the whole brainwashing aspect. Cultists inside the Vet Center area do not shoot and are allied, while civillians act hostile, implying while the player is there they are considered to be allied to cultists. TALK to Deputy Pratt, TALK to Jacob or TRAIN (yourself) could have taken place during this also. Something that could support this theory is also this unused timelapse marking days passing:
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3. The Game’s Title and Closing Words
Internally the game is often called ‘fc zeta’, ‘zeta’ or ‘fcz’. So *sigh* of course I tried to find a deeper meaning behind it all and came to the sixth letter of the Greek alphabet ‘Zeta’. If you count Far Cry: Primal as a real standalone title, Far Cry 5 is the sixth Far Cry release. But because the Greek were special snowflakes or something, the sixth letter actually has the value of 7. So Zeta is actually 7 despite being the sixth. If you count Blood Dragon as a Far Cry release it’d mean FC5 is the 7th release. However, these theories exclude all the expansions and stuff for earlier Far Cry games.
Another indicator that Zeta might have been more than just a number, is this texture used as a decal on some clothing materials:
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I have not found someone in-game who has this anywhere, and they might just disable the transparency and use it only for the American flag. But still, why would they make such a decal texture in the first place? Maybe very early name of the cult or resistance group? 
Before closing this incredibly long essay, here is an old, unused version of the logo found in the files :)
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Phew, we finally reached the end. If you made it all the way down here: CONGRATULATIONS you just read a long af essay! Again, i’d like to remind you that a lot of what you’ve read is pure speculation. I tried to prove my arguments as best as I could with evidence that I provided but only Ubisoft knows what really happened. And they are unlikely to tell us.
The next post will focus on the expansive character list and I may split it into parts because there is a lot to say and show about some characters. 
I hope you have a nice day and thank you for reading ♥
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References:
text.farcry.info (website where you can look through Oasisstrings yourself!) languages\english\oasisstrings.oasis.bin languages\english\oasisstrings_subtitles.oasis.bin animations\narrative\cin_key03_q01_b00_meet_jj_cabin animations\narrative\cin_key03_q01_b00_meet_jj_net animations\narrative\cin_key03_q01_b00_meet_jj_release domino\user\fcz_proto_ld domino\user\zeta_dlcm ui\resources\textures\04_menu\tooltips ui\resources\textures\06_icons\inventory ui\resources\textures\05_hud\tutorials\_images __Unknown\XBT\AE800D066AB2E84A.xbt __Unknown\XBT\FD080AA2BBABE691.xbt Zeta on Wikipedia (english) Squad on Wikipedia (english) Prima Games guide (2018, collector’s edition, print and digital) reddit.com/r/farcry/comments/89nsf1/so_theres_3_missing_guns_for_hire_here_maybe_3/ __Unknown\BIK\C6AB10EDBC81E933.bik
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theduchessofdisaster · 4 years ago
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A Bird in the Hand
Warnings: kidnapping, dubious consent, mind control, imprisonment.
Most people dreamed about being heroes who went to UA, but not you. Your quirk was not the kind that was usable in battle, unless you had wanted to be used as a shield... and as much as you valued heroisism... there was a limit to your ability to be a team player.
You had set yourself a much less lofty, but perhaps more profitable (and realistic goal, let’s be honest) of going into the business stream. You had an appreciation for heroes and Their aim to be on the front lines. You would be happy to be a support of their dreams and ambitions. But, your aim was an internship at one of the hero agencies, wherein you could help the heroes of today and tomorrow carve out a space in the sun. You had a knack for building relationships, and striking a bargain, and hoped that would help you in your quest to assist the heroes of tomorrow.
Besides, with a quirk like yours, it was better to be as far removed from the hero radar as possible. What you had was rarely useful to anyone but yourself. Immediate and permanent healing. That didn’t mean that you didn’t experience the pain of an injury, sadly that was not the case. What happened for you was that your body rejected the physical manifestations of an injury. The moment a knife scraped your hand, your body rejected the cut. You might bleed, depending on depth, but no actual injury would occur. And you would never scar either, which was a nice bonus to have.
The medical professionals that you had met throughout your life had wanted to study you, and use whatever part of your quirk they could replicate. You had spent time giving samples and demonstrations of your unique abilities for quite a large part of your youth, and so had a bit of an aversion to hospitals even now.
You were close to a few of the heroes in both class 1 and 2, and the support students were on your radar as well. You weren’t necessarily popular, but you were known. As a student focused on your studies, you were open to socialising whenever exams were not pressing in.
It hadn’t taken long after the first sports day for you to be impressed by several of your year 1 classmates. Shinso was a standout for you despite his ranking and not being in the hero stream just yet. Still, you could see him going far, and it wouldn’t take long for someone to see that he was an exceptional candidate for it. You approached warily, happy to see that he was interested in you as well, and while not outwardly apparent, touched that anyone had such a good impression of his abilities.
You didn’t work too hard at maintaining the relationship, but frequently said hi, or caught up with him in the moments he was available. Your no-nonsense attitude meant you rarely cared about what his ability could do to you, only what it could mean as a future hero. He also was friendly and driven enough that he made a good aquiantence and friend.
You had no idea that your attentions had Shinzo feeling any certain way. That his eyes lingered on you long after your brief exchange. He was thankful for the attention, and your interest in his abilities made him feel appreciated and liked. That you were also beautiful was not something he took for granted. He enjoyed watching the way you walked to class, how your eyes were viligantly watching your classmates. It was all very intriguing. Besides, Shinzo liked when your eyes found his, and he enjoyed the nod or smile he received whenever your eyes met. You didn’t seem to notice that his eyes had already been trained on you.
But Shinso had also been contacted by the league of villains, and his constant failure to get into the hero stream at school had left him aching for something more. When shigaraki had mentioned he would need some sort of Guarantee of his loyalty, something only shinso could provide, well his thoughts went dark. He knew someone he had said. Someone who had the ability to heal rapidly. Someone who no hero. He didn’t realize just how intrigued Shigaraki would be at a talent like yours.
So when he spoke to you one day with his eyes in yours you didn’t feel any different than usual. You were talking to him as you normally would, only to feel your mind go blank and your conscious no longer... there. You had taken a back seat to his will, a passenger in your own mind. He led you down alleys and streets far from school, and his voice was all you could hear in your head. You stared out the windows of your own eyes, but found no way of speaking your panic, no attempt to regain control was working.
You wanted to trust the boy who had smiled at you, wanted to know that he had your best interests in heart no matter how unsettling or wrong this felt. Still as your mind stayed securely locked on the back of your mind, and your senses dimmed you realized until he let you go, you could do nothing.
You paid little notice to where you were until you were switched back to being in control of your own body, and at that point you were only aware that you were in a smoky dimly lit bar. The eyes of shinsou and someone else you had seen before were on you as they discussed you.
“This is your exchange? Really? She’s a pretty little thing” The man covered in hands said, a red eye Largely obscured from view peering out you. “What did you say she has, a regenerative quirk?” He smirked at you, and his hands inches closer to your arm. You tried not to flinch as he laid restless fingers on you, laying them down one at a time, then drumming them on your skin, never allowing all of them to rest on you at once. You could feel a thrum of energy from him, but simply watched him with trepidation.
Yours eyes met Shinsou’s who for the first time since you knew him showed obvious displeasure, his jaw working to grind his teeth, his eyes focused on the fingers thrumming against your skin. Why did he bring you here to let someone touch you? “Why are you..” you start to ask, only for him to shake his head. Your eyes focus back on the man with the hands on you, and he gives a perverse chuckle as he hears your voice.
“Isn’t she sweet, and obedient too. Not going to ask your questions?” He cocks his head to the side, and you frown. Your logical mind knows you should be screaming, but you lack the information you need to know what is going on. Perhaps it wouldn’t be the worst to ask something? Your comb through your memory, aware of seeing this man somewhere, hearing that voice.... your blood stills in your veins when the recognition hits. You know who this is.
“Why am I here?” You ask him, looking at him rather than his dancing fingers. Your voice shakes slightly, but you try your best to sound calm. You know what he could do now, and you are not looking forward to finding out how your quirk holds up against his. And with a eye to shinsou you ask him “you know this is not how you get into the hero stream right? Were we not working on that together?” Your disappointment is almost worse than your fear. If you had your notebook you would scratch him off of the top of your list of heroes you would manage someday.
He has the gall to look unashamed. “Sadly, there is little chance of that, and I got a better offer.” He said. There was a moment where his breath hitched before he resumed his unapologetic air. The other man gave a mildly manic cackle and your eyes returned to his.
“My turn! I can tell you why your here... your little friend mentioned what you can do... and my little NPC I wanted to see if you can carry my burdens...” he smirked at his little joke, and his restless fingers clamped down on your arm. There was a tingle and your arm felt his attempt to disintegrate you, your skin knit itself back together over and over, as his quirk tried to battle against your quirk. You could feel it trying to work on you, the pain of falling apart ever present as his hands touched you, but you refused to break under him, regenerating over and over as he stayed pressed against you. When he pulled away, your skin was perfect. No mark or scar. “How perfect!” He said with glee.
He brought both hands down to your face, and the pain was immense, yet no longer how long he held down, your body refused to show any damage. You cried out, you could feel what he was doing but, no matter the pain your body refused to let you feel it. It hurt, it burned. And tears streamed down your face as he laughed at you.
“Perfect! Perfect!” He said, backing away. You cried out as he let you go, and lent your head back against the chair headrest. “She was made for me...” he said, his voice hushed as he looked you over once again. Your body slumped in horror at the look on his face. He turned to Shinsou, and gave a broad grin. “Your pledge is accepted! You passed level 1! Welcome to the league. Now, do you mind getting out of here?” He said turning back to you. “I got a companion quest to start.”
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curechocolattymilk · 4 years ago
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TES V OC Thingie
[Got tagged by @jessaryss​ ! ]
Pause your game! Wherever your OC is in their game currently, tell me about their story so far.
✧✧✧ General
Current Level: 56
Name: Jeer-Tei Perdes
Name Meaning: Literally got it from a name generator lol. But lore wise it was a name gifted to them in honor of an Argonian who served beside Tei’s mother during the Great War
Pronouns: They/Them
Age: Early 30s where they are story wise???
Race(s): Argonian
Place of Origin: Hammerfell
Pick A Theme Song For Them: oof that's tough... From a Crowded Wound or maybe even Firstwake? If you really played around w personal interpretation/the lyrics that is haha
✧✧✧ Locations
Where Did You Begin Their Game?: Argonian Assemblage, Windhelm (Alternative Start)
Where Are They Currently In Your Game?: Whiterun
What Are They Doing There?: Just finished attending a party held in their honor (Post Blood of Kings)
Homes?: Breezehome, Proudspire, Lakeview & Autmnwatch
# of Locations Discovered?: 274
Dungeons Cleared: 104
Misc. Quests Completed: 87
Favorite Areas and/or Locations: Falkreath / Lakewview Manor. Both areas are where Tei heads off to in order to collect their thoughts/feel some sense of calm.
✧✧✧ Main Quest
Are They Dragonborn / Do They Know It At This Point?: Yes & yes
How Do They Feel About Being Dragonborn: It's...complicated, being thrust into the role of savior by gods of the Cult, which in turn are followed by the folk who see you lesser than them. Tei already has a dislike towards the Divines, this doesn't really help lol
Main Quests Completed: 21
Where Are They In The Main Story Line: Alduin's dead, currently trying to ignore the Civil War as long as they can before the Empire forces its hand into forcing them to join their ranks
Dragon Souls Absorbed: In total overall? 147. The amount currently stored in Tei? 45
Words of Power Learned: 64
Shouts Mastered: 21
Favorite Shout: Firebreath / Dragonrend
✧✧✧ Combat
Most Used Weapon(s): Daedric war axe OR Dragonbone battle axe. Tei technically has both on them at all times during adventuring, alongside a shield, so which they used depends on the situation/which they grab fastest.
Combat Style: Two/One-handed tank. Main tactic is to rush in, cause as much damage/chaos as possible to shake up the opponent, & clean up what the ranged attackers of the party (usually Rumarin, Inigo and/or Lucien) weren't able to deal with.
Armor Type / Level In It: HEAVY ARMOR BABYYYYY (Level 100 + 35 extra points via enchantments)
# of Training Sessions: 99 in-game, lore wise its a lot of self-teaching/keeping their skills learned from Hammerfell sharp. Some of these are magic but lore-wise this doesn't happen cus Tei is not a magic user, save for shouts. I just did those in-game for exp OR so I can help Lucien raise his magic skills :'D
Who Taught Them?: In-game?? Fuuuck so many npcs. Lore-wise? They learned this from their schooling in Hammerfell, going off the canon-lore that it's p much expected for everyone to have a grasp on combat & weaponry! Though they did learn a few things from Kaidan & Anum-La.
Favorite Enemy Type: Dragons! Despite the fact Tei does not have the best magic resistance, it's one hell of a challenge they love to meet.
Least Favorite Enemy Type: Automatons, because of a bad experience with them as a child. Also Undead, because they were raised not to disturb them & it just feels so wrong having to fight them/go into tombs.
People Killed: 945
Animals Killed: 749 (Hunterborn makes hunting fun lol)
Undead Killed: 766
Automatons Killed: 105
Daedra Killed: 136
✧✧✧ Magic
Favorite School(s): None, actually. Destruction is okay though....they guess
Most Used Spell(s): Firebreath or Dragon Aspect. Tei doesn't consider shouts spells though. It's totally different guys shut up they ain't no smelly mage gods
Spells Learned: 9 in-game, mainly due to the spells you're kinda forced to learn for some quests/the ones you automatically know
Items Enchanted: 19 (Tei technically doesn't enchant, and wont next playthrough for sure I wont give in this time >:[ )
College of Winterhold Quests Completed: 8
Where Are They At In The Questline?: Main quest is done bcus i dont like seeing unfinished quests in my journal lmao. Tei's involvement is completely different from canon though in my take. Moreso was hired as a guard for the expedition & was, unwillingly, dragged into the rest of the mess. Is not offered the Archmage position, that went straight to Tolfdir.
Opinions on Magical Guilds (Arcane University, Winterhold, Psijics, Synod, Radiant Dark, etc.): As they get older, they tolerate the guild & magic users more n more, BUT, Tei grew up in an environment that frowns upon the practice of magic, & it shows. They mainly mistrust necromancers/illusionists & still hold onto that belief that reliance on magic, especially for combat, is a weakness.
Bold words for someone with shit magic resistance.
✧✧✧ Crime
Current Gold: 10,640
How Did They Acquire Their Gold?: Odd jobs, selling a lot of the items they made/harvested from smithing & hunting (jewelers are their go-to hirers bcus Tei is great at getting things like ivory), Dwemer ruin diving (they refuse to loot the tombs), also yknow....being part of the Dark Brotherhood helps
Largest Bounty On Their Head: 11,240
For...?: Unfortunately they did not stand down when they were being falsely accused of murder in Markarth. First time Tei called down dragons (Sahrotaar, specifically, Tei managed to get command of Miraak's dragons post-Dragonborn) to absolutely smite some fools.
Current Bounty: None! They're good at not getting caught/threatening and/or bribing guards. :)
Locks Picked: 15 i think?
Jail Time: 1, Cidhna Mine
Jail Escapes: 1, teamed up w the Forsworn lol
Murders: 28
Assaults: 307....In their defense people keep getting in their way during dragon attacks
Items Stolen: 37, most of them from the nobles of Windhelm
Thieves Guild Quests Completed: N/A (wont be doing this storyline unless i cant find a mod that'll let me get the shouts locked behind it)
Dark Brotherhood Quests Completed: 20
Where Are They At In Those Questlines?: DB is completed main arc wise!
✧✧✧ Relationships
Relationship Status: Married to two lovely fellas
Current Companions: atm? none
Housecarls: Lydia & Rayya
Friends (outside of party): Zora Fair-Child, Inigo, Lucien, Anum-La, Morndas, Aela the Huntress, Nazir, Babette, Scouts-Many-Marshes, Isobel, Madesi
Children: Khash, Chases-Starlight, Ram-Ku. (going of where Tei is now - Otero & Mei come around later on in Tei's story!)
Romantic Interest(s): Kaidan & Rumarin.
Sexual Orientation:
GAY
✧✧✧ Religion
Pantheon: Yokudan, with a hint of Hircine worship in there
Patron Deity(ies): From the Yokudan pantheon: Tei mainly views HoonDing as their main patron, but also prays to/pays respect to Satakal.
They are also Hircine's champion.
Daedric Quests Completed: 3 (Hircine, Vile, Dagon - the last Tei didn't really help, moreso pissed off)
Aedric Quests Completed: 1 if you count the whole Alduin thing I guess?
How Devout Are They?: Tei is rather devout, esp to their Yokudan patrons, praying or making offerings daily. They aren't the type to really push it in your face though, but have no issues answering questions one might have.
How Do They Feel About Talos Worship?: Deep down they acknowledge & admit trying to ban worship is terrible, but....Tei also lets their bias/experience with Windhelm, the Stormcloaks & especially Ulfric kinda cloud over this. If the Nords want their old ways so damn much, why fight for a divine from the Imperial Cult? Why not go back to the actual old ways? No, this isn't about worship, not to the men leading this so-called rebellion, they just needed something other than their racist bullshit to fool the common man into throwing their lives away for the nobles sitting comfortable in their thrones.
Also during their whole thing of getting into their role of dragonborn, they get a bonus 'fuck this dude actually' towards Talos, Ysmir, whatever the fuck he calls himself. (tldr; it sucks but good luck hearing Tei say that fully)
✧✧✧ Politics
Gray-Mane or Battle-Born?: Neither, ask them again they will punch you for the love of Ruptga they get asked that every time they enter Whiterun.
Stormcloaks or Imperials?: Also neither, Tei hates em both n think they can all choke. Unfortunately they were forced to join the latter due to, yknow, calling dragons & causing massive damage in Imperial territories during isolated fits of rage and the group being more aggressive in wanting something in return for "letting it slide"....oops
Opinion on the Thalmor?: Oh absolutely despises them, they loudly complained having to work with them during the CW & would go out their way to disrupt their plans/piss them off. Sneaking was an option they did not take during the Embassy quest, if it helps paint the picture.
Opinion Of Ulfric Stormcloak?: Tei doens't say they hate people often...but they sure as hell hate Ulfric. Again, their experience in Windhelm added to this heavily, how both the Dunmer & Argonians were treated like shit, with no help whatsoever from the Jarl or guards when the local Nords targeted them. It's still up in the air if I keep this for Tei's story, but I have it where they knew Chases-Starlight's parents, who were killed. When Tei went up & demanded justice/an investigation, only to be brushed off because it "wasn't a priority," it completely destroyed what little empathy or hope they had left for Windhelm as a whole.
Opinion of The Empire?: Cowards too weak to continue fighting back against the Thalmor, in their opinion, & holds these views they grew up with even when being strong-armed into aiding them. If anything they're at least attempting to use their influence to hint towards a rebellion against the Thalmor, but the Empire could also full-on dissolve & they could give less of a shit.
Civil War Quests Completed: 0
✧✧✧ Personal
How Are They Doing? Need Some Juice? A Nap? A Hug?: The whole event of Blood of Kings has fucked with their head, to say the least. It's the starting point of Tei's eventual spiral. So uh...yeah they're not sure how they're doing everything they knew about reality was kinda challenged & they don't rlly have anyone to talk to about it so its cool, its fine, its all good.
A nap is probably needed, not sure about a hug theough they're super flinchy rn
Days Past In Game: 196
Hours of Sleep: 846
Food Items Consumed: 1833
How Many Playthroughs Have You Done With This Character: Tei actually is an older character from the 360 days so uh...maybe 5 at most? This playthrough & their S:EC one coming up when the mod releases being the main ones focusing on their story
Overall How's Your Level Of Fun: Alright I would say! I just been stepping away from Skyrim more often lately to avoid burning out from it
Must Have Mods To Play This Character (for story or other reasons): Ordinator, Wintersun Faiths, Immersive Armors, Sarcastic Player Dialogue, 3DNPC, Inigo, Lucien Flavius, Kaidan 2, Khash the Argonian, Alternative Start, Leviathan Animations, Beast Race Body Paints, Beast HHBB, Apocalypse Magic, Deadly Dragons, Growl: Werewolf Overhaul, Pronouns, uhhh....idk what else without actually listing my current modlist lmao
----
And that's it for Tei! Anyone who wants to do this go on ahead!
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cosmiciaria · 4 years ago
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Assasin’s Creed III Remaster review - Spoilers! - Long post!
I wanted to keep this spoiler free, but as this game is such a narrative experience, I don't think I'll be able to. I'll try to keep them at minimum, but be warned: there are major spoilers ahead. By the way, this game is almost a decade old, so y'all had plenty of time to get spoiled beforehand. And if you're reading this, it's because you like this game and you probably know how it ends.
Review under the cut because this is way too long. 
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As always, I express my feelings and impressions regarding my experience with a game – I write it because I like writing reviews instead of, I don't know, recording a video for YouTube. I'm not a YouTuber and I feel safer behind a keyboard where people don't point out about my weird accent (the accent every Hispanic person has when they speak English). Since the pandemic started, I found refuge and comfort in AC games, with Syndicate being my first contact with the franchise, and Unity solidifying my love for it. I found strength and weaknesses in all the installments I've played, which are almost all of them by now (excluding the first AC with Altaïr, the new saga with Origins, Odyssey and Valhalla, and Rogue). I've also platinumed three of those games I've played, and I'm on my way to platinum this one, so I think I can speak from a deep fan standpoint by now.
Since Syndicate, I studied from up close each of the protagonists of the mainline games. I felt drawn to Arno because he looked like one of my oc's (and his girlfriend looked like my oc's girlfriend as well); I wanted to learn about Ezio because he's a fan favorite; I wasn't at all impressed by Edward but ended up growing fond of him; I respect Altaïr for what he means to the Brotherhood; but I can safely say, that I haven't felt as attracted to a main AC protagonist as I felt with Connor.
From the moment I knew he was a native American (such a bold choice, it seemed for me) I felt instant attraction – but not the, idk, physical (he's a cutie I give it to you), but because of what he could bring about as a main character. A perspective we don't usually get to see, and personally, as I'm not American, a point of view to educate me on a different side of history. I wanted to see what they could do with him as the star of the game, I wanted to play with him and understand how someone like him could rise up and become a protagonist of such a well known and beloved saga of games. I applaud this decision from Ubisoft, whether they did it because they wanted to look progressive or not, I don't care, I'll always cherish that the protagonist of a famous videogame is a Mohawk. And with the American Revolution as the main stage, no less. Such an important scenario to strengthen the virtue of independence, patriotism and love for a country, going hand in hand with a character that represents America even more than the Founding Fathers.
(Also I'm a Hamilton Fan Trademark so I couldn't stop singing random parts of songs while playing this game, it was a nightmare every time Lafayette appeared on screen because I JUST HAD TO start mumbling Guns and Ships)
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I lunged blindly into this game – I'd only spoiled myself the very ending because I played Black Flag before – so imagine my surprise when I first saw Haytham, Connor's father, as the main protagonist.
So here's the deal. Let's clear this out of the way.
I thoroughly enjoyed the game. It was what I expected and more.
But.
Yes, there's always a but in AC games, you know the drill.
As I kept playing with Haytham, charming though he was, I kept thinking to myself "ok but when does Connor come into play". I also already knew Haytham was a Templar, so the end of the first few sequences didn't catch me by surprise – actually, what caught me by surprise was that there was no mention of Assassins or Templars during the "prologue" with Haytham, instead you're left to believe they're all Assassins until he prays to the Father of Understanding and you realize with a gasp "oH NoO!".
You play with Haytham the first three sequences. One of these have the most memories out all of the sequences more or less. This whole thing can take up to three to five hours depending on how much time you wish to put into exploring or completing the optional objectives. And still no signs of Connor.
Connor does come eventually – as a child – by sequence 4. It's not until the end of sequence 5 that you get to play as (almost) adult Assassin Connor, so maybe five or six or even seven hours into the game and you're barely starting.
I know what they did here. I understand. And this is what I meant when I said they were going for a 'narrative experience'. To make you play as Haytham before, to lure you into a false sense of safety believing he was an Assassin working for a just cause, to make you feel invested in his relationship with Ziio – only to discover he's one of the bad guys, that will eventually give birth to our true hero of the game – it sediments everything perfectly. It tells you everything you need to know to understand these characters and their motivations. I can see where they're going and some of it can be quite predictable, but it was done right. On the narrative aspect at least.
I got used to Haytham by the time we switch to Connor, we're used to his cloak and his three pointed hat – his accent, his sassiness, his everything. You grow fond of him and you think, hey, maybe it isn't so bad to not play as Connor, I can roll with this – until the sudden change happens. The game completed its purpose: let you know and care for Haytham, only to strip him away from your hands and bring you the real protagonist with an interesting background that didn't need to be told, but it was instead shown to us players. What a better way to tell a story.
But the problem is – most of Haytham's memories are fillers. For starters, the very first memory where you appear in the opera house (similar to that one at the end of Black Flag… mmm) serves as a tutorial for climbing and killing with the hidden blade. Then the whole memory on the ship to Boston – completely expendable and removable, the story doesn't suffer from it. All the memories used with Haytham as tutorials – how to shield from an open line of fire, how to use ranged weapons, how to sneak and find stores and viewpoints, how to use horses and walk on snow, fricking Ben Franklin – everything, everything could've blended in better. You could still tell the story you wanted in only one sequence playing with Haytham, and end it the way it does end in sequence 3, without avoiding any important detail to frame Connor's backstory as well – but instead, this part with Haytham does feel like it overstays its welcome, and by the end you're just hoping it ends soon, it drags on for too long, and there's no real sense of thread pulling the strings together here, everything just kind of 'happens'.
But the never-ending prologue doesn't end there (badam tum tsss), because Connor still isn't an Assassin. Connor is not Connor actually, as I had been led to believe prior to playing this game: his real name is Ratonhnhaké:ton, which I wish it was used more often than it was. Ratonhnhaké:ton is like four or five years old when you first play with him, and his village is assaulted by what we assume are Charles Lee's men, a Templar and companion to Haytham. Ratonhnhaké:ton swears revenge upon these putrid British invaders and he grows up resenting the death of his mother, who died in the fire provoked by these Templars.
Not even knowing what a Templar or an Assassin is, Ratonhnhaké:ton is sent by one of "the spirit guides" (actually, Juno, one of the Precursor people) to seek the Brotherhood. When he's around 14, he sets out of his village into the wide world and finds Achilles, who will become his Assassin mentor – that is, after completing a set of tasks that yet again seem to go on forever. Ratonhnhaké:ton turns into Connor to cover his true origins, a name I thought it was random, but by the end I realized how wrong I was.
It isn't until Connor turns 17 that he becomes a fully-fledged Assassin – and you might think, well, Ezio became an Assassin at the same age – yes, but it didn't take him five sequences to reach there. I can't believe I'm defending Ezio.
It's not that I didn't enjoy playing as Connor when he was a kid, no, and I also don't think that part of the game should be skipped since it shows his people, family and friends – maybe comprised, yes, into only one sequence – the real problem here is the fact that first you need to play what could be considered the longest prologue ever, even longer than Kingdom Hearts 2's one, and you're teased with grasping the real protagonist but no, because there's still more 'prologue' to cover with Connor's rise to the Brotherhood. The real, real story, begins in sequence 6, and even then you still have a lot of tutorials to listen from the NPC on duty.
And if you do the maths – you're halfway through the game – halfway! – and you're just starting. The game has twelve sequences and the meat of the plot is on the last six. Then, why did I play all the previous parts?
For the 'narrative experience' thing I talked about. They wanted to lay the groundwork for a better, compelling storytelling, and I can appreciate it, but not when it hinders the pace of the game this way.
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That is, certainly, my biggest issue with the game. The pace. If you're going to give me such a slow start, introducing characters non-stop, and only give me resolutions, discoveries and action packed sequences on the later half, then the story isn't balanced at all – I understand that at some points you need to slow down and sink in what's going on; you can't also introduce ten characters in one cutscene because that's just bad story telling – but the memories of this game are clearly not well organized and weren't thought with the player in mind, but rather with the story in mind. To think that the first mission you do as a full Assassin is to receive more and more tutorials on how the fast travel points work and how you can lower your notoriety (as far as gameplay goes in this mission, it's only walking around at a slug's pace to follow the NPC giving you instructions) it does feel like a slap in the face after all the things and hours and effort you put into it to finally reaching this point (which, I remind you, it's by sequence six!).
It's at this point where I can't blame people for not following through with this game. I have plenty of friends who abandoned it even before reaching this part. And I found myself having trouble to return to it: I only wanted to go back to it because I knew I had to like Connor, I knew he wouldn't disappoint me as a character.
Boy, was I RIGHT!
Now, to be honest, I may be biased, like I said: I was instantly attracted to Connor due to his backstory and I wished to see what he could bring to the table. And I have to say, he didn't disappoint me at all.
Maybe you know or maybe you don't, but up until this point, my fave Assassin was Arno: he showed weaknesses and he suffered the consequences of his actions, to the point of no return, that rendered him vulnerable and a mere human being. And I love me a good vulnerable character who knows their limits and strives to get out of that pit. I love me a good, compelling character that has growth and agency and isn't made of cardboard or has a one-dimensional personality. And Connor delivered on this front.
Connor might very well be my new fave Assassin. I'm sorry, Arno. I still love you babe. But Connor… I never found myself rooting for a character more than I did with him. I wanted him to succeed, I wanted his people to be saved, I wanted to see his ideals become a reality – and he's got so much agency, he's a storm when he comes into a scene, his naivety mixed with the brutality of his killings, the simplicity of his reasonings – he's an idealist, and he fights for it, whether we like it or not, and that devotion to his own creed is at least respectable, let alone admirable. He's never downplayed for his upbringing or his ethnicity, he works among the most notorious people as if he was another one of them, he's well respected in his community, he shows kindness and always offers a helping hand to those in need, but never doubts to plunge his blade into this opponent's throats, fearlessly, he doesn't mind telling George Friking Washington to shut the hell up and not follow him because he'll kill him (there's such a pleasure in a native reprimanding enslaver Washington) – he's, simply put, a great hero.
I've seen many complain that he's boring, or that the actor who played him, Noah Watts, delivered lines in an emotionless way – the only thing that could make him 'boring' is the fact that he's not a lady's man like Ezio was, and to my eyes that's a plus. He speaks slowly and modulates well in English because that's not his mother tongue, and I can appreciate when a company puts these little details, like his way of speaking changing throughout the game as he gained more confidence with this new language he was learning to use. As non-English native speaker, I certainly can commune with the feeling of adapting my tongue and my brain to a new language, and I also know that I speak weirdly to those who are native, maybe I don't have the same intonations, and maybe I sound emotionless as well, who knows, but I can't think of a better portrayal of a non-English character speaking English in videogames than this one. They remained faithful to his culture, and even though I noticed Noah didn't speak Mohawk as fluently as English, I can still feel pleased with the fact that Connor speaks in his mother tongue in all of the scenes he interacts with Mohawks (that's something they did better here than in Unity, where not a single character has even a French accent. I switched the language spoken to French in my subsequent playthroughs, much to my disappointment, because I really liked the Canadian actors). I know subtitles may seem threatening to some, but I wish they did this more often: deliver more lines in the original language of each of the protagonists. It shows care and respect. And I think this game excels at respect.
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So, yes, I liked Ratonhnhaké:ton, as you can see. Maybe a lot. Too much.
I also really, really enjoyed his relationship with Haytham.
When Haytham appears back in to the fray it's when the plot picks up. Their interactions are gold: I love the rivalry, I love that Haytham is constantly testing his son, and I love the tiny bits that may show or make us believe that Haytham has a soft spot for him – I love that we never truly know what's going on through Haytham's mind, why does he do the things he does – but what I enjoyed the most about these two fighting together is the fact that they represent opposing forces, a clash of interest, and they bring back the concept of the blurred line between the Templars and the Assassins, their different methods. Haytham represents the collectiveness of the Templars, through him we learn of what they truly uphold as right and just, and behind some of his reasonings you can see sense and understanding – you comprehend his goals, you get to know your enemy, your antagonist, which is something, for instance, the Ezio trilogy lacks (because Templars bad bad pium pium die Templar bad guy) and Unity and Rogue tried to do but ultimately ended wasting its potential. I never understood Templars more than I did through Haytham, and sometimes I found myself nodding at some of his statement, like 'hey… huh… he's not that wrong about this…'. But still, we're led to believe that the good guys, the Assassins, are never wrong, so we pull through with Connor – only to realize that yes, Haytham was right in many aspects, and yes, Haytham has lied to us and he needs to be stopped.
It's here when my love for Connor reached its ultimate stage: when he denies both his father (Templars) and Washington (for whom the Assassins were working). It's here where you see the true agency of this character. It's not black or white, as Ezio's games were; it's not that he was expelled against his will from the Brotherhood like in Unity; it's not that because of a clash of interest now he resorted to the Templars, like in Rogue; no, it's the philosophy of the very first AC game with Altaïr: Templars and Assassins are one and the same, they only differ in their methods, and when Connor comes to this realization, his struggle is visible and he puts his people first. Like always.
He remains true to his personality. He's grown, he's seen the truth, but he must make a decision. And after all, we're here because we want to see him protect his people. That's his real main driving force and we root for him because of it.
Now, I've spoken a lot about our main character. But, what about the secondary ones?
Achilles, Connor's mentor, hides more than he's willing to share – but slowly his backstory unfolds. In his homestead, Davenport, you're able to build a community with different townsfolk that you can invite to live with you through special sidequests, which combine plot and gameplay seamlessly. Through the homestead missions, you get to know Achilles and the other inhabitants and you see them thrive and grow into a tight-knit community close as family. I daresay that these missions were my favorite out of the whole game, and seeing the town grow not only in NPC's walking around but also in sounds, steps, people working and laughing and dogs barking and kids playing, gave me all the fuzzy and cozy feelings of a warm blanket in winter. Most of Connor's innocence and kindness is shown through these missions, and there are also some really good jewels hidden there, like the quest that asks you to guide the pigs back inside – damn. This game gave me very good laughs.
On a gameplay level, this game is light years away from its predecessors – the parkour alone has been revamped and revitalized, making it more fluid. Free running now isn't a chore anymore. Now you can hunt, which is a great part of Connor's backstory and culture, so it's good to see they blend gameplay with plot like this. There's a crafting system that took me ages to understand, but thankfully I got the hang of it. The combat is pretty much the same (counter kills always for the win) and the difficulty remains quite easy, as the games that came before. I wasn't looking for a challenge so I'm fine with it. Now, if you're looking for a challenge… the optional objectives got it covered for you. Because, good lord, they made these stupid main missions so much unnecessarily HARDER and IMPOSSIBLE to complete without having three or four ragequits and sometimes you have to restart up to ten times. To be honest, I never found myself more enraged with the optional objectives than I was with these missions, and I thought Unity's optional constraints were stupid ass complicated, I was wrong. This game. Must be. The most. Annoying. Piece of videogame. To platinum.
Apart from the 'oh I want to die optional objectives' thing, you have naval missions – which, yes, you guessed it, take place on a ship – I guess they were testing the mechanics for a (not so far away) future pirate game, because I can see the seeds of what later Black Flag came to be. It's serviceable and it fulfills its purpose, but as I don't like ships much, I left it on hold for the endgame. 
If you don’t dig the naval missions nor the main missions, there’s plenty to do in this game: you have the aforementioned homstead missions, the club challenges (which can take... quite a while), the underground fast travel points (a nice change of pace, though you can easily grow tired of them), the liberation missions, which will see you help liberate a city from Templar control and recruiting a new Assassin apprentice, much like in Brotherhood and Revelations; taking Forts, hunting like there’s no tomorrow, courier, delivering items and message delivery missions, a ton of collectibles, etc, etc. 
You might realize I stopped talking about the plot by the time I reached sequence 6 – yes, it's because I'm a little upset with it.
I said that we're here because we want to see Connor protect his people and triumph against the Templars. Yes. We receive that, yes. Amidst. A thousand. History. Lessons.
In my Ezio's Collection review, I complained that in Revelations we were shoved history in the face – I hadn't still finished AC3, because then I would've mentioned something about it. Connor comes across all the important figures of the American Revolution in such a contrived way – he acts as a guardian angel of this revolution, aiding each of the emblematic characters that took part in. I can roll with it in my suspension of disbelief (how come this one person was present at every major event, you know), what I can't roll with is the fact that he was present at the Declaration of Independence – this is some Ken Follett level of bs of probability of something happening to a character. Besides, it's always latent though never truly explicitly addressed, but Connor's skintone was something that should've deterred him from even speaking to someone like Washington – let alone, be present at the moment they signed the Declaration. He does mention at some point that freedom and this new nation was only for white men, and that he acknowledged that slaves deserved as much freedom as everyone else was fighting for; I'm glad he addressed the elephant in the room, though I'm also glad they didn't make the whole thing about it, because normalizing a character like this as a main protagonist was the main idea, I think, when they chose a Mohawk to represent the American Revolution. Still, that someone like him was able to achieve all he achieved in a plot like this, it only means he has some kind of Main Protagonist Shield, otherwise I doubt this could've served as a realistic story for anyone else in the same situation as him. It's, uh, a little hard to believe, that's all. Whereas I can see Arno existing within the historical frame of the French Revolution, without being the one that let the guillotine fall on King Louis' head, this one was a little more far-fetched.
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I haven't touched upon the Desmond part – the present day of this game is more, uh… present than ever. And I loved it! I loved it because it delved deep into the Precursor's lore, and also it fleshed out Desmond's relationship with his father, and we actually do shit with Desmond – though that part of the Brazilian stadium, huh, for a company that paid too much attention and consulted with experts on the Mohawks, they clearly left Brazil out of their investigations. I forgive them, they tried.
The music… didn't have as much personality as other installments, it was kind of there, and right now I can't evoke a single theme except for the main menu one, so there you go, it's quite forgettable for my taste, sadly.
I forgot to mention that: this game looks gorgeous. I played the Remastered version of the game, and sometimes it looked like it was done for the PS4 instead of being a remaster (it does look better than Black Flag which came afterwards!). Lighting is magical, the trees breathe life into the screen, the water effects are crystal and realistic; many times I felt like was horse-riding in a Last of Us game (yes, I just compared Ubisoft to Naughty Dog, don't hit me). Davenport Homestead is my favorite location, now more than ever, because it's not only beautiful, but it also means home.
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This game accompanied me in a very important moment of my life: I sprained my ankle and I spent a week in bed recovering, while also pondering about my job and the prospects of my future; I took many decisions while playing regarding what I want for my life. I cried at the end because I realized I had become too attached to the characters and because I was so sad to see Connor keep losing things. It all comes full circle by the end. It's a very mature ending, maybe a little unfulfilling, but reality is often disappointing and not everything needs a happily ever after.
All in all, my major complaint goes to the structure of the game and the poor organization they gave to it (AND THE OPTIONAL OBJECTIVES DAAJKSDAD). But Connor as a character in itself made it all worthwhile for me. And I'll always cherish him. I know he won't resonate with everyone, but he resonated with me.
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sweetest-honeybee · 4 years ago
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To Hell and Back
Chapter 31
Summary: Introducing a new evil hermit in the story and Doc nearly chokes BadTimes to death.
Characters: Doc, Impulse, BadTimes (Oscar), Hex (my Evil Mumbo) (NPC Grian, Xisuma, Hels, Wels, and Evil X mention)
TW: Strangulation and (kind of) swearing I believe?
Notes: Yes, notes will become a consistent thing lol, but I love this chapter a lot because of Oscar’s characterization :D
——————
The Evil Hermits were interesting to say the least. BadTimes led them around the vast area which resembled their server in some way. The land seemed generated quite the same, and in the places where their bases were in the overworld, they were there in HelsCraft, as BadTimes called it. The castle for The Champion was actually the Hels version of Grian’s castle he built, just the land was changed here and there.
There was a ‘jungle’- large burnt trees- close to it, and within the jungle was a very tall withering tree, presumably the HelsCraft version of Iskall’s base, owned by who BadTimes called Iskill. However, they weren’t on their way there after getting a glimpse at the other bases. The moment they were through the lava and flying around, their eyes landed on Mumbo’s HelsCraft base. Unsurprisingly, it was built nearly identical to it but gears and hundred block tall machinery ticked with metallic groans outside of the temple. Smokestacks made their way from the ground and the place looked more like a factory than the preserved temple.
BadTimes decided that that was where they would be visiting first as far as actually talking to the Evil Hermits was concerned. He said he had an ally there named Hex. Hex was supposedly Mumbo’s evil doppelgänger and that all of the Evil Hermits, and a large portion of HelsCraft itself, tended to rely on him for materials. BadTimes said he was respected, nearly a Champion but lacked a will to fight all the time and didn’t care to please The Lord of Darkness.
Already had been flying around, BadTimes led them to land on the spire in the middle of the factory, wings folding behind them neatly. Doc and Impulse were absolutely stunned by the build itself, not that Mumbo’s general base in the overworld wasn’t already incredibly impressive. Just the intense amount of machinery and watching farms grow and be harvested in amounts at a time by the hundreds. It was incredible and that made Impulse particularly giddy to meet this redstone master.
BadTimes had them land on the highest layer of the spire and let Doc and Impulse take in the ginormous build and it’s details. Occasionally, they saw BadTimes glance around, presumably looking for his friend. Though, were friends a thing here? BadTimes said Hex was an ally, not a friend. Yet, Evil X said Hels considered the Evil Hermits to be his friends at one point.
That also brought a thought to Doc, from something Hels told him a while back. He decided to ask BadTimes anyways while Impulse was busy looking over the edge. The creeper stepped up to the evil terraformer with a grunt.
“Weren’t you the one who helped in dethroning Hels?” He asked, not sparing a glance at the other, simply watching Impulse gawk and ramble about the machinery as he stood next to the evil hermit.
On the other hand, BadTimes didn’t seem fazed by the question, simply keeping an unmoving gaze. “Yes. I helped NPC get the throne. Wasn’t the one who stabbed em’ though.” He side eyed Doc carefully. “Why.”
Doc nodded, taking in the information that Hels, in fact, didn’t lie if he was talking shit about his previous companions. “We need your help,” he muttered.
That brought a chuckle out of BadTimes. “What, with The Lord a’ Darkness?” He whistled, emphasizing the size of that kind of task. “Can’t help ya’ there. ‘S got all of us wrapped around his finger. You want help, you get NPC. Kid’s got tons of power.”
The creeper sighed, then faced BadTimes curiously. “Why did you help us? In the castle?”
“Aw, now don’t bring none a’ that here. I did y’all a favor, but I don’ do it out of the nonexistent kindness of my heart, Doc. You owe me.”
Doc hummed, a fair point. “Right, well, you didn’t say you wouldn’t help us with The Lord of Darkness because you didn’t want to. You said it because you’re not able to.”
BadTimes snorted at the observation, nodding his head fondly. “Who said I like workin’ for em’? I don’t care about none a’ y’all, but I like not having to murder people all the time for his satisfaction. I want out just as bad as you do, but that’d hurt that Scar fellow.”
That was true. Hels trying to get out only landed in whatever was going on with Wels. “Right, right. Why’d you overthrow Hels then?”
The other shrugged. “Needed NPC up there. He don’ hurt anyone, really. Soft kid, actually. But even without whatever The Lord gave em’ as a reward, he’s got enough power to wipe out a city with a snap.” BadTimes sighed, almost sadly. “Kid ain’t from here, Doc. He could change this but it would risk everything we got here.”
“Change what?”
The trio turned their heads towards the familiar British accent, though much deeper than they thought it’d be, more distorted. There stood, who Impulse and Doc assumed, was Hex. Unsurprisingly, the man was still sporting the curled handlebar mustache, and his outfit screamed the word Victorian. This man, they already could tell, was some kind of inventor. Maybe the googles were the deciding factor for that thought.
“Howdy, Hex! Showin’ these fellas around. Lord a’ Darkness took em’ from the overworld.” BadTimes pointed a thumb at the two behind him.
“Figured,” the Brit replied, though not hardly showing much interest to them. “Touch anything and I'll have you ground in the gears down there, understand?” Doc and Impulse nodded, Impulse still with a grin on his face.
“You are like- holy shit, how long have you been doing this?!” The redstoner asked excitedly. “This is amazing!”
Hex tilted his chin up proudly. “Years. This world kinda forces you to get better than most. Competition, I’d say, is probably why it happens to look like this anyways.”
“You’ve got to teach me,” Impulse replied, bouncing on his heels.
“Better hope you can keep up, I don’t wait.” Hex ended his sentence on a cold stare, but even behind the mustache, you could see his lips perk up just slightly.
BadTimes decided to interject their little conversation. “Ay Hex, gotta ask you somethin’. Think you can do anythin’ to help this whole Lord a’ Darkness thing?” he asked, putting a hand on the brit’s shoulder.
He’d shook his head. “I don’t believe so, no. NPC can’t do anything?”
“Ah, ‘s what we were thinkin’. Hels ain't havin’ a fun time though, Wels is gettin’ possessed by The Lord.”
“Serves him right....” Hex muttered. “Evil Xisuma dragged him over there, he can stay for all I care.”
“Hex, he was just tryin’ to please The Lord. You know what happens when you don’ please The Lord.”
“Well, The Lord can punish me,” he replied in a disgusted tone, plucking the other evil hermit’s hand off his shoulder. “I don’t care about Mumbo. I’m not being paid to sit around and do his handiwork. I invent for myself, Oscar.”
BadTimes huffed, quirking a brow at the inventor. “So you won’t help us with a little revolution?” he asked with a pout.
Hex merely rolled his eyes with a slight smile, then looking at Doc and Impulse. “What’s been going on in your world, anyways? We heard it’s getting bad. Your own admin is starting to turn on you.”
The pair’s eyes widened, jaws dropping at the phrase. Xisuma turning on them? Had he been possessed as well? Doc wondered about it, then realizing now how aggressive the admin had been since this whole thing started. Now, he and Keralis were off somewhere, probably finding Hels and Evil X to figure out what was going on. That could only lead to something bad.
“Uh….” Doc started, promptly shutting his mouth in confusion. “I….don’t know apparently. I didn’t know Xisuma was….” he trailed off, the Evil Hermits stared at him curiously.
“You’re an idiot,” Hex commented. Doc sent him a glare, but that was quickly returned by the inventor. “You seriously haven’t noticed this entire time? Whew boy, you’re in for a treat.”
“Yeah,” BadTimes agreed. “Can’t believe you didn’t know Evil X was bein’ punished too. I mean I don’ like the guy, but just somethin’ you should know.”
The pair dragged their hands down their faces, glancing at each other worriedly.
“We’ve gotta get back to the overworld,” said Impulse. He looked at the Evil Hermits with pleading eyes. “There’s gotta be a way for us to get back.”
“Look, I’m sorry boys, but-“
The Evil Hermits paused, pulling out phone-like objects from their pockets. Impulse and Doc realized quickly that the Evil Hermits had their own communicators. That quickly gave the both of them ideas.
“Xisuma experienced kinetic energy,” Hex read. “Hm, guess he’s not doing great either.”
“You have communicators?” Doc asked them.
Quickly, they pocketed their comms. “Yeah, they ain’t for you though, back off.”
“You don’t understand, we’ve gotta get back home, BadTimes,” the creeper growled.
“I think we’re done meetin’ people for today, Doc,” the other replied rather blankly.
“I thought you wanted to get out of this!”
Impulse turned to pull him away from BadTimes. “Doc, don’t-“
Doc pulled his shoulder away from Impulse harshly. “No, we’re getting out of here. You’ve gotta help us, because if you wanna leave this,” he gestured around them. “This is how.”
Without hesitation, both Evil Hermits drew their swords, the familiar netherite blades reflecting the luminance in the spire. Hex stepped forward with BadTimes and Impulse stepped away from the trio, far away. Doc stood his ground with a snarl. Yet, he spread his arms away from him with a smirk.
“Go on then. Kill me. I’ll get stuck on that island again, won’t I?”
“No, actually.” Hex looked at Impulse darkly. He walked back and pressed a button on the wall, one of many of them littering it. “But he can go.”
A couple seconds after the button was pressed, an arrow shot out of a hidden dispenser, striking Impulse in the chest. The redstoner, having been close to the edge, stumbled backwards, finding no more ground behind him. Despite this, his shock kept him from yelling on his way off the edge. Doc ran to catch his hands but at the last second, Impulse’s fingers slipped through his grip and he watched as his friend descended painfully into the machinery at the bottom of the build, watching blood splatter in the large gears.
ImpulseSV suffocated, they knew their communicators read. The server mechanics wouldn’t be able to name any other death.
The creeper took a step back, silent at what’d just happened to his friend.
“Don’ worry about it. He’ll spawn back up there. I’m gonna go grab em’-“ BadTimes was interrupted by a metallic grip around his neck pushing up against one of the stone pillars. He grabbed at Doc’s arm, clawing at it, but the hold didn’t budge. Quickly, he was lifted off the ground, left squirming in the air against the wall.
“You don’t respawn, Oscar. You can help me or I strangle you to death,” Doc snarled. “Just a damn pitiful creature. Nothing more than a skeleton, aren’t you.”
With that, Hex pulled a bow from his inventory, aiming it at the creeper. “Let him go or I call NPC. He won’t be merciful.”
The hand around BadTime’s throat tightened and he choked, swallowing thickly. “H- Hex don’t—“ he rasped. “Doc,” he swallowed again. “I’m sorry- Can’t help your world.” The Evil Hermit began to feel lightheaded. “But I can get you out- I can-“ At those words, he fell to the floor, the hand no longer around his neck. He hacked and coughed, bringing his hands up to his now sore throat.
“Tell me how.”
“Oscar, you’re not seriously going to help him!”
“We need the NPC,” BadTimes muttered. “But you,” he pointed up at Doc. “Don’t ever call me Oscar, ya’ hear?”
“Noted, now go get Impulse.” Doc smirked at how BadTimes scurried away, stumbling to stand, and fumbling with his liftoff. Man’s all bark and no bite, isn’t he. The creeper turned to Hex, who stood motionless. He was confused as to what to do now.
“You’re gonna help us, too,” Doc growled.
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