Dragon Age: The Veilguard info compilation Post 1
Post is under a cut due to length.
There is a lot of information coming out right now about DA:TV from many different sources. This post is just an effort to compile as much as I can in one place, in case that helps anyone. Sources for where the information came from have been included. Where I am linking to a social media user's post, the person is either a dev, a Dragon Age community council member or other person who has had a sneak peek at and played the game. nb, this post is more of a 'info that came out in snippets from articles and social media posts' collection rather than a 'regurgitating the information on the official website or writing out what happened in the trailer/gameplay reveal' post. The post is broken down into headings on various topics. A few points are repeated under multiple headings where relevant. Where I am speculating without a source, I have clearly demarcated this. if you notice any mistakes in this post, please tell me.
as this post hit a kind of character limit, there will probably be at least 1 more post. :)
Character Creation
CC is vast [source] and immensely detailed [source]
We will enter CC straight after Varric's opening narration [source]
You are given 5 categories to work your way through in CC: Lineage, Appearance, Class, Faction, Playstyle. Each of these has a range of subcategories within them. There are 8 subcategories within the "head" subcategory" in "Appearance" alone [source]
Lineage dictates things like race (i.e. human, elf, dwarf, qunari) and backstory [source]
Backstories include things like factions. Factions offer 3 distinct buffs each [source]
There are dozens and dozens of hairstyles [source]
There are separate options for binary and non-binary pronouns and gender [source]
"BioWare's work behind the scenes, meanwhile, goes as deep as not only skin tones but skin undertones, melanin levels, and the way skin reacts differently to light" [source]
CC has a range of lighting options within it so that you can check how the character looks in them [source]
There are a range of full-body customization options such as a triangular slider between body types and individual settings down to everything from shoulder width to glute volume [source]. There are "all the sliders [we] could possibly want". The body morpher option allows us to choose different body sizes [source]
All body options are non-gendered [source]
They/them pronouns are an option [source]
Rook can be played as non-binary [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Special, focused attention was paid to ensuring that hairstyles "come across as well-representative, that everyone can see hairstyles that feel authentic to them, even the way they render" [source]
The game uses strand hair technology borrowed in part from the EA Sports games. The hair is "fully-controlled by physics," so it "looks even better in motion than it does here in a standstill" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
In CC we will also be able to customize/remake our Inquisitor [source]
A core tenet of the game is "be who you want to be" [source]
There are presets for all 4 of the game's races (human, elf, dwarf, qunari), in case detailed CCs overwhelm you [source]
Story
The story is set 9 years since Inquisition [source]
The Inquisitor will appear [source]
Other characters refer to the PC as Rook [source]. This article says they are "the Rook" [source]
The ability to import our choices from previous games is fully integrated into CC. This will take the form of tarot cards - "you can go into your past adventures" and this mechanic tells you what the context was and what decision you want to make [source]
The prologue is quite lengthy. A narrated intro from Varric lays the groundwork with some lore and explains about Solas [source]. In this Varric-narrated opening section, the dwarf recaps the events of previous games and explains the motivations of Solas [source] (Fel note/speculation: this sounds like this cinematic that we saw on DA Day 2023)
What happens first off is that Rook, who is working with Varric, is interrogating a bartender about the whereabouts of a contact in Minrathous who can help them stop Solas. The bartender does not play nice and we are presented with our first choice: talk the bartender down or intimidate them aggressively [source]
The first hour of the game is "a luxurious nighttime romp through a crumbling city under a mix of twinkling starlight and lavish midnight blue" (Minrathous) [source]. The game begins with a tavern brawl (depending on dialogue options) and a stroll through Minrathous in search of Neve Gallus, who has a lead on Solas [source]. Minrathous then comes under attack [source] by demons [source] (Fel note/speculation: it sounds like the demo the press played is what we saw in the Gameplay Reveal). Off in the distance is a vibrant, colorful storm where Solas is performing his ritual. [source] Eventually we come upon Harding. [source] and Neve. Rook and co enter a crumbling castle, where ancient elf secrets pop up, "seemingly just for the lore nerds". [source] Then we teleport to Arlathan Forest, have a mini boss fight with a Pride Demon, and there is the climactic confrontation with Solas. After a closing sequence, at this point it is the end of the game's opening mission. [source] (Fel note/speculation: So the Gameplay Reveal showed the game's opening mission)
The action in the story's opening parts starts off quite quick from the sounds of things: the devs wanted to get the player right in to the story. because, “Especially with an RPG where they can be quite lore-heavy, a lot of exposition at the front and remembering proper nouns, it can be very overwhelming.” [source]
BioWare wanted to make the beginning of Dragon Age: The Veilguard feel like the finale of one of their other games [source]
Rook's Faction will be referenced in dialogue [source]
Minrathous is beautiful, with giant statues, floating palaces, orange lantern glow and magical runes which glow green neon. These act "like electricity" as occasional signs above pubs and stores [source]
The story has a lot of darkness tonally. These dark parts of the game contain the biggest spoilers [source]. However, the team really wanted to build in contrast between the dark and light moments in the game, as if everything is dark, nothing really feels dark [source]
Our hub (like the Normandy in ME or Skyhold in DA:I) is a place called The Lighthouse [source] (Fel note/speculation: I guess this screenshot shows the crew in The Lighthouse? ^^)
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Decisions from previous DA games will be able to be carried over, it will just work a bit differently this time [source]. The game will not read our previous saves. For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
Characters, companions, romance
Varric is a major character [source]
Every companion is romanceable [source]
BioWare tried to make each character's friendship just as meaningful, regardless of romance [source]
If you don't romance a character, they may end up romancing each other [source]
There will be some great cameos [source]. Some previous characters are woven into the game [source]
Companion sidequests/optional content relating to companions is highly curated when it involves their motivations and experiences [source]
We could permanently lose some companions depending on our choices [source]
Our choices can influence if characters get injured and what they think about us [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
Each companion has a very complex backstory, their own problems, and deep motivations. These play out through well-fleshed out character arcs and missions that are unique to them but which are ultimately tied into the larger story [source]
We will make consequential decisions for each character, sometimes affecting who they are in heart-wrenching ways and other times joyously [source]
Gameplay, presentation, performance etc
Each class (warrior, rogue, mage) has 3 specializations. The ones for Rogue are duelist, saboteur and Veil ranger [source]. (Fel note/speculation: Veil ranger reminds me of Bellara. Maybe this is her 'spec' too?)
Duelist gameplay involves a sharp combination of dashes, parries, leaps, rapid slashes and combos [source]
Faction-related buffs include being able to hold an extra potion or do extra damage against certain enemies [source]
Individual strands of hair were rendered separately and react remarkably to in-game physics [source]
Playstyle settings include custom, distinct difficulty settings for options as granular as parry windows, meaning "players who might fancy that playstyle but typically struggle with the finer points of combat can give it a go" [source]
Combat mechanics is a mix of real-time action and pause and play. Pausing brings up a radial menu split into 3 sections: companions to the left and right, Rook's skills at the bottom, and a targeting system at the top which helps get in focus on certain enemies. [source]. In the pause system you can queue up your whole party's attacks [source]
Tapping or holding the shoulder button pauses the game, allowing us to stop the action and issue orders to companions [source]
There is a system of specific enemy resistances and weaknesses [source]. Weaknesses and resistances plays a big role in combat and abilities are designed to exploit these accordingly [source]. An example is that "one character might be able to plant a weakening debuff on an enemy, and another enemy might be able to detonate them" [source]
There is a vast skill tree of unlockable options [source]
You can set up specific companions with certain kits, e.g. to tackle specific enemy types, to being more of a support, or as flexible all-rounders [source]
Healing magic returns [source]
Abilities can change together with elaborate results, e.g. one companion using a gravity well attack that sucked enemies together, another using a slowing move to keep them in place, and Rook using a big AOE to catch them all at once [source]
A shortcut system lets you map a few abilities to a smaller pinned menu at the bottom of the screen [source]
There are class-specific resource systems. For example, Rogue has "momentum", which builds up as Rook lands consecutive hits [source]
Each class will always have a ranged option [source]
Rogue Rook can do a sort of 'hip fire' option with a bow, letting you pop off arrows from the waist [source]
Warriors can throw their shield at enemies, and can build an entire playstyle around that using the skill tree [source]
There is light platforming gameplay [source]
The game runs on the latest iteration of the Frostbite engine [source]
The game targets 60 fps
On consoles it will feature performance and quality modes so we can choose our preferred visual fidelity [source]
The game is mission based [source]. Some levels that we go to do open up, some with more exploration than others. "Alternate branching paths, mysteries, secrets, optional content you're going to find and solve." [source]
Everything is hand-touched, hand-crafted and highly curated [source]
Some sidequests and optional content is highly curated, especially when it involves the motivations and experiences of the companions. In others we may be investigating for example a missing family, with an entire open bog environment to search for clues and a way to solve the disappearance [source]
Gameplay, presentation, performance etc continued, after the above bullet list hit a character limit
There is sophisticated animation cancelling and branching. Gameplay is action-like, and the design centers around dodging, countering, and using risk-reward charge attacks designed to break enemy armor layers [source]
The dialogue wheel returns [source]. It gives truncated summaries of the dialogue options rather than the full line that the character is going to say [source]
The bonds Rook forges with companions determine how party members grow and what abilities become available [source]
For stuff pertaining to previous games/choices, players will not have to link their accounts [source]
We can play the game fully offline [source]
There are no microtransactions [source]
The game itself is not as cell-shaded in look as the first trailer looked [source]
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It’s finally done, guys – five whole pages of Narilamb AU comic AND MORE be upon you! (If you have trouble reading any of the text, view the full-size! These pages are huge!)
Yeesh, this took forever. <:)
There’s probably a ton of inconsistencies and anatomy/perspective wonkeries, but this was mostly just comic practice, so Oh Hekkin Well, Lol <:D
(Yes, I am aware the Gateway’s door isn’t present in the Afterlife, and the actual way in is just a pentagram portal. Yes, I put the door in there anyway because Artistic License, i.e. it felt more impactful for there to be a prison door of sorts to walk through to freedom, rather than just a bland boring portal on the ground. 😠)
anyway, i hate backgrounds so much lmao
Alternate ending and a buttload of bonus art under the cut, followed by goofy AU rambles and headcanon stuff:
I’m calling it the Revival AU. It’s not all that creative a title, and someone else has probably used it already, but I am too lazy to really care, LOL
Alternate ending page, which you will Definitely need to view the full-size for, Whoopsie Daisy:
The alternate ending was actually the first ending I finished things off with, because I had a brief badbrain moment where I forgot the emotional beat I initially wanted the comic to end on, and I tend to write comedy, anyway. I later remembered and drew out the proper ending, but I preserved and finished this one, too, because it still makes me giggle.
They had to go back for the followers off-screen in the AU’s real ending. And by ‘they’ I mean just the Lamb, because they weren’t about to ask three newly freed cats to go back into what used to be their prison. The Lamb DID spend some time watching Narinder and the bois enjoying the outdoors first, though:
In other news, here’s the Lamb and me making fun of my anatomy-drawing ‘skills’:
Meanwhile, if you’re wondering why the Lamb is just a-okay with how things went down vis a vis Their Murder, this bonus comic should answer at least some of your questions:
Ah, yes, also this is how they get engaged outside of the alternate ending. Forgot to mention that bit. XD (I already refuse to believe that Narinder is capable of flirting normally, so why would his initial marriage proposal be any better???)
Oh, and before any of them get a chance to actually head back to the cult grounds, there is one potential problem:
And by ‘problem’ I mean something Narinder intends to ignore for At Minimum a thousand years. Cuz he’s a petty bitch like that. :D
what do you mean i drew the lamb too tall compared to the background? clearly they’re standing on top of baal and aym lmao, why else would you think those two aren’t in this one??? (aym and baal got way too excited about finally being outside, you see, and their silly modes are nothing to sneeze at)
And, speaking of heading back to the cult grounds, I’m sure y’all would love to know how the Lamb’s followers felt about the brand new change in management:
It all went better than expected. <:D Tiny ramble now, feel free to skip down to the next comic.
Before you ask, no, the Lamb does not have any actual powers anymore, other than the immortality Narinder definitely grants them. The Red Crown just thinks it’s funny to suggest otherwise, and Narinder does nothing to discourage this. Also, the Lamb and Narinder aren’t actually married here yet, but, uh. Pretty safe to say that particular ritual directly follows the events of this comic. XD
Given how quickly he mellows out in canon, Narinder probably chills out a lot in this AU once he’s in charge of the cult, too, if only because 1.) He’s finally free, and 2.) He’s equally smitten with and distracted by the Lamb. He’s definitely in charge at least 95% of the time, though, because the Lamb never actually wanted to be a cult leader and, now that their time as a vessel is done, they just want to be a normal(ish) sheep who’s wholly devoted to their hot new divine husband.
Some followers do still have some valid concerns about these two being together, though, which I’m sure at least a few of you might share…
Unfortunately for any such concerns, the Lamb is a bonafide masochist in this AU. :D
They’re also 100% a sub, obviously
Anyone at all: Your relationship is problematic and potentially toxic
The Lamb: fuck yeah it is, it’s so hot~ OuO
Here’s just the last panel, made transparent for whatever nefarious purposes y’all might have for it:
Additional exchange Narinder and the Lamb have at some point, probably after the Lamb does a fatal whoopsie while out on a mission trip or in response to things getting a little too sadistic in the bedroom, ahaha:
Look, there is a very important distinction between life and death, and if you don’t understand that, then you’re probably not worthy of being the God of Death, anyway. (At least, according to Narinder, and ONLY Narinder.)
Last but not least, have these shittens:
~Such creative naming conventions I have utilized, lololol~ :D Anyway, there's a few deets on them in the rambles down below.
The rest is all ramble, so before I get to that, I’ll just say – likes and especially reblogs are very much appreciated!!! :D If you happen to really really REALLY like my stuff, meanwhile, I do have a link in my bio to my ko-fi page, where I’m accepting commissions and donations if you’re especially generous… ÓuÒ
Now, BE FREE IF YOU AIN’T DOWN FOR READING MY GOOFY RAMBLES
First ramble is re: Baal’s question of ‘Did it really work?’, since I didn’t feel like expanding on it in the comic proper, and it’s arguably pretty vague? He doesn’t ask because he doubts Narinder or his capabilities, exactly, but because neither Baal nor Aym have ever actually seen their god at full power before (he’s still technically not at full power here, either). It’s not expressly stated how soon the brothers were brought to Narinder after his imprisonment, but whether it was early on or after a length of time for Shamura to (somewhat) recover from his attack, he must have already been weakened, since I have no doubts that there was a huge battle that accompanied the Bishops working together to trap him. So, between that fight with all four of his siblings, sharing his power with a variety of vessels over time, and being chained immobile for a thousand years, he must have been severely weakened by the time he lent the Red Crown out to the Lamb, which would have only weakened him further.
I like to think this is how the Lamb is able to defeat him if they refuse to be sacrificed, despite how it took all four Bishops working together to subdue and chain Narinder in the first place.
All that aside, the three cats have been trapped in the Afterlife for so long that Baal also wanted verbal reassurance that they are all, indeed, actually able to leave it now – something that I headcanon isn’t possible without a significant amount of power (i.e. the Red Crown’s cooperation with its bearer/vessel).
(On a semi-related note, I don’t headcanon Aym and Baal as twins. I like sweetheart big bro Baal and snarky little goth bro Aym too much to have them be that close in age.)
Ah, teeny thing: If you noticed I switched up the art style for Narinder on the second page, that was intentional. It's sort of a visual indicator that there has been a Big Change for him - that being, how much power he has after sacrificing the Lamb. As for why I changed up his arms in the grass rollin' pic, I don't really subscribe to the notion that his arms are spooky bones because they're horrifically injured (beyond chain-chafing scars, that is), but rather just because he's the Bishop of Death, so he can change how normal-to-spooky they look at will. At some point I might doodle out how I imagine his appearance to range between least to most eldritch... 🤔
Next ramble, regarding Narinder’s feelings towards the Lamb...he was initially too focused on being freed from his imprisonment to form any real attachment to them. They were a tool for his use, first and foremost, but he did notice their intense devotion towards him. It was impossible not to notice, because the Lamb was always very happy to see him, even if it was because they died during a crusade (yet again). He wasn’t originally planning to revive them once he was freed, either, because he saw no real point to it – after all, they were already dead when they first met him, just as any other mortal would be when meeting him in the Afterlife, so death has very little real consequence in his eyes. But, once the chains were off, and it really sank in that he stood to lose the most devoted follower he’s ever had, he decided…why put their soul to rest for good or leave them stuck in the Afterlife when he could just as easily revive them again? And why not reward them for their hard work, anyway? Not only would it cost him nothing by comparison, but the future devotion that could come of it would surely make up for his (bare minimum) effort in reviving them.
He wasn’t expecting to get a full dose of that devotion and a smiling face so soon after killing them, though~ :3c (because the Lamb is a bonafide freak, and not-so-secretly into the fucked up power dynamics going on here, lol)
I should mention here that I am firmly of the belief that any non-god/vessel who crosses through the Gateway and into the Afterlife just straight up dies. So, Aym and Baal? Also straight up dead, from the second Shamura brought them through. Their souls were just never put to rest so that Narinder could have some company – if only according to Shamura. Narinder kept the two around mostly out of bewilderment, because honestly, who are these kittens, and what is Shamura’s game here, anyway??? They never even explained anything, they just tossed these kittens into the Afterlife and LEFT!!! At any rate, Aym and Baal being dead is how I explain why their souls apparently become lost in the void if they’re killed, along with the added complications required to revive the two because of it.
So, with those deets in mind, and given a bit of time, if Narinder hadn’t chosen to revive the Lamb, and also hadn’t chosen to put their soul to rest, they still would have woken up at some point, despite being as straight up dead as Aym and Baal. Who, don’t worry, were also properly revived while Narinder was waiting for the Lamb to wake up. Because I am also firmly of the belief that, first, the dead cannot leave the Afterlife without the use of a ritual/relic (and can't stay in the living world for long regardless), and second, dead followers’ devotion isn’t anywhere near as potent as that of the living, given how much more the living stand to lose.
Final ramble, regarding the Lamb’s feelings towards Narinder, and why they’re so devoted to him…
Well, you don’t spend most of your life on the run with your steadily-dwindling herd, trying to evade the ongoing genocide of your species, without becoming a little fucked up in the head. Maybe a lot fucked up in the head. Life is suffering, so might as well have fun with it, right? Maybe start finding death and pain to be kind of hilarious, even a little bit hot, once everyone you know and love is dead and gone, leaving you all alone? And maybe after that, there’s something comforting in how, despite the cold, cruel uncertainties of life, at least you can always count on the inevitability of death, patiently waiting for you until your very last breath? Who knows. Either way, as soon as the Lamb was killed, and they learned that the literal God of Death was offering them a second chance at life and vengeance via effective immortality, they were 100% ride-or-die-devoted all at once. Turns out death is kinder than life – go figure. (Of course, it helps that Narinder is 100% their type.)
They weren’t put off by Narinder’s thinly-veiled sadism or manipulations, either – they’re not too different in those regards, albeit opting for vastly different methods. It’s a very ‘two sides of the same coin’ sort of deal. In order to stay alive once they were made the last of their kind, the Lamb had no qualms with using others to their advantage, and that did not change once they were revived and expected to run a cult. They didn’t care for the position of authority, though – being a sheep and all, they’re much more of a follower than a leader, and thus greatly appreciated Narinder’s need for control. With how they had to keep on their toes for so long, the Lamb was also pretty good at reading people by the time they died, so they could recognize that a lot of Narinder’s posturing was just that – posturing. Dude’s 95% bluster and only 5% bite. He could obviously be vicious when he wanted or needed to (the Bishops' injuries were clear proof of that), but underneath his outer layer of cruelty was a generous layer of tsundere, and underneath all THAT was a soft squishy middle sibling velcro cat in desperate need of attention and affection.
(Which, for the record, he Did Not feel comfortable getting from Aym and Baal – Narinder still has no idea why the fuck Shamura sent them to him, beyond acting as keepers at best or trying to sabotage his attempts to escape at worst. Which, he thought HE sabotaged in turn, by guiding the kittens into being his devoted disciples instead. He thought he was very clever for it. ‘I outsmarted Shamura!’ he thought, despite that there was never anything there to outsmart. ‘What do you mean, Shamura sent your kittens to me for company?’ he demands of Forneus later. It may or may not lead him to pull Shamura out of Purgatory just so he can shake them and scream about how they should have Fucking Explained that!!!)
But, getting back on track as to why the Lamb was so willing to be sacrificed, I cannot stress this enough – if you pay even a minimal amount of attention to what he’s saying, Narinder is REALLY NOT SUBTLE about his intentions. ‘Death is of little consequence.’ ‘Followers are for you to use to your advantage.’ ‘Sacrifice a follower to absorb more power.’ So, yeah, the Lamb knew exactly what would be expected of them once the other Bishops were dead. They knew Narinder would expect them to die for him one last time. But, after all, death is of little consequence (not to mention hot), so when the time came, they wanted to see him freed, even if it meant oblivion for them in the end.
He’d given them a second life, and the ability to avenge their kin, and they felt indebted to him for that – so, while they were still pretty glum about the possibility that they might not get to see him free of his chains, nothing beyond their devotion and debt to him mattered. They never wanted all the drama and expectations that came with the Red Crown’s power, anyway, so, better for Narinder to have it back so that he could deal with it. What he did with the Lamb afterward would be up to him, and seeing as he was their god, they’d accept his decision gladly.
Were they in love with him by that point? Oh, obsessively so, but only in the devotional sense – romance was nowhere on their mind nor radar. That is, until he unexpectedly revived them again, told them he still needed them, and then offered down his hand to help them up.
The Lamb fell HARD for him in that moment. :3c
And now, a tiny shitten ramble. Lu and Li are twins, because sheep tend to have those a lot, and are conceived not long after the Lamb and Narinder’s marriage ceremony. Lu is the minutes older one, but Li is much more mature. I have put no further thought into these two, other than that they are utter menaces, birthed by the Lamb, cling hard to both their parents but especially Narinder (who spoils them rotten), and they are both genderfluid, using whichever pronouns/names they feel like at any given time. They are also both intersex, same as the Lamb, who was initially infertile up until Something Something Vague Magic, which I have also put no further thought into ¯\_(シ)_/¯
oh, and before anyone tries to suggest i headcanon this AU’s lamb as trending more female due to them giving birth or whatever, no, no, a thousand times no, they might have a vag, but they've also got a dick, and even if it's not as big as they'd like, they still know how to use it
Finally, the very tentative name for the Lamb in this AU is Yazdi, which is really just another name for the Baluchi breed of sheep XD (Not that the Lamb is this specific breed, I just didn’t like any of the other sheep-related names I found, ahaha...)
THAT’S ALL FOR NOW (collapses into an exhausted pile of goopy limbs)
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