#What or who is partying in the forest?
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thedreadvampy Ā· 1 year ago
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Halloween in November?
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it's more likely than you think
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averlym Ā· 1 year ago
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HI I DIDNT KNOW YOU WERE INTO ADAMANDI HOLY SHIT. Canā€™t believe so few people know about this masterpiece of a musical
:OOOOO hai i agree it is criminally (haha yknow bc there are crimes..) underrated!! and really brilliant!!! discovered it literally midway through the week and akdfjgsjhdsjhjgdf
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have a doodle of the saints :3
#this is kinda because on someone's insta i saw one of the saints doing a peace sign dksajh have smth silly#adamandi#ask me stuff???#realising i have to put my tags at the beginning before rambles or tumblr won't catch it#i am into adamandi. now. this is terrible timing because exam season but hMM the academic grindset really resonates now huh#the moment i caught myself in the ao3 tag i was like ''oh.''#i have so many thoughts. so many many thoughts. im so insane about this musical actually. also the fandom so far seems so nice#also yeah! the number of people who know about it is quite small huh.. it makes me kinda feel like im infiltrating the group... ?#late to the party as ever. but it's. so so good. such a musical ever the brainrot is real#also the way the creators themselves are active on tumblr :OO rly cool. ngl the tags they left under my posts had me#giggling screaming kicking my feet etcetera... and bc apparently i thrive off positive reinforcement that sparked the whole cut fruit art..#i am itching to know about the track thing with portia. also portrix real the lesbians keep winning!! also also i may have spent half a day#internet stalking ><. secret pinterest boards where :O#anyway thank you for the ask anon idk how to answer concisely but yes. adamandi. oh my god.#miscellany: can we appreciate ambrose's high notes.. also i was on wiki reading about ''apollonian vs dionysian'' it's insane#on yet another note. im entering my lin era rn i think. what a time. where can i run so true + vincent's surname my beloved. forest imagery#side note? tiny little detail i'd love to do smth about in the future: in word to the wise there's smth about ā€œappraising your ringsā€ and i#the one who pulls the strings beatrix mentions ā€œbought my classmates ringsā€ like. kjdfhsgjkhd???? thinks.#.. but new fav musical unlocked is all#between this and watt i am maybe into my murder musical era. confession that i don't do horror much because i have an overactive imaginatio#but like those two hit the spot. and i think organic imagery.. blood visuals.. is very cool// and the moment you start looking at literal#life and death situations then the dramaticness especially comes in and that's fun!! // also i read smth today about tragedy making you#appreciate irl stuff more. like ''wow thats messed up im sure glad that isnt me i love life''. and lowkey?? yeah
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worldsonlylevifan Ā· 1 year ago
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im so so close to making an alice killings tapestry im fully serious drafting a pattern rn
edit heres the pattern for a crochet tapestry, one with row numbers and one without (chain 48)
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chief-cook-and-librarian Ā· 1 year ago
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Finished reading After the Forest by Kell Woods, and I really enjoyed it! I was expecting a lot more emphasis on the Hansel and Gretel part of it, but it quickly turned into Snow White and Rose Red, plus the evil queen and aesthetics of Snow White.
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lovphobic Ā· 2 years ago
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Girl it has been SOOOOOO long that I don't remember much from animal jam! But I do remember buying fox hats.
For some reason the thing that sticks out to me the most is trying to break the ice on the arctic level. I don't think it was actually a thing but I did organize like 30 people to do the jump emote on the ice. It cracks but doesn't break!
Also if you ever got a friend request + a postcard that was like "I have no friends to trade rare items with šŸ˜¢" I was stealing. Sorry ajdbjshshkakakal
u say that and then im over here busting out fucking evreything. i remember when the flag shop was added. when the doctors office was removed. when the arcade room was added. the little duckie game at the bottom of the town center. aldan was the most popular server. the daily christmas login gifts. gecko geckogecko gecko gecko gecko gecko gecko geckogeckogeckogecko. true jammers remember the original animals were wolf seal monkey koala and panda and that was IT and koalas were considered UGLY for some reason. and appondale wasnt in the original game. i dont think shiveer was either but i could be wrong
what youre talking about had 3 variants too. the ice on mount shiveer the bridge in coral canyon (?) the the broken statue thing near/in the temple of zios. there was also one with the phantoms i think but i cant remember when or where that was. that was aj's version of tip the iceberg except ours never worked JKHDJKGAGGJ
if you werent grinding the sky high game in the canyon for the sweet sweet chance at a rare item then u werent living im sorry to say !!!!!
also this video is very cringe (i say because i was friends w this person KJDHGJKD it came from the heart of like. a 14 year old) but im in it so BITCH
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groupwest Ā· 2 years ago
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what is it about my van that makes people want to stand outside it in the morning and yell. like iā€™m in here. asleep
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fancy-rock-dove Ā· 2 years ago
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today in defenses of boromir that no one asked for: tired of reading that boromirā€™s death was in vain because he failed to save merry & pippin from the uruk-hai.Ā  the fact that this clearly important warrior was willing to die to protect those two is what convinced the urukhai that they had indeed captured the halfing who carried whatever important thing saruman wanted.Ā  they took the hobbits to isengard (to isengard gard) because they thought they had the right ones!Ā  boromir didnā€™t succeed in preventing their capture but he did in fact keep them alive by making them seem valuable.Ā  furthermore, he actually also saves frodo in this way: because the orcs and uruk-hai think they have what they came for, they stop looking and turn back: if they had not, they might have ultimately found and captured frodo or at least raised the alarm that a hobbit with an Important Thing was on the loose, setting others searching.Ā  which is the very heart of tolkienā€™s worldview - that you do the right thing because it is right, and doing the right thing is never in vain.Ā 
to conclude this essay boromir died a hero and saved not just merry and pippin but also frodo and sam - and in doing so also saved himself from the ringā€™s attempt to twist him to its own ends
#YES THIS#I will not stand for trashing Boromir the whole entire reason the ring got to him first was by twisting his love for his people#and his sense of responsibility for them#thereā€™s not a single other member of the Fellowship who has the same weight of leadership on their shoulders at this point in the narrative#donā€™t tell me about Aragorn yes he leads the rangers but thatā€™s like being a king of cats they do fine on their own mostly#he literally was not convinced to let Gondor even know he was there until this exact moment Because Of Boromir#the only one with comparable protective responsibilities is Gandalf#and the second ranked literal Istari had BETTER outlast the very stressed human man#Boromir didnā€™t expect to be here man he VOLUNTEERED for the Mordor suicide mission AFTER telling everyone how suicidal it was#literally showed up to ask Elrond about a weird dream and was told#ā€™oh hey yo weā€™re about to have a meeting about what to do with Sauronā€™s Ultimate Doom Weapon that just surfacedā€™#ā€™yeah one of the creatures you thought werenā€™t real had it in the tiny sheltered pastoral outskirts of your known worldā€™#ā€™yeah we realized maybe we should have some human rep from like actual civilizationā€™#ā€™and not just the brooding forest man with the silly nicknameā€™#ā€™also turns out itā€™s the guy whose return is the literal point of your entire very difficult job apparentlyā€™#ā€™according to the elf who will correct you loudly about it IN THE MIDDLE of a very important meeting full of very important people at which#you are trying to represent your kingdom wellā€™#and then they take FOUR (4) of these little myth guys with apparently no combat skills#why? he may ask??#Gandalf shrugs: ā€˜they can be sneaky and they grow good weedā€™#my man is having a TIME ok#YOU try maintaining your mental health under these conditions even WITHOUT the evil Literally Actively Corrupts The Hearts Of Men accessory#which is btw around you 24/7#also no one else in the party wants to take the path back through the kingdom you feel bad for not being an active defender of rn#or rather#the guy who should Probably Already Be There based on the authority he is actively wielding to lead the party doesnā€™t#and everyone listens to HIM#look to be clear I love and get Aragorn but like#you gotta feel for Boromir here#and then he snapped out of it IMMEDIATELY and was intensely heroic about atoning
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unproduciblesmackdown Ā· 11 months ago
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you always knew marble hornets is good b/c fr from 2010 on the Many fans &/or the particularly Enthused &/or Dedicated &/or Lasting fans was noticeably to us all like hmm tending to be many people who are big fans of aLex Guy from the tunnel rip Brian Tim Questions Investigations Answers....i presume it still skews that way. i.e. Tastehavers i.e. Marble Hornets Is Good b/c it can resonate with queer experiences unlike horror that straight people are like "Hell Yeah truly this is good" about, which is a waste of everything
#sort of half pondered / rhetorically questioned / some theories floated at the time like hm why Is this a bunch of gays transgenders etc....#but also just correctly taken as a stamp of quality and nobody is exactly pressed about it#marble hornets#certainly nothing particularly heterosexual is going on or even has too much of a medium & space to go on#certainly there is Not any particular backdrop of ''''normalcy'''' whether via We Are All So Straight or anything else#certainly there Is a lot of ''so this guy is looking for or thinking about or trying to successfully connect with in 1 way or another#Another Guy'' but of course like the queer experiences / context Resonance isn't just ''could these Same Genders kiss or whatever''#in this & in all things always fr....#again that first of all there is never a backdrop / context / assumption of Normal World Normal Guy Normal Life#what there Is regarding that is pretty distant & bare bones. glimpses of ''yeah no matter what That's an interruption of your life''#like i said that like the way things are presented kind of everyone always is figuratively wandering alone in a wintery forest#there's a lot of not just solitude but Isolation / alienation / disconnect. that there's a continuous Mystery where also our protagonist/s#are trying to piece together things like not just a sequence of events but the resultant narrative. ''solving'' the identity & Role of#other parties here & also their own. us as the audience invited to do that too b/c it's always unreliable narrators / protagonists & b/c#[it's not really an arg!! it's not really an arg!!] but ofc b/c we're Meant to have room to be Analyzing & Theorizing & discovering info#b/c markedly the [so: what's going on. what is that literally? what is it figuratively? as a theme?] is even more open ended for us with#people pointing out the resulting flexibility. it can be pretty much whatever. there's kind of rules but what if not really? what if: and#what can you do about it anyways? and: and what works best is people finding the rare & isolated person who already knows firsthand what#is going on &/or will go ''hmm yeah idk that resonates'' if you try to discreetly venture to see if so. but even then you're just a few or#just two people & at any time you could be endangered / attacked just kind of because. we could go well beyond 30 tags but like ofc as#also in all things it won't be Thee entire consummate queer experience b/c that doesn't exist & also it doesn't all have to fit perfectly#into a metaphor when [what does even if one was deliberate? & it wasn't deliberate here like & this will all represent lgtbq times]#but anyway one can see how ''well something's sure going on here. kind of increasingly encompassingly / intensely''....a classic#like tim's right also as in calling all marble hornets enjoyers skinamarink is a good time. do i think it's meant to be about [everyone &#their mom (lol) who points at it & goes That's A Tuesday. Yeah regarding growing up in a household as an abused/neglected child] Prob Not#yet (a) lotta room for interpretation (b) word of god knowledge being (i) invoking a Child's Perspective (& physical pov even) b/c of in#fact trying to evoke / being inspired by the like abstraction of childhood nightmares & (ii) saying it's basically hansel & gretel okay so#we have a the witch(tm) but who also in said story may be implicitly an antagonistic / mistreating human ''false'' parent anyway....#interesting! (that is to say it's easy to suppose combining these elements = thee mundane horrors well represented for once in our lives)#& alternate ''theories'' seem p literal the Coma Dream the Hell Fr like ok both have any basis but cmon. how to beat the skinamarink.mp4
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konigsblog Ā· 2 months ago
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KINKTOBER CALL OF DUTY MASTERLIST 2024
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DEAD DOVE: DO NOT EAT
BEWARE: DARK THEMES BELOW. CONCEPTS MAY BE GRAPHIC OR UNPLEASANT. MIND THE WARNINGS.
MINORS DO NOT INTERACT. ALL MINORS WILL BE BLOCKED. STRICTLY 18+ ONLY.
MAY INCLUDE: KIDNAPPING, RAPE, INTOXICATION, AND OTHER GRAPHIC THEMES.
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OCTOBER 1ST ā€” DOCTOR!KƖNIG. Being drugged and used relentlessly by someone you thought you could trust. (NON-CON)
OCTOBER 2ND ā€” RAPIST!SIMON. You should've known better. Walking around with an ass like that in such a skimpy, revealing dress... What were you thinking? (NON-CON)
OCTOBER 3RD ā€” KIDNAPPER!PRICE. What did you expect, Birdie? Now, you'll be used relentlessly and tortured by a depraved sicko, because of your stupidity. (KIDNAPPING, RAPE)
OCTOBER 4TH ā€” WEREWOLF!GAZ. A helpless lamb shouldn't be wandering around the forest this late at night, should they? (NON-CON)
OCTOBER 5TH ā€” DENTIST!SOAP. Who would've thought that a simple, quick dentist visit would end in tears and a bloody mess? (KIDNAPPING, NON-CON, GRAPHIC DESCRIPTIONS)
OCTOBER 6TH ā€” ELDRITCH!KƖNIG. Never in a million years would you expect to be held hostage by an intimidating monster, desperate to breed with a human like you. (MONSTER-FUCKING)
OCTOBER 7TH ā€” STALKER!KƖNIG. You should've trusted your gut feeling. Now, you're chained to your bed inside of your own apartment, being bred relentlessly by a large, masked figure. (FORCED BREEDING, NON-CON)
OCTOBER 8TH ā€” STEPBRO!KƖNIG. You shouldn't trust such a perverted social recluse. Now, here you are, sucking off your stepbrother hoping that he'll keep quiet. (BLACKMAIL)
OCTOBER 9TH ā€” RAPIST!KƖNIG. He has sickening and disturbing urges, a growing crave for control. This should teach you to not wander the streets this late as a woman. (NON-CON)
OCTOBER 10TH ā€” BESTFRIEND!SIMON. You knew something felt off, that lingering impending doom chasing you, ā€˜til it was all too late. (NON-CON)
OCTOBER 11TH ā€” STEPDAD!PRICE. Your mother loves that man. You can't break her heart, let her know how sinister, perverted, and deplorable his behaviour truly is. (NON-CON)
OCTOBER 12TH ā€” PERVERT!SOAP. Oh, forgive him, Bonnie. You know he can't help himself, and you look so adorable like this; knocked out cold and mumbling incoherently, pleading with him for mercy. (NON-CON, DRUGGING)
OCTOBER 13TH ā€” PERVERT!GAZ. How can he not take advantage of you like this, under the influence and giggling blissfully? He'll take care of you, Dove. (DUB-CON, INTOXICATION)
OCTOBER 14TH ā€” SOMNOPHILIAC!KƖNIG. He uses your body to cope with the reoccurring, horrifying, and haunting nightmares he has, Liebling. Forgive him, please...
OCTOBER 15TH ā€” NERD!KƖNIG. You know how fascinated he is with knives, as well as his growing and intensifying obsession with you. Why not combine both, press a knife to your throat while using your body? (DUB-CON)
OCTOBER 16TH ā€” STEPDAD!KƖNIG. You're even better than your mother; tighter, quieter, and younger, with a pliable mind easy to morph to fit his sickening beliefs. (DUB-CON)
OCTOBER 17TH ā€” KIDNAPPER!KƖNIG. His punishments are unusually violent, leaving deep and agonising welts and lengthy scars on your skin, and crimson leaking from beneath your thighs. (NON-CON)
OCTOBER 18TH ā€” STEPBRO!KƖNIG. Don't you feel sorry for him? A little sympathy? He's had nothing to violate since you left for University. Why don't you come here and bend over, let him get familiar with your smooth, comforting mouth once again?
OCTOBER 19TH ā€” CREEP!KƖNIG. Being a sex worker isn't easy; you have your fair share of sinister pervert with immoral and wicked fantasies, and Kƶnig is no exception.
OCTOBER 20TH ā€” GYNECOLOGIST!KƖNIG. Under anaesthetics, you're a compliant and babbling mess, until you're weeping pathetically, too drugged to protect your swollen cunt from his assault. (NON-CON)
OCTOBER 31ST ā€” CREEP!KƖNIG. Halloween parties are only fun when everyone's drunk and tipsy, too inebriated to think clearly. Nobody bats an eye when Kƶnig stumbles into a frat party wearing a mask, dragging an intoxicated woman off alongside him. (NON-CON)
OCTOBER 21ST ā€” THERAPIST!KƖNIG. Oh, how he loves to watch as you cry out. Having a fetish for sobbing isn't easy to hide when you're a therapist, but manipulating a mentally unwell patient sure is exciting.
...
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chaussetteblanche Ā· 1 month ago
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and they were roommates
pairing : Spencer Reid x fem!student!roommate!reader summary : you are Spencer Reid's roommate, the team finds out about you when a case brings them to the university you study at word count : 2.5k warning : canon-typical violence A/N : the university is a random one I picked in Virginia, bear with me because I don't know how US university systems work, thanks :) I think this is a part one, there may be a part two or even more, idk, but tell me what you think !
part 2, part 3, part 4
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"I- I'm sorry, what university did you say?" Spencer's frantic tone was immediately noticed by his colleagues. Suddenly, he seemed hyperaware of everything in the room. The loud AC, Derek's pen-clicking and the overwhelming smell of Emily's coffee. "Mary Washington University," JJ answered swiftly, eyes narrowed as she sent Reid a confused glance. The man in question mumbled a few words under his breath and shot up, grabbing his coat and scarf. "We need to go." His tone, unusually urgent, left no space for debate or questioning. He was out the door within seconds, followed closely by Morgan and the others.
When you'd applied for Mary Washington University, you had known you would have to get an apartment. You lived too far away to even consider taking the numerous trains and buses and subways to get there. So, when you had been accepted into your first choice of universities, you'd started apartment hunting. Or roommate-hunting, to be more precise.
To say you had been unlucky would have been quite the understatement. You'd visited four apartments so far and could not even consider living in one of them for a second. The first had been full of frat boys who made your skin crawl, the second was with an old, far right-wing couple, the third had been two sisters who'd yelled at each other for the whole time you were there and the fourth had been so crowded your were certain it was neither sanitary not legal for another person to live there. With the deadline of university starting and having to move all your things, you were starting to get quite anxious. But call it chance or fate, one day you stumbled upon an advertisement for an apartment in a nice neighbourhood with one person who seemed quite normal. This person was a state-employee (which meant a stable salary and that meant you wouldn't have to compensate for rent) who travelled often for work and liked to keep mostly to themselves. Not one for big parties, they preferred a night-in and rarely had people over.
So you'd put on your big-girl pants and had walked over to what you hoped would be your last apartment visit. You hadn't been expecting such a young person to open the door because of the way the advert had been written and because of what it said. "Hi, I'm Dr. Spencer Reid." You noticed he didn't hold his hand out and mirrored his behaviour. "Hi! I'm here for a visit!" You introduced yourself somewhat shyly, feeling intimidated. This man was at the most five years older than you and he was already a doctor?
He showed you around the apartment, which you liked very much. The rooms smelled like books and tea and everything was kept very clean. On the whole, it was tidy, even if a few books or articles were stacked in some odd places. The bedroom you'd stay in was large and luminous. After the tour, he made you a cup of tea as you discussed formalities.
"Uh, so, youā€™re a student, right?" he'd asked politely as he added a worrying amount of sugar in his earl grey. You bit back a teasing jest. You hoped maybe one day you'd get to place where you could comment on his daily sugar intake. "Yeah, um, I'm studying English Literature and Cinema." You stirred your tea, looking around the kitchen. Even though it was painted a dark, forest green, it still seemed luminous in the afternoon sun. "Oh, that's super interesting! Iā€™ve always found texts in Middle English particularly insightful! I- I read the Canterbury Tales when I was about 10 years old. Itā€™s fascinating the way in which issues which were already current then are still very present today, like in the Wife of Bathā€™s tale, for example-ā€œ
He cut himself off, leaning back into the couch. He rubbed the back of his neck, cheeks dusted pink. ā€œSorry, you probably donā€™t want me to ramble about what you already know.ā€ ā€œNo, I think itā€™s amazing that you would know that, actually. What else did you like in the Wife of Bathā€™s tale?ā€ Spencer seemed to brighten up at your words and thus ensued a lengthy discussion of the avant-garde themes evoked by Geoffrey Chaucer. You were fascinated by his knowledge and found his passion especially endearing. Lots of your professors werenā€™t even that passionate when talking of late 14th century literature.
After discussing rent, which you would afford by waitressing at a local bar, lightly touching upon political subjects (on which you seemed to agree on), he finally told you that he was an FBI agent. "Excuse me?" you spluttered, leaning backwards in shock. "I'm a profiler with the BAU, the Behavioural Analysis Unit. I can show you my badge if you want." He stood up and reached for his bag, but you stopped him in his tracks. "No, no, that's okay, I believe you. I'm just surprised, that's all, sorry." His expansive knowledge of so many things seemed fitting for an agent of the BAU. After realising you were the first person who didn't demand his badge as proof of his profession, Spencer granted you a small smile. "You don't need to apologise. I- I know it can be a bit... off-putting." He sat back down and looked you in the eye. "Is that a problem for you, living with a federal agent?"
You thought about it for a second. As a general rule, you weren't a big fan of cops. Even more generally, you didn't believe in the structure of today's society. But that was a big topic. Plus, a profiler wasn't really a cop, was he? "No, that's not a problem for me."
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You'd moved in a month and a half later. Things had been slightly awkward at first and you'd had to figure out what kind of dynamic Spencer and you had. But eventually, youā€™d found your rhythm.
When Spencer left for work, you took care of his plants and sent him pictures of Geoffrey. Geoffrey was the cat youā€™d found on the street and taken in. He was named after Geoffrey Chaucer, author of the Canterbury Tales, your first common point of interest. Spencer had been reluctant at first, but youā€™d taken him to the vet, where he was tested and vaccinated, and the man had finally accepted him into your shared space. Now, he loved the little creature. Sometimes, youā€™d call him to ask how he was doing and whether he was safe. Heā€™d always reply that yes, he was doing fine and no, he wasnā€™t in any danger, donā€™t you worry. Heā€™d ask how you were doing and if you were staying on top of uni work and if youā€™d eaten and if Geoffrey wasn't being too annoying. As an orange cat, he had his particular tendencies.
When Spencer was at home, you'd always look forward to getting back from class. There was always that sense of comfort and ease when he was around. You had found a lovely routine quite easily. You'd both work or study, then cook, eat together and afterwards maybe you'd watch a movie or something. You were at a point where you could comment on his daily sugar intake, which he's started correcting since meeting you. He loved the Big Bang Theory and though you weren't such a fan, you loved the little laughs he let out and all the corrections he'd make. In general, you liked when he talked. Even more generally, you liked him. You also liked Friends and though Ross got on Spencer's nerves, he enjoyed being able to discuss it with you afterwards. The two of you got very close without even noticing.
Sometimes, you'd remember he wasn't just your roommate, but also a man. He'd make you a cup of tea and you'd stare at his hands a little too long while he stirred the honey in. Or he'd help you reach for a cup with his impressive height, his front just skimming your back with a shiver. He'd tell you to breathe and sit down when you were upset about something. A few times, he drove you home from a night out with your friends and laid his hand on your knee. He was the only one who remembered how you'd told him you wanted to kiss him.
With you, Spencer discovered many things he had never experienced before. A healthy, comforting and peaceful routine. A supporting, non-judgemental, healthy friendship. Easy laughter in the middle of the night and tired "good morning"s at dawn. Butterflies in his stomach whenever you touched him. A budding romance which kept him awake at night.
So when that was threatened, he just about lost it.
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"Oh my God." "I can't believe this." "Is this a prank?" "Did someone call 911?" "What about her parents?" "Oh, that's sick."
Voices swarmed around your head, making you dizzy. Your hand rested over your mouth as you stared at the body strewn on the lawn. Much of the student body stood next to you, just as shocked. Mary Goldman had been her name. You'd crossed her just this morning in the main hall and had exchanged small smiles. You had thought that she looked really pretty today, but hadn't told her. You regretted that now. At the moment, her mascara had run down her cheeks and dried and her lipstick and been smudged. Bruises and cuts decorated her bare arms and legs and a big red stain sat on the side of her stomach. The contrast between her dead body and the green, thriving grass beneath her was haunting.
You turned away, feeling sick. You felt your friend's hand on your shoulder, a small source of comfort anchoring you to reality. Facing the road as you turned, you were surprised to see three big black SUVs speeding towards the crowd. You'd been expecting an ambulance, or cops. Not whoever these guys were. They screeched to a stop, drawing everyone's attention. A small dozen of people stormed out, all dressed differently though they all held the same aura of importance, knowledge and authority. You turned back to your friends. "Who are these-"
You stopped mid-sentence when you heard your name being called out urgently. You'd have recognised his voice amidst a thousand others. He spoke your name like no other. You frantically looked around, pushing your way to the large vehicles. When you finally spotted him, tears started pricking your eyes. "Spencer," you breathed in a half-sob. His eyes ran you over once, twice, assessing any damage. When he saw there was no physical wound, his shoulders sank in relief. He opened his arms and you rushed inside his warm embrace almost reflexively. Neither of you noticed the numerous pair of curious eyes observing your intimate exchange.
"Oh my God, Spence- What- What are you doing here?" you'd cried into his cardigan. You buried your face into his neck, inhaling the comforting scent he always bore. He wrapped an arm around your waist and another around your shoulders, holding the back of your head in a consoling manner. "We're- We're taking this on as a case, sweets. Are you all right?" He knew it was a stupid question but all the emotions and tension were barely wearing off and he didn't know what else to say. You pulled away but he kept you at arm's length, holding your cold, shaking hands in his warm, steady ones. "I- Yeah, it's just- I- I saw her this morning! How could she- Why would someone do this to her? To- to anyone?!" Spencer cooed and pulled you into another tight hug as you continued to ramble through your tears. When you'd eventually calmed down thanks to his words of reassurance, he pulled away softly.
Spencer understood what you meant perhaps more than anyone. The sadness, the shock, the anger, the need to understand. He gently wiped away the mascara under your eyes with his thumb. "I know, I- It's- Even I don't always understand, sweetheart, so don't- Why don't you go home? I'd come with you but-" You nodded, biting your lower lip. He gave you a sad smile. "I promise I'll join you as soon as this is over. You- you can make yourself a cup of tea and process all this and pet Geoffrey, okay? Classes are going to be cancelled either way." "I don't want to-" The look in his eyes kept you from arguing further. You nodded, giving him another hug. Before you left, an older man came over to you.
"I'm sorry to bother you, miss. I'm Agent David Rossi. I just had a question-" "Rossi," interrupted Spencer with a stern tone you'd never heard before. The older Agent raised an eyebrow at him. "Just one question." He turned back to you. "At what time did you say you saw the victim?" You inhaled shakily, running a hand over your face. "Uh, it must have been around quarter to eleven. I think- Yeah, somewhere between ten thirty and eleven." "Thank you, miss." You didn't miss the glance shared between the two men before Rossi retreated.
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"Who was that?" asked Emily as soon as you'd left and Spencer had joined them behind the police tape. "No one," Spencer brushed her off as he kneeled next to the victim. Strangely, he hated the idea of someone who knew you dying. It felt too close to home. "C'mon, man, you lost your shit this morning, a girl you clearly know very well runs into your arms, you snap at Rossi and you expect us to believe you?" Derek raised an eyebrow, crossing his arms over his chest. Spencer sighed, pinching the bridge of his nose before looking up at the rest of the team. All were staring at him patiently. He stood up, swallowing.
"That was my roommate." He informed the team of your name and of how you'd been living together for a few years now. "Spencer, you've been living with a woman for years and you've never told us?!" Derek was all but hysteric. Hotch reminded him that everyone was entitled to a private life. "So, are you dating or something?" Emily prodded again. Spencer hesitated a second before answering. "No." Derek scoffed, appalled. "You mean to tell me you've been living with a beautiful woman like that for years and nothing's ever happened?!" "Not everyone is like you, Morgan," Emily reminded with a teasing smirk. Derek sent her an unimpressed look. "Look, let's all grill Spencer later, we have a case to focus on right now." Rossi, ever the voice of reason, directed everyone's attention back to the corpse laying next to them.
Needless to say, the BAU team did not need to interrogate Spencer or attack him with incessant questions to find much out. They'd seen by his behaviour that very morning how much he cared about you. They'd seen how relieved he had been when he'd seen you safe and sound. They'd noticed you'd only started crying when you'd seen him, a big sign of trust. They had never heard him call another by pet names such as "sweets" or "sweetheart". They'd read both of your body languages like a children's book and translated it easily.
Love. Comfort. Peace. Ease.
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specsthesecond Ā· 4 months ago
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Imagine being a nymph
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You exist somewhere in between being older than most living things but young in comparison to the ancient forest you reside in. You laze all day on lush moss and wander through thick meadows in the evening.
You spend most of your time with your fellow nymphs and the Satyrs, who also inhabit the forest. You join the satyrs in their festive orgies, their never ending debauchery and stamina is always entertaining. The satyrs are very close with the nymphs, both being able to keep up with the others insatiable apatites. They often invite you to praise their god in the only way they know how; sex, parties, wine and more sex. No matter what season, weather or time of day the forest is always filled with the pleasured sounds of your shared revelry.
You have your fun luring Human adventurers away from their parties, giving them little glances of your body behind thick trees. Humans also like it when you pretend to not notice them when they "accidentally stumble" across you sitting in your meadow. Either way when you have them to yourself it's always a fun arrangement. They always seem enraptured by you, all you have to do is bat your eyelashes and they come to you like they're locked in a trance. Always so hesitant at first like their dirty mortal hands shouldn't touch something as divine as your skin, you dispel those thoughts very quickly.
Sometimes the nomadic Centaurs travel through the forest, the nymphs and satyrs are always more than happy to welcome them into their home. The centaurs are proud creatures so you have to flirt a little harder than you do with humans or satyrs but traveling for months with no relief is so burdensome and why deny the cute nymph offering exactly the relief you need? When the huge man-beast eventually grumbles some admission of interest you waste no time bending over, hands on the lush forest floor, presenting your ass for the centaur to completely ruin on his massive horse cock.
The occasional traveling Orc camp will pop up now and then, that's always exciting. Orcs are very simple creatures and require little to no coaxing. You can usually just skip into the orc camp and plop yourself down on the nearest burly green hunk. They may be confused at first but a sultry look and a well placed hand will have them grinning from ear to ear, already half chubbed. It's a good idea to try and find the chief or clan leader as they might announce to the whole camp that they've found a useful fuck toy for the night. You might spend the day getting pounded by orc after orc until the late hours of the night. The only trace you'll leave behind for them when they wake is a trail of flowers and a few puddles of cum.
Goblins are similar to orcs but even more insatiable. Walking into a goblin camp in all your beautiful naked nymph glory will get you jumped and fucked within seconds. The small creatures don't care much at all for civility or decorum, they see a pretty thing like you walk into their camp and they're already scrambling and fighting each other for a hole. Not that they have any problems with sharing, during these particular nights there's always multiple goblin cocks being stuffed into all your holes, fitting in as many as they possibly can. They fuck till they drop, literally thrusting into your cum soaked holes till they pass out on the grassy floor.
Elves however, are another story. Elves never lose their composure, always so regal. When they travel through the forest they let the nymphs trail along with them, if only because this is your home they're walking through. You've only fucked elves very few times. The first being a noblewoman who weaved flowers in your soft hair while stealing glances at your naked body. You pleasured her in her tent one night, lapping at her pretty pussy as she gave you quiet but generous praises while gently stroking your hair. There was also the respected guard captain who you caught pleasuring himself by the river, he seemed very grateful for your assistance, fucking you ragged like he hadn't touched another person in centuries.
If you're lucky you may stumble upon the Minotaur that lives in the forest. You and the other nymphs like to play this game where you tease and taunt the Minotaur until he chases one of you down and fucks you into the dirt. It's not clear if getting caught means you win or lose but the other nymphs will sit around you, pet the minatour and coo at you as you get ferociously fucked by the beast until it fills your belly with it's seed. You're almost unconscious when the minatour is done but that won't stop the other nymphs from licking up the monsters cum from your abused hole while trying to coax the minatour into another round.
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pseudowho Ā· 2 months ago
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"Hey! Nanamin, Mrs.Nanamin?"
You and Kento looked up at Yuuji from your places on the sofa; you, with your cross-stitch and your tongue between your teeth, and Kento looking over his newspaper and reading glasses. Yuuji dried his hands, having washed the final dish.
He grinned, ruffling stray bubbles into the back of his hair, and tapped away on his phone. Kento's phone buzzed, and he picked it up, looking at the screen.
"It's my birthday next week--"
"--dont worry, Yuuji, we know--"
"--and I'm just gonna have a little party in the Jujutsu High forest. Gojo says it's okay, thought you two could come along. I've qjust sent you the deets."
As Yuuji walked off to his room, you looked up at Kento, who read the invitation in increasing confusion, a dismayed little hum rumbling out of his throat.
"What? What is it?" You asked around the needle pinched between your teeth, leaning closer to peer at Kento's phone.
"The party..." Kento hummed.
"...the party...?"
"Apparently it's going to be 'dank'."
"Oh...sounds unsanitary."
Kento hummed again. "Quite. Though perhaps if we bring our best 'rizz', Yuuji thinks the party will be 'bussin'. Even better, if our outfits 'slay', he'll be 'highkey' excited."
You frowned, then scoffed, calling down the hallway.
"Hey, Yuuji? This invitation..."
"Yeah?" He shouted back, "What about it?"
"Have you had a stroke?"
Yuuji laughed, unabashed, and walked out in his pyjamas, grinning. "Nah, for real for real, it'll be great. No cap."
You and Kento looked at Yuuji like he'd grown an extra head. Yuuji laughed again, and got a glass of water before bidding them goodnight, scoffing as he went into his room;
"Millennials."
You and Kento sat in stunned silence in the lamplight. Kento looked at your cross-stitch and fluffy socks. He felt his reading glasses on his head, his newspaper forgotten in his lap, and you seemed to be thinking the same, before asking him in quiet horror:
"Kento...are--are we old?"
Another dismayed hum, from beside you.
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The 20th of March arrived; a balmy spring evening. The sun was setting as you and Kento approached the forest at Jujutsu High, seeing the flicker of flames in a great firepit, hearing music and laughter, and clinking glass.
Panda tossed bottles of drink across the floating crowd; Maki and Megumi caught theirs seamlessly, and Nobara fumbled hers to the tune of laughter, her eye patch replacing her depth perception.
The birthday boy bustled around, accepting claps on the back, gifts and well-wishes, his hair turned coral in the dying sun. He looked up as you and Kento approached, looking happier still.
Yuuji softened at Kento's smile, accepting a gift with the promise of 'more at home'. Kento patted Yuuji on the shoulder, looking him up and down.
"Looking good, Yuuji. On fleek."
Yuuji faltered, unsure. "Oh, on...?"
Kento turned to you, only marginally irritated when Gojo joined your group. As the conversation grew between you, Kento and Gojo, Yuuji looked more and more sidelined, eventually fumbling for his phone, his trusty translator.
"Went to talk to the higher-ups today--
"Ugh! Adulting."
"-- legit. Looked over their new hashtag 'Student Protection Policies', and they were so fucking basic--"
You and Kento scoffed as Gojo continued, and Yuuji listened on, flicking through the glossary of his mind.
"--so yeah anyway, cheeky humblebrag, but when they told me I couldn't argue, I told them that they'd die of old age before they got a good policy out. Solid clapback, I feel."
You and Kento scoffed, sipping your drinks, answering; "Savage"-- "Woke up ready to throw shade, huh."
The party went on, and Yuuji found himself overhearing more and more of Kento's conversations. Yuuji had a growing list of words on his phone, and increasingly looked at Kento as if he'd been replaced by another man.
Yuuji looked down at his phone, scrolling through the list; he had no answers. He still had no idea what time 'Leet o'clock' was, he'd been called 'dude' at least seven times, and he had lost a game that he hadn't even known he was participating in.
Kento turned back to Yuuji, smiling again at his disgruntled expression, thanking him; "Party's lit, Yuuji. Having fun?"
As Yuuji opened his mouth to argue, you approached, grinning at Yuuji and looping your arm through Kento's; "You alright kiddo? Looking a bit shook."
"I-- what? I don't--"
Kento leaned in to you, talking lowly in your ear; "Just been schooling this boy on the appropriate vernacular. I like to think I'm winning."
You laughed, delighted. "Weird flex but okay."
You melded back into the party ("Oh my god! Megumi's puppers! C'mere boy, who's a good doggo..."), and Yuuji fizzled at Kento, pugnacious.
"You're fucking with me, aren't you?"
Kento looked at Yuuji with absolute innocence. Yuuji puffed his cheeks out, putting his phone away and stabbing a finger at Kento.
"I'll get you back for this. Just 'cos you two are old."
Kento scoffed again, the barest smirk on his lips. "We're not old. You're just a baby."
"Yeah, yeah, Nanamin. Tell me that again when you stop taking two ibuprofen in the morning 'just in case'."
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A cheeky Millennials and Gen Z love letter, written absolutely tongue-in-cheek
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jennaflare Ā· 5 months ago
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So Disco Elysium is the only game you've ever really liked
I get it! It's a phenomenal game with superb art and writing, and its themes are consistent and deeply explored. It sets a high bar for video games. But there are other really, really fantastic games out there. This is a list that is 100% my own taste of things that aren't necessarily similar, other than the fact that they're really fucking good. (A lot of these are on sale for the Steam Summer Sale until July 11 2024!)
In Stars and Time
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In Stars and Time is a time loop game where you play as Siffrin, the rogue of a party at the end of their quest to save the day by defeating the King, who is freezing everybody in time! But something is wrong: every time you die, you loop back to the day before you fight the King. You're the only one who remembers the loops, so it's up to you to figure out why it's happening, and how to break out.
In Stars and Time is a heart-wrenching dive into mental health, friendship, and love. It's about feeling alone, and how awful it is when the people who love you don't notice (and how awful it is when they do). It's about falling deeper and deeper into your worst self and your worst tendencies, and how to come back from it.
The creator also did one of my favorite Disco Elysium comics ever, which is only tangentially relevant but worth mentioning.
Roadwarden
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In Roadwarden, you play as the titular Roadwarden for an undeveloped and "wild" part of the kingdom. Monsters roam the forests and roads, and it's your job to keep people safe. On paper, anyway. Your real mission is to find out what is of value in the area, and how to take it from its people. How well you perform this task is up to you. It's an oldschool text-based RPG, and I take a lot of notes by hand when I play.
Roadwarden explores exploitation and industrialization by making you look in the face of your potential victims. You can only learn what your bosses want you to report on by getting close to the residents, after all. There are mysteries to be solved, secrets to be gathered, and hearts to win.
The Longing
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The Longing is an adventure-idle game where you play as the solitary servant of a sleeping king. Your task is to wait for him, for four hundred days. Time in the game passes in realtime (for the most part). There are caves to explore, books to be read, and drawings to make.
The Longing is about loneliness and depression. It's about whether or not you decide to stay in that hole, and if you do, what you do with yourself while you're there. Maybe you'll wander. Maybe you'll stare at a wall. Maybe you'll just sleep until it's all over.
Papers, Please
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Papers, Please casts you as a newly hired customs officer in a country that is rapidly tightening its borders as its fascist government tightens its fist. This game is stressful. Sometimes you intend to help out the revolutionaries when they asked, but then you got so stressed out trying to make your quota so you can feed your family and pay your bills that you didn't notice the name of the person they were hoping to contact while going through their papers. Sometimes someone puts a bomb in front of you and expects you to defuse it. Sometimes someone suggests you steal people's passports so you can get your family out, and with the horror you see daily, the idea tempts you more than you'd like.
Papers, Please is all about hard choices and testing your moral fortitude. Everything you do has consequences. Being a good person in this game is hardly ever rewarded, but not in a way that feels overly cynical. Papers, Please asks you what kind of person you want to be and what you're willing to sacrifice to get there.
The Return of the Obra Dinn
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From the creator of Papers, Please, The Return of the Obra Dinn is a game where you play as an insurance investigator for the East India Trading Company. The ship the Obra Dinn has just floated back into port, its entire crew missing or dead. It's your job to figure out what happened aboard the vessel. For insurance reasons.
I don't know how to go into the themes of this too deeply without giving away too much, but the mechanics of the game itself make the game worth playing. You have a magic stopwatch that allows you to go back to the moment of a person's death, allowing you to try and figure out who (or what) killed them, and how. And the soundtrack is extremely good.
Outer Wilds
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In Outer Wilds you play as an unnamed alien, and it's your first day going to space! Your planet's space program is pretty new still, so there's still lots to explore and discover on the planets within your system. There are ancient ruins from a mysterious race that once lived in your system, long before your species began to record history. Why were they here? Where did they go? How are they connected to the weird thing that keeps happening to you?
The fun of Outer Wilds is in the discovery and answering your own questions. The game never tells you where to go, and it never outright tells you anything. There are clues scattered through the system, and it's up to you to put them together and figure out your next steps. It's about the way that life always goes on, no matter what, even when it seems like the end of everything, forever. I'd recommend NOT reading anything else about this game. Just go play it. Seriously, the less you know, the more fun this is.
If on a Winter's Night, Four Travelers
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In If on a Winter's Night, Four Travelers, you explore the circumstances of the deaths of four individuals.
This is a short one that took me about two and a half hours to play. If for no other reason, play it for the stunning pixel art. The game explores sexism, racism, and homophobia in the Victorian era and leans heavily into horror themes. Best of all: it's completely free!
Pentiment
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Pentiment takes you to the 16th century, where you take the role of Andreas Maler, a journeyman artist working on his masterwork in the scriptorium of an abbey. When someone is murdered, Andreas takes responsibility for finding the culprit.
The game is set over 20~ years and you get to watch how Andreas' actions affect the village in various ways (who's alive the next time you come by, have people gotten married and had children...). It's an exploration of how the past affects the future, and what parts of that past we choose to keep or discard. It has beautiful art, and fans of both Disco and Pentiment often compare them.
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Other games you might wanna check out
Night in the Woods, Dredge, Oxenfree, A House of Many Doors, Inscryption, Slay the Princess, Citizen Sleeper, Chants of Sennar, Loop Hero, The Cosmic Wheel Sisterhood, The Pale Beyond, Where the Water Tastes Like Wine, Elsinore, Her Story, Before Your Eyes, Pathologic (not delved into above because the venn diagram of Pathologic fans and Disco fans is basically a circle)
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felassan Ā· 5 months ago
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June 14th 2024 Developer Q&A (from the official BioWare Discord)Ā - Complete transcript
Under a cut due to length.
Update:Ā This post has now been updated into a word-for-word transcript.
[Link to video recording of Q&A]Ā |Ā [Link to equivalent post for second Q&A (August 30th)] |Ā [Link to video recording for second Q&A]
Update:Ā This post has now been updated into a word-for-word transcript.
If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here. This blog post is linked in the description under the video. ( Ė¶Ā“ įµ• `Ė¶ )
Corinne Busche, John Epler, Matt Rhodes and Community Manager Katey were the devs that were there.
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Katey: Hello!
John: Hello.
Katey: Beautiful, your mic sounds beautiful. How's everybody doing?
John: Excellent. I, just as a headsup, I have some folks doing some service, in the next room so, if I, if you hear background noise, that's what that is.
Katey: No worries at all. Well I hope that everybody who's been waiting in here is really excited, because I'm super excited. I'm Katey. I'm the Community Manager. If you don't already know, you can usually see my name at the top of this Discord server. But I'm joined here with some awesome guests that I'll let introduce themselves. Let's start with Corinne.
Corinne: Can you hear me okay?
John: Yep.
Katey: Yep, we can hear you beautifully.
Corinne: Great, perfect. I'm Corinne Busche, Game Director of Dragon Age: The Veilguard.
John: Awesome. I'm John Epler, Creative Director of Dragon Age: The Veilguard.
Corinne: John!
John: Hello.
Katey: And then we've also got Matt Rhodes, who may be struggling to find the unmute button which is at the bottom left.
Corinne: Our, our resident artist-poet, Matt Rhodes.
Katey: I could unmute him, actually, I don't know if I can unmute him, but if he needs help, he can message me on the side.
John: The joys of being a giant nerd is I spend a lot of time on Discord anyway, so.
Corinne: Well there you go, right?
Katey: Fair enough. Alright, well, we have a ton of questions to answer. We probably won't be able to get to all of them today. You all have sent in so many really really great answers, sorry, questions for us to answer. And if we don't get to them today, we're hoping to be able to do things like this in the future. So without further ado, I'll get started. First question's a bit of a soft ball, I feel. If you could belong to any of the main factions shown in the game, which would you choose?
Corinne: I mean, listen Katey, you say softball, but like, this is hard! Iā€™m gonna cheat, and Iā€™m gonna give you two. So for fashion, the Antivan Crows, all day long. Their threads, youā€™re gonna love it. For vibes, though, like the ones that capture my vibe, Mourn Watch. Gimme those necromancers.
John: Those are good answers. I have, I have one for fashion, and also for, just general faction Iā€™d like to be a part of. Veil Jumpers. Who doesnā€™t like a nice walk in the forest, yā€™know? Even if that forest is filled with horrifying monsters and terrifying anomalies, but yeah.
Katey: I love that. I know that Matt has a few technical issues ā€“ oh, heā€™s unmuted. There we go. Or maybe not. Thatā€™s okay, I think we can move on.
John: The Fade has taken Matt.
Corinne: Thatā€™s right, thatā€™s right.
Katey: Yes. One quick thing, if you check your settings, the cog-wheel in the bottom left, make sure that your voice, like, your audio is all good. If youā€™re still hearing the music, feel free to maybe, force-quit Discord and rejoin by just joining the stage directly. And mute the music before you come in. Okay. I can move on to the next question for now. Iā€™ve seen, so this question was from Acra. Iā€™ve seen a lot of talk about only having two companions in your party instead of three for this game. What is the reasoning behind this and will we still get the same companion conversations and banter as seen in the previous Dragon Age games?
Corinne: Ooh, this is such a good question. Thankyou, whoever submitted this one. Yeah, Iā€™ll guess Iā€™ll start and then Iā€™ll turn it over to John Epler. So, first of all, as you saw in the gameplay reveal, this is a much more intimate experience. Weā€™ve pulled the camera in. For those that arenā€™t aware, the reason why is we want you to feel like you actually are in this world, right? Like, youā€™re walking these city streets of Minrathous, youā€™re looking up, seeing the buildings all around you, youā€™re a part of this place. So itā€™s much more intimate, and we believe as the narrative unfolds this creates a lot more immersion. Now, how that relates to companions is in doing this, we went back and forth on it a lot, but we actually found, with this perspective, having two companions, really allows them more visibility and presence. Weā€™ve talked about the incredible depth and focus weā€™ve put on fleshing out these companions, theyā€™re very fully-realized. So here, you really get to see them more clearly, you get to see them shine. When you see Lace Harding jump into the air and unleash a volley of arrows, you can only really get that because of that more intimate view. So I love the spotlight thatā€™s been put on them. But, I think, in addition to the banter, one of the things that people are wondering about is, okay, but what about gameplay? So again, this has come about from our testing, working with the internal team, also our lovely Council of players. We just found that when youā€™re playing in the combat system, when youā€™re planning your strategies, two really felt like the right number to manage. So keep in mind, Rook has a lot of different types of actions, Abilities, individual attacks that are more fully fleshed-out than ever before. Timing and positioning matter a lot. So this really felt like the right balance to have. The number of inputs and actions weā€™re asking you as a player to take, including directing your companions, is higher than ever before. And I will also say, I engage with the companions, like I actively control what theyā€™re doing more than I ever have before in any of the other three games. But John, Iā€™ll toss it over to you for the banter. Thatā€™s kind of like the, we got a two-for-one there.
John: Yeah, yeah.
Corinne: I think thatā€™s a, a great question.
John: So - itā€™s a great question, yeah. I mean honestly, I donā€™t think you could actually stop the writers from writing banter. I will say for myself, itā€™s, itā€™s one of the more light but fun things to do. You get to write little stories, little arcs between different characters. And I mean, The Veilguard is no different. Banter is still absolutely core part of it. You know, weā€™ve got global banter, you know, the general stuff that you get in all spaces, as well as mission-specific stuff. But, yeah, itā€™s definitely still a big thing. I think itā€™s, if anything itā€™s the most weā€™ve, weā€™ve ever done for pairings of companions. Beyond that weā€™ve also made sure, and I mean Iā€™ve been on Dragon Age for a while, and I know thereā€™s been issues, you know, things like, okay, well I donā€™t wanna miss this banter. So weā€™ve even added stuff like some interruptible and resumable banter as well, just to make sure that, because again, itā€™s a core part of the experience. Everyone loves hearing these companions talk to each other, everyone loves hearing these little stories and relationships develop over the course of the game and, as mentioned before, companions are the heart of this experience and banter is a big part of that, so, you still have it, itā€™s, if anything, like I said, you could not stop the writers from doing it even if we tried, so.
Corinne: Thatā€™s right, thatā€™s right. Well, John, you know, listening to you speak, one thing that comes to mind, maybe people are wondering, with two companions in the field do I get less interaction between, that, like do I get to see my companions interacting in a broader group more often.
John: Oh -
Corinne: And, the way youā€™ll gather them around the kitchen table, thereā€™s just so many of those moments where theyā€™re all interacting with each other.
John: Well, I think ā€“
Corinne: Those are some of my favorite parts.
John: Yeah, and I think, yeah, and actually thatā€™s a, a good call, because I think the other side of it is, weā€™re not talking too much about your home or anything, but, we also want to make sure that they feel like they have a relationships and a life outside of just, the times you take a certain pair of companions out on the field. So we made sure that, they have those interactions there as well.
Katey: Love that. Letā€™s see. Um, Matt, are we, are we all set, are we good? Yes? No? Okay. I can continue and we can come back to some of your questions. Alright. So that, I loved the answers to those. How customizable is the backstory of Rook? Will we get to determine their past in the Character Creator? And that was asked by Briar.
John: Yeah, so. Absolutely. So, one of, each, Rook has six different backgrounds that you can choose from. Each of them is tied to one of the major factions in The Veilguard and each one sets out who Rook was before they recruited, were recruited by Varric, and. Well that sets out the broad events. As you go through the game, as youā€™re gonna have conversations, either with members of your faction, other characters, you can define, not just what those events were, but what they meant to you, what was your motivation, what was the kind of person you are as you build up Rook, because again, we wanna make sure that roleplaying is at the heart of this experience. And taking Rook, giving them, again, giving them background to ground them in the world but then letting you decide what that means and what that says about you is also a big part of it, so. And again, there are six different factions in this game, two which, anyone whoā€™s played Dragon Age for a while will remember. Youā€™ve got the Grey Wardens. Youā€™ve got the Antivan Crows. We also have, in addition to that, we have four new ones, because weā€™re in northern Thedas. We have the Veil Jumpers. We have the Mourn Watch. We have the Shadow Dragons, and we have the Lords of Fortune, so. Again, a lot of different options, a lot of different background, and a lot of opportunities to really define what your, who your Rook was, and who they are now, so.
Katey: Amazing. Will crafting return? If yes, has it been improved over the system in Inquisition? Asked by Some Dude.
Matt: Testing.
Katey: Oh hey Matt!
Corinne: ā€œSome Dudeā€, is that, Iā€™m gonna assume ā€œSome Dudeā€ is a username. Great question.
Katey: Yes.
Corinne: Welcome Matt, the lovely Matt Rhodes.
Matt: Testing, testing.
Corinne: Welcome, welcome, hello. Alright, so, will crafting return? You can absolutely improve and customize your gear, yes, that is a big part of RPG progression, so yes you can improve and customize it. I will say, though, itā€™s different this time around, and it does get into spoiler territory, so I, Iā€™m gonna be a little bit cagey about it, but there might be a mysterious entity that assists you with that thatā€™ll be an important part of the narrative.
Katey: So mysterious.
Corinne: Oooh!
Katey: Matt, Iā€™m gonna actually go back to our first question so that you can answer, so everyone knows.
Matt: Thank you.
Katey: What faction, what faction you would choose if you could choose one for yourself?
Matt: Absolutely, oh, for me itā€™s definitely the Lords of Fortune. Iā€™ve had a chance to try out a bunch of them, but I think Iā€™ve finally settled on them. And itā€™s largely just because pirate-barbarian is just such a great combination of elements, so. Treasure-hunting plus beaches and palm trees and all that stuff, itā€™s a, itā€™s a really good mix, so thatā€™s kinda my default.
Katey: I think Iā€™m with you there, for sure. How about this one - this one was definitely asked probably amongst the most in Discord. Axolotl asks, can we kiss or romance Manfred the skeleton?
Matt: Uh, I, I would say, not that skeleton, but weā€™re not saying no skeletons.
Katey: I love that answer.
Corinne: This is my favorite answer so far.
Katey: Alright, so Iā€™m gonna get back on track here. Alright. What, what were some of the development considerations that you had to take into account to ensure that this new game flows and functions with prior games, and Dragon Age Keep, if Keep is being utilized?
Corinne: Ooh, thatā€™s a good one too. So, first of all, I would, I would point everyone to, we did an interview with IGN that goes into some of the details there, so, like, if you want a deeper dive on it, check out that article. But just to summarize, we have taken a different approach on how you import your decisions this time around. Itā€™s now actually been fully-integrated into the Character Creator, and kinda serves a dual purpose, to be honest. I, I playfully, itā€™s not called this in-game, but I playfully think of it as ā€˜Last Time On Dragon Ageā€™.
Katey: I love that.
Corinne: Right? Now, when I talk about its dual purpose, itā€™s been ten years since the last Dragon Age game released, so it serves as a refresher on critical events as well as allowing you to re-make those decisions that are critical to you. The thing I love about it is, itā€™s very highly visual, it uses the familiar tarot card aesthetic, so itā€™s actually really visual and playful experience as you go through it. It is very much important to us that itā€™s built into the client, though. You can play this game entirely offline. No connection. You donā€™t have to link to your EA accounts, like thatā€™s been a really big request. So, the refresher plus make those decisions in-client, I think weā€™re all pretty happy about that. I donā€™t wanna spoil anything by revealing what decisions you can import, like, look, yā€™all donā€™t want the spoilers, but I will say, itā€™s been a really interesting creative intersection for us, because on the one hand, this is a whole new adventure. Youā€™re in northern Thedas, these locations that youā€™ve literally never been to before. So that affects some of what will matter and what weā€™re not using this time around, as far as decisions. But obviously thereā€™s some very, very clear connections to existing characters. Itā€™s no secret that the Inquisitor, our dear Inky, is gonna show up, so, thatā€™s, thatā€™s a factor.
Katey: Peachy asks, will this next game be an open-world game, or is it just contained to Tevinter?
John: Yeah, thatā€™s a great question. So, you are in northern Thedas, but the game only begins in Minrathous, it doesnā€™t stay there. Iā€™m, I think one of the most exciting things for me, honestly, and again, to Corinneā€™s earlier point about spoilers, I donā€™t wanna get into too much spoiler detail, but getting to go to, and work with the art team, work with the narrative, work with the design team to build out these locations that weā€™ve talked about. Places that characters have referred to as where theyā€™ve come from, places that characters, obviously, in previous games, have hailed from, has been absolutely exciting. So, itā€™s, you do start in Tevinter, you do start in Minrathous, but again, thatā€™s not the entire game by any stretch. So yeah.
Corinne: Yeah, and the first half of it is, is it an open-world game? Weā€™ve gone back to what we believe delivers the best, most curated ā€“
John: Mhm.
Corinne: - intense narratives. So, this is a hand-crafted experience, itā€™s mission-based. Now, these locations can open up. You can go back, solve mysteries, do some really great side-content. Not fetch-quests, not grind-quests, some really great side content.
John: Mhm.
Corinne: But, I wanna be clear. Itā€™s, itā€™s a really curated, hand-crafted experience.
John: And just to, just to bounce off of that very quickly. The most important thing for us, to what Corinne was saying about hand-crafted, obviously weā€™ve talked about how, you know, narrative, story, characters, are the most, are critical to us, and this has allowed us to build these experiences in a way that emphasize that, extremely long, while still, again, tying into the story threads and the story beats, so.
Katey: Awesome. TastefulToxel wants to know - will the companions have unique specializations like Dragon Age II, or will it be the same ones we will have access to as the player in like DA: Origins, or Inquisition?
Corinne: Oh, cool. Hey TastefulToxel. Yeah, so, cool question. I think the best way for me to describe this is that, yes, our companions will have Abilities that are truly unique to them. But also, the companions do fall into the archetypes of mage, rogue, and warrior. Like, for instance, you might be surprised to hear, because she has a bow, but Bellara is, in fact, a mage, and I, I love that. So, some of the Abilities, the bulk of the Abilities of the companions are based on their own unique personality. Like, Neve is the only mage that is an Ice Mage, so you get distinct Abilities for her. But, because sheā€™s a mage, she does have access to Abilities that all the mages share, like Time Slow. So we really like the balance there. Itā€™s like a good mix of representing their archetype, their class, and also their distinct specialization or personality, whatever you wanna call it.
John: Yeah, actually, I would actually say the word ā€˜personalityā€™ is a really great one because thatā€™s, again, each of these characters exists, each of these characters have a history, have a story of how they became who they were, and part of that was finding that intersection between narrative and gameplay, and making sure that, again, we, we serve the needs of gameplay but also allow these characters to breathe and exist as their own people, not just in conversation, but out of conversations, as well.
Corinne: I would also say as part of that core mage kit, healing spells are there, so any of your mages, you wanna make ā€˜em a healer, do that.
Katey: Lunasoul Darkmoon asks, will The Veilguard have tactical combat still?
Corinne: Ooh, such a good one, such a good one. Okay. Yes! Combat gets quite tactical, like, obviously this is an evolution of the combat system, and I talked about immersion, wanting you, to put you in the world, like youā€™re actually living and existing in it, but it is very tactical. And, I will say, we have a robust difficulty system. The tactics are increasingly important the higher difficulty level you go. So like, look, if youā€™re showing up for a highly tactical experience, I would crank that difficulty level in particular. But I wanna make clear, Iā€™m, super, I wanna make sure Iā€™m super clear in my answer. You saw the gameplay reveal. Our pause-time tactical mode is not overhead. It stays close to Rook. It does allow you to cycle between targets, both in and out of combat, thereā€™s a reason for that. As the game progresses, and you didnā€™t see this in that opening hour of the game, but itā€™ll display strategic information on the enemies, so like, what are their vulnerabilities, what are their elemental weaknesses, their enhancements, what are they resistant to? So your type of Abilities, learning into elemental gameplay, matters a lot. Iā€™d also say, this is a long answer, itā€™s such a good question ā€“ tactical decision-making also takes the form, I would say this is front and center, of coordinating your Ability usage between Rook and your companions to create synergies, or really devastating ā€“ we call them ā€“ detonation combos. So, let me give you a couple of examples, because it can be a little hard to visualize, so hopefully this helps. So one of the tactics that I personally enjoy in my own builds, I just recently played as a Veil Ranger, I love it, itā€™s one of my favorites. If Iā€™m fighting Fade-touched enemies in Arlathan, I like to use Bellaraā€™s Galvanized Tear to pull enemies together, itā€™s like a gravity well. You then Slow Time with Neve and, Slow Time affects the world around you, but it does not affect you, so you clump them up, you Slow Time, and then with Rook, I come in and do, like a devastating AOE or damage over time spell or Ability, and itā€™s even better if itā€™s a lightning-based Ability, because the Fade-touched in Arlathan are vulnerable to that. So thereā€™s so many layers of coordination and strategy and tactics. Now we did talk about the devastating, like, detonation combos, honestly, thatā€™s probably one of my favorite features, because thatā€™s when youā€™re really leaning into explicit teamwork between your companions and Rook, or, the companions together. So when I, when I build out my team and Iā€™m going into a mission, I try to ensure that I have at least a couple of possible synergies, detonation combo synergies within my team. Might be between Harding and Neve, or it might be between Neve and me, or it might be both. So here, I would go into battle, Iā€™d pause time, open the Ability Wheel, get information on the enemy, and the Wheel will actually tell me that there is a synergy combo, you might have seen a screenshot that says ā€œcombo availableā€. It will remind you of those synergies between companions. You can queue both of those Abilities up at the same time, go, close out of the pause-time menu, theyā€™ll both execute, both Abilities will happen, then the detonation AOE happens, applies debuffs to all the enemies in a radius of it, itā€™s so satisfying, itā€™s so satisfying, I canā€™t wait for yā€™all to see it. But the interesting thing is that too is a tactical choice. Iā€™m choosing to use my companions to do that, and that means, in that moment, Iā€™m not using them to heal me, or to give me that defense bonus, or to knock an enemy off a ledge, so itā€™s about the opportunity cost. I, I could spend the rest of the session talking about this, I, apologies for being long-winded, but this is just one of my favorite parts of, of the game.
Katey: That was a great answer. Can you choose Rookā€™s pronouns? If yes, being, is being non-binary an option? And also, how detailed is Character Creation?
Corinne: Hell yeah you can select your pronouns! Absolutely. You can actually select both your pronouns and your gender, because those are related concepts, but theyā€™re not actually the exact same thing, so. Itā€™s really cool. Yeah, you can be non-binary. We have they/them, she/her, he/him. Yes, emphatic yes. How detailed is the Character Creator? Oh my goodness, yā€™all. Like. Very! I donā€™t wanna give away too much just yet, but itā€™s very, very deep. It has been revealed, itā€™s out there in a couple of articles, about the focus on hair, the focus on skin-tones that are done respectfully, full-body customization, hell yeah, we love to see it. But weā€™re, weā€™re gonna, weā€™re gonna come back, weā€™re gonna show you a lot more on Character Creator, but we wanna make sure we have the time and space to, to do that.
Katey: Will there be a Photo Mode in-game?
Corinne: So that is something weā€™re actively looking into. We know thereā€™s a tonne of interest, so stay tuned on that one. But we are very much looking into it.
Matt: I can add to that, is a feature that is, that, we like, we like the idea of, and, and, itā€™s not just player-facing but internally, itā€™s a really helpful thing for us as weā€™re, as weā€™re building things out to have that so itā€™s, itā€™s, weā€™ll let ya know.
Corinne: Yes, yeah, absolutely. We, we are as geeked on that possibility as you all are.
Katey: A lot of people were asking about Abilities. This one is from Clemmy. Abilities, I donā€™t think I saw this answered yet, but are we going to be limited in how many Abilities we can pick from the Wheel?
Corinne: Ah! Yes, yes, yes. So, Ability Wheel does have a capacity. You have to choose which three Abilities you wanna bring for Rook, which three for one of your companions, and which three for another companion. And what I, what I like about this is there is, kind of, an emergent gameplay depending on who you and your companions are coming into the mission with. Now the reason for that is, it actually creates really interesting balance of strategizing, having to do that strategy about your kit, your combat kit, before the mission. And then the tactical decisions once youā€™re in the field in combat, deciding what to do. But, I do wanna clear one thing up, because, while there are three Ability slots for Rook, thereā€™s so much more than that. Other actions that you can perform directly from the Wheel include, youā€™ll have an Ultimate Ability, associated with your class or your specialization, so thereā€™s variance there. Thereā€™s a type of items that youā€™ll get that function like Abilities, theyā€™re typically like buffs and enhancements in form of Runes. So youā€™ll control that for Rook and/or the team from the Wheel. You may have also seen that you can direct which targets your companions will focus on, but what you might not know is that a lot of the companion gear really synergizes with that directing your companions. When you issue those commands, that too will proc based on the gear they have equipped. Really interesting and strategic effects. They can be more Ability-like, more, like, procced effects, thereā€™s just so much from the Wheel, that once you get in and see everything working together, becomes more and more apparent.
Katey: We have another question from TastefulToxel which is, will Fireball and Cone of Cold be back as skills, or as spells in Dragon Age: The Veilguard?
Corinne: Ohh, I love, all these combat questions, really good. So Fireball and Cone of Cold arenā€™t specifically back, however, their successors are. Frost Nova and Meteor. So these serve the exact same combat role and function as those other Abilities. I would also say, it gives ā€˜em quite the glow-up, so. Meteor in particular, like, so satisfying nuking a group of darkspawn with a well-placed Meteor, itā€™s really wonderful.
Katey: What accessibility features are available? I would love to know if thereā€™s an arachnophobia mode. Will there be mod support?
Corinne: Oh my goodness, arachnophobia. I am wicked afraid of spiders too, my partner always laughs at me. Iā€™m just terrified of them. That said, thatā€™s one weā€™re going to save for a little bit closer to launch before weā€™ll go into full details about accessibility features. But I do wanna assure you, weā€™ve spent a lot of time thinking about this topic so you can play the game in a way that really works for you. Iā€™m, Iā€™m excited to share that with you when the time is right.
Katey: So this one is from a username named Cookie. How long is the time-skip from Inquisition to The Veilguard? I know weā€™ll probably get more info on this, but Iā€™m so curious.
John: Yeah, so, anyone whoā€™s paid attention to Dragon Age, and I can say as somebody whoā€™s been on Dragon Age since Origins, timelines are always a little iffy. They change, and they morph over development as we see how long events taking. But, for The Veilguard, we were actually pretty consistent from the start. Itā€™s been about ten years since the events of Trespasser. As you may or may not have noticed, Varricā€™s become a little bit of a silver fox. I know, Iā€™ve heard, seen, Iā€™ve seen a lot of comments on that on social media, but, yeah, ten years. Solasā€™ ritual is taken time to set up and youā€™re kinda coming in at the end of that hunt, so.
Katey: Siddy is asking the hardest-hitting question which is, is Solas still bald?
Matt: Yeah. I mean, if youā€™ve watched the gameplay thing, we can all confirm, yes, Solas is still bald, Solas is still Solas. Weā€™ve, weā€™ve, I really, I really like how Solas has turned out this time around. I will say, hereā€™s a comment on this specific question thatā€™s gonna sound like a non-sequitur, but, once you get a chance to play it a little bit more, maybe youā€™ll see it. In Thedas, ancient elves, they go bald when theyā€™re like millennia old, so. Solas wasnā€™t always bald. So if you were to end up, end up seeing what Solas looked like in the past, things might be a little different. Youā€™ll have ā€“
John: - Now, now that said, Iā€™m sure some of you are wondering what happened to Solasā€™ wig from Tevinter Nights. Iā€™m sure he still has it somewhere, so.
Katey: Heā€™s just taking care of it elsewhere.
John: Heā€™s just taking care, itā€™s, itā€™s his most important possession.
Corinne: The Pride there, huh?
Katey: I have another one for Matt. This is, will we be able to, will we be able to change companionsā€™ appearances and outfits, or are they fixed, similar to Dragon Age II?
Matt: Yeah we, Dragon Age II was, we loved how the followers turned out in that but it was, it was sad given, given our constraints that we had to keep them with just one, one basic outfit. So we really tried to make some space for them this time around. So theyā€™re, they still have, kindā€™ve iconic color palettes and things like that, but they do have a wider range of appearances that you can, that you can find for them. Some, some are just cool, but then there are some that are tied directly to their, to their narrative and just kinda whatā€™s happening in their life.
Katey: Another one for ya, which is, will we be seeing or visiting Kal-Sharok? Itā€™s, and, Tyrant says that theyā€™ve been obsessed with it forever.
Matt: Yeah, me too. I, I will say, whatā€™s, whatā€™s been really cool, so in previous games, weā€™ve kindā€™ve alluded to this before. It was a lot of fun to hint at the locations that were off the map, the mysterious places that you werenā€™t gonna go, you werenā€™t going. And so you could just bring in some props or some characters, a piece of art, things like that, and you know, even Tevinter was only vaguely hinted at and then we would just add drips and bits and pieces, so that stuff was really fun. In The Veilguard, weā€™re actually getting to visit, most, like a whole lot of those locations that had only been hinted at for real, so you actually do run around Tevinter and a bunch of the other locations that weā€™ve revealed. But this also means, like, weā€™re not completely filling out the map, and so that there are actually new things that we can start hinting at, that we can start drip-feeding, and so, itā€™s, itā€™s kindā€™ve fun. Iā€™d say, yeah, for what we can show of Kal-Sharok, and, and other locations, itā€™s just, thereā€™s, thereā€™s more to do.
Katey: Awesome. MrFightmonster118 asks, will the dialogue wheel slash options be similar to Inquisition and Mass Effect: Andromeda in the sense that itā€™s more tone-based?
John: Yeah, so, we have a number of different types of wheels in our game. All the dialogue wheels are based off the same principle. Anyone whoā€™s played a Dragon Age game remembers what they look like. In Dragon Age: The Veilguard we have tone wheels which are, you know, again, roleplaying your character, picking consistent tone. We also have emotion wheels where you can pick specific emotional reactions. And choice wheels which are, I donā€™t have a strong emotional or tone tie here but I do want to make a choice based on what I do. Investigates obviously return as well, but. We do want players to understand as much as possible what it is theyā€™re going to be picking, and understand, and again, choice and consequence is fun, we wanna make sure the choice is clear, even if, again, one of the best parts about consequence is making sure thatā€™s not entirely clear, so.
Katey: How extensive are Rookā€™s decision trees for dialogue going to be with the companions and also with NPCs throughout the game?
John: Huge. I mean, again, itā€™s a Dragon Age game, we wanna make sure you have choices, we wanna make sure you can choose both your roleplaying but also choose outcomes of conversations, choose how events unfold, so, I mean, again, itā€™s a Dragon Age game, we wanna make sure that we also react to decisions youā€™ve made, so. For example, you may be talking to a follower who is an elf, and if you yourself are an elf, obviously youā€™re gonna have a different perspective on events than someone whoā€™s not an elf. Sometimes that means different conversation options, sometimes thatā€™s going to mean entirely deep dialogue trees, as well as based off decisions youā€™ve made throughout the game so, again, making sure that the game feels like itā€™s noticing what youā€™re doing is a huge part of how weā€™ve written out the dialogue wheel, or dialogue trees, in this game.
Corinne: Blueberry has a question for Corinne. It was mentioned that there will be, that we will be able to romance who we like. Does that mean that all companions are romanceable by all player characters regardless of race or gender, as it has been in the past?
Corinne: Yeah, yeah. So, we have talked about this in some of the interviews, Iā€™ve seen a few articles about it, so Iā€™d recommend everyone check out those articles. But let me just give you a quick overview. Each of the seven companions have full romance arcs and they are romanceable by all genders, absolutely. But something thatā€™s really important to, to us on the team, so I wanna make sure that we clarify and just double-down on, that doesnā€™t mean playersexual. And if anyoneā€™s unaware of what we mean by that, it doesnā€™t mean that they can form or twist their identities to who you the player are, like they, they wonā€™t suddenly have a preference for men or women based on what youā€™re playing, right? Instead, they have their own fully fleshed-out identities, they are true and authentic to that. So in this game, they are all pansexual, with their own histories of romance. Sometimes youā€™ll hear about preferences, or things of that nature. And what I really love is, if you donā€™t pursue a romance with them, theyā€™ll actually build their own romances with each other. So, in one of the interviews I talked about Lace Harding and Taash getting together. I give that example because honestly, itā€™s one of my favorites. Iā€™m gonna put a question back to the community, though. Iā€™ve heard weā€™re going with ā€œLaashā€ for that ship-name? You tell me, like, what is that ship-name?
Katey: That one just rolls off the tongue, I feel like that works. This next question is from FallenArtesia. What are the markings on the faces of the elven Warden and Veil hopper?
Matt: So thereā€™s a, quite a few, probably, I think, easily more than weā€™ve done before, tattoos from various, various cultures. Weā€™re bringing the vallaslin back, of course. But thereā€™s, yeah, ton of different options, especially when weā€™re, again, going into all these new regions. Each, each area has its own kindā€™ve visual language for that. But yeah, we are bringing the vallaslin back and then a couple of the characters have them, but weā€™ve kindā€™ve customized them a little bit, theyā€™re a bit more specific to their personality.
Katey: And this is a question for all of you. What are you, what are you as a developer most proud of about the game, and what are you most excited for players to experience when itā€™s out?
John: Ooh, thatā€™s a good question.
Corinne: Isnā€™t it?
John: Corinne, you wanna go first?
Corinne: Yeah, sure. Gosh. So I suspect for most of us, myself included, it is really gonna be the depth and authenticity of the companions, journeying along with them on their arcs, learning about their hardships, what they care about, being by their side, that, that authenticity is just so good. They all feel like my dear friends. But, I have to say, the closest runner-up for me, has to be the Character Creator, has to be. That Character Creator, the makeup options, the range of sliders. Iā€™m a qunari fan, so even just the, the way you customize the horns and combine that with the really great-looking hair. Character Creator has to be my, my, like very close runner up.
Matt: Oh yeah. For me, I would say, as far as, what, what I can say Iā€™m most proud of on this one, the, I can speak for the art team. We worked incredibly hard to make the story more visible than ever. Games are a visual medium, but, you know, itā€™s, sometimes itā€™s easier to do things in text format or written in a Codex somewhere or alluded to off-screen. But we really leaned in to trying to make sure that every design, prop, character, environment, the VFX weā€™re choosing, everything, all, all these choices, were putting the story on-screen so that you can really see it unfold. And I think, having worked on all of the Dragon Age games, I would say Veilguard represents one of the best attempts at that weā€™ve made yet.
John: Iā€™m gonna cheat, because Iā€™m going last and I get to do that when I go last, and kinda combine both Corinneā€™s and Mattā€™s answer. Honestly, the companions are, for me, the absolute highlight of, just, being able to work across all the disciplines, building characters who look and sound and behave in very specific and characterful ways. These are the deepest companion arcs weā€™ve ever done. Not just on Dragon Age, but at BioWare in general. Each, each companion has their own story arc, you can go through decisions you can make, they really do take center-stage, and I think, as you play through with them you see the care and love that the team has put into each and every one. I mean thereā€™s, thereā€™s moments in each arc that make you cry, make you angry, make you excited and, and the way that they integrate into the story as a whole is just, for me, something thatā€™s been really fun. Finding ways to bring these characters together, finding ways to make this, this narrative, this story of, you know, you need to put together a team and stop the end of the world, itā€™s just been absolutely exciting and thrilling. And again, you see the teamā€™s love in every single piece of it. As for what Iā€™m most excited? For me, Iā€™ve been, I mean Dragon Age has been part of my career, part of my life for literally the last decade and a half. Iā€™ve worked on it since Origins and thereā€™s something about The Veilguard that feels like a amazing mix of, novelty but also familiarity. Itā€™s like coming home in a way that I think is going to be very exciting for people who are existing Dragon Age players, but thereā€™s also so much here thatā€™s just new and exciting for people, new players and old players alike. And going to parts of the word, seeing things weā€™ve never seen before, and just getting to take this amazing world, this amazing series and expand on it and build on it in ways that have just been, honestly, an absolute thrill, the best part of my career. And Iā€™ve been in games for seventeen years now, this has been the absolute highlight for me, so. Thatā€™s what Iā€™m excited about.
Corinne: John, that was, that was such a good answer, and I just, I just wanna ā€œyes, and -ā€ that. It, I so completely agree with you. Thereā€™ve been times in the companion arcs where even, knowing exactly whatā€™s going to happen, we work on the game, with some of these decisions, I, Iā€™ve had to set down the controller, let out a heavy sigh and go ā€œoh my god, what am I gonna do here?ā€ Yeah, the depth of them is wonderful. And, I do wanna say, I, Iā€™d be, I wanna put this out there, when we talked about as a developer, what are we most proud of, can we just give a big shout-out to the dev team? I am so proud of them. This team has poured their heart and soul into this.
John: Absolutely.
Corinne: Anyone from BioWare whoā€™s listening in, thank you so much, yā€™all are just the best.
John: Hear, hear.
Katey: I absolutely love that. I knew that question was going to have some of my best, some of my favorite answers, and it delivered, so thank you three. This oneā€™s a fun one. Why does Varric have dark hair now? I feel like John mentioned this a little bit earlier, but.
John: Just for [inaudible].
Matt: Heā€™s been, heā€™s been adventuring for a while now. His hair is, is more gray, but heā€™s been in very dark scenes so far, so. Weā€™ll see him in some more contexts.
Katey: In this question, we actually took from Tumblr, because there were a few really good ones in our ask box. Will the Inquisitor be appearing in the flesh, or are we just choosing their major Dragon Age: Inquisition decisions?
Corinne: Alright! Yeah, yes! They will. The Inky does appear. We know how attached yā€™all are to the Inquisitor, Iā€™ve seen the love for your OC. Yes, the Inquisitor shows up. Now, we, weā€™d already confirmed that in a few places, so, let me just say, you can also customize them, includes some of our new customization options, yeah, theyā€™re gonna show up and theyā€™re gonna be your Inquisitor.
John: And I think, I think beyond that, I mean, the story of Solas and the story of the Inquisitor, obviously are tied, theyā€™re tied together as much as any story, so. It would have been strange for us not to bring them in for this one. They have, theyā€™re gonna be a part of the story, so.
Katey: Will there be any planned DLC? Just curious, as I always love the DLCs. Oh, and transmog armor. This one came from Lavell.
Corinne: Oh, heck yeah, good question. So, right now, our focus is entirely on the quality of the game. Like, itā€™s so important at this stage for us to be all-in, all attention on, just, finishing this game and delivering on the quality, the promise of it. So honestly, like, thatā€™s all I can really say about it. Weā€™re 100% focused on this being the most complete game we can make it. I will say, kindā€™ve related to that though, and I just wanna underscore this, I wanna emphasize it. Thereā€™s not gonna be any microtransactions, thereā€™s not gonna be any battle passes, you donā€™t have to connect online, our focus is making this the most complete singleplayer game we possibly can. Now, this was kindā€™ve a two-for question, I love when we do that. Will there be transmog? Hell yeah. Iā€™m the kindā€™ve player that, that believes fashion is the real end-game. Yeah, thereā€™s a transmog system, absolutely, itā€™s sick.
Katey: And then this next question is from Scott. I was asking if any of the characters will be explicitly asexual, or on the ace spectrum?
Corinne: So good. Such a good question. So, look, Iā€™m just, Iā€™m gonna be really forthcoming with yā€™all and a little bit vulnerable here. Iā€™m ace, Iā€™m a gray-ace, I donā€™t mind sharing that, Iā€™m kindā€™ve public with it. I will say though, that none of our companions this time around are explicitly ace. When we look at the characters, their motivations, who they are, we always assess, like is, is this the right time? This time it wasnā€™t. But what I will say for everyone on the ace spectrum out there, I would love to represent an ace relationship sometime in the future when it feels like the most authentic fit for a companion, when we can do it best. Oh, and I do see some questions, you know, some questions, what do we mean by ace? Asexuality. We often refer to it as the ace spectrum.
Katey: Can mage Rook do blood magic? Will blood magic be a skill tree separate from regular magic?
Corinne: Okay. Um, this gets a little spoilery, so let me just say, Rook has some pretty good reasons to avoid blood magic. Rook is not gonna want to be interested in that. But I will say, the mage skill tree is packed with all kinds of spells, traits and perks to give you a ton of flexibility in your magic. Gonna go off-script just a little bit, because ā€“
John: Oh no.
Corinne: Iā€™ve seen, like, can you tell us about the specializations for mage? Iā€™m not gonna tell you the deets, but there is a necromancer one, there is an elemental one, and there is one thatā€™s actually more of like a combat mage, itā€™s my favorite.
Katey: Can we name the griffon? We also have a griffon emoji now in this Discord server.
John: Excellent. So, someone on your, in your party, again, spoilers, may have already named the griffon, but, donā€™t worry, Assan is a very good boy, so.
Corinne: All these griffon emojis are, yā€™all are killing me.
Katey: Yeah, I love that, griffons in the chat. Let's see. Will we have a camp/home/headquarters that weā€™ll be able to customize?
Matt: Well this time around, in Inquisition you had Skyhold. In this case you have a headquarters called the Lighthouse. More to be seen on that. But, itā€™s, it, narratively it, it serves kindā€™ve a different purpose but also the same purpose. As far as customization goes, there are elements of it that change over time, and some things that you can adjust. I, I donā€™t know how much weā€™re really going into that at the moment.
Katey: This one is ā€“
Matt: But yeah, I would say, itā€™s like, thereā€™s some, it, one thing I like about it is it definitely does start to feel very much like a home over time.
Katey: Sorry for almost cutting you off there Matt. We have another very hard-hitting question, if I'm, if I do say so myself.
John: I love this one.
Katey: We need to - Same. We need to know, does pasta and noodles exist in Thedas? Thank you.
Matt: Well, and Iā€™ll take it as a chance just to geek out about worldbuilding, because, again, weā€™re, The Veilguard for us is a really kinda dream opportunity to go to places that weā€™ve only ever heard reference to, or weā€™ve seen hints at. And so, in going through the worldbuilding process and trying to, trying to build these places out, not just as neat things from the IP but also as, you know, if youā€™ve, if you've read about this stuff, if youā€™ve been following along, youā€™ve got your own version of it in your head. Youā€™ve imagined what it might be like, youā€™re, and probably hoping for something spectacular. And our brains are always far better at creating this stuff than any game developer, any artist, or anyone can really do justice to, so you really have to swing for the fences to make something very satisfying and exciting. You know, is, that can be everything as big as architecture and landscape and biomes and ecosystems, but it does get into things like art and culture, costume design, and also food, and this time around we did, you know, that was one of the many things that we, that we did, looking to, just to try to catch the character and the feel of a place to make it feel believable and lived in, so. Thatā€™s my really long answer for, yeah, Iā€™m sure, I've, at least one place does have pasta.
Katey: I loved that. This next question is from Spectre Karro. Are we getting a mabari?
John: Ooh, thatā€™s a good question. I will say, youā€™re spending most of the game in the north of Thedas. Mabari are not nearly as big of a thing up there, so. In this particular instance, no, you will not get a mabari, sadly.
Katey: Honestly, I shouldā€™ve pulled this one up to where we answered the first question about the griffon, but, can we pet the griffon?
Matt: You, Iā€™m really sorry to have to be the one to tell you ā€“ nah, Iā€™m kidding, yes you can. But itā€™s not even just petting the griffon. Iā€™ve, this isnā€™t a spoiler, I think you can actually, Iā€™ve actually hugged the griffon, so, that feels like, even there, a step up. Yeah.
John: Thereā€™s lots of opportunities to interact with the griffon.
Corinne: Can we see, can we see Assan in chat if we wanna see him in the Lighthouse hanging out?
Katey: Assan in chat everybody.
Corinne: Assan in chat, alright!
Katey: I love it.
Corinne: Okay, yā€™all this was so important to the team too. Like, this is the teamā€™s like, just such huge support for this feature, so props to them.
Katey: This one is from Coriander. Will we get to see any of the Character Creator before the game releases?
Corinne: Yes, yes you will. Weā€™ve got a, youā€™ve probably seen, weā€™re laying out a roadmap for, you know, what weā€™re gonna show and when weā€™re gonna talk about, so, yes you will see it as we get a little bit closer to launch.
Katey: And then weā€™ve got this question which is, will we be able to play as a qunari, dwarf, elf, or human?
Corinne: Hell yeah, hell yeah you will. All four, and all four have that full-body customization. I already talked a little bit about, I mean listen, Iā€™ve always loved the qunari. I will say in Dragon Age: Inquisition it was hard to get a good-looking qunari hairstyle, so yes you can play as them, you can customize them, the horn options are rad, the hair options are rad. And also, I guess related to this, your lineage gives you a lot of really unique dialogue options, so thatā€™s a really lovely aspect of choosing your lineage as well.
John: Yeah, I would, so to actually just to bounce off that, to an earlier question about backgrounds, each lineage, there, depending on the lineage you choose and the background you choose there are some specifics call-outs to, for example, if itā€™s the Mourn Watch, the Mourn Watch being a faction from Nevarra of mages, you play as a dwarf, obviously your experience in that faction is going to be different than, say, a human or an elf, so. There are also specific call-outs tailored to those combinations and, with again, giving, the intention of giving each lineage their own little flavor as to how they're, they fit into that faction as a whole.
Katey: Okay, John, Iā€™ve got a question from someone named Joe for you. Where is Barkspawn and is he okay?
John: Thatā€™s a Great question. Barkspawn is safely gnawing on a bone next to a fireplace somewhere in Ferelden, donā€™t worry, heā€™s fine. You may question, ask yourself, but John, itā€™s been so long, in which I say, mabari live exactly as long as they need to.
Corinne: Getting into the deep-cut questions now.
John: Deep-cut questions, yeah.
Katey: Yeah. We are really speedinā€™ through these. Letā€™s see. Will Rook have a set of default name?
John: Yeah so, Rookā€™s last name is defined based on their faction, again, we wanted to tie that into your backstory, but also, thereā€™s a, thatā€™s a name generator that can give you a selection of first names. Obviously if you want to make your own first name, thatā€™s definitely something we support as well. If youā€™re somebody who maybe has a little bit more difficulty coming up with a name, so for example you name every single character ā€œBobā€ because thatā€™s the only name you can think of, we also give that opportunity for that generation, so.
Katey: I definitely always have trouble coming up with what I wanna name my characters, so thatā€™s great. This next question is, when will the voice acting cast be announced?
John: So, we worked with a lot of very talented actors on this one. I am super excited to talk about the voice acting cast. Weā€™ll be talking a bit more over the summer, weā€™re not quite ready to announce names yet.
Katey: And I think we have a similar answer to this next question, which was, will there be a Collectorā€™s Edition? When can I pre-order?
John: Yeah, same answer, we have, weā€™ll talk more about the different editions of the game soon.
Katey: Are there any special musical guests writing the sound-track? Will tavern songs return.
Corinne: Oh my goodness, yeah. There are tavern songs. And huge credit to the audio team and performance teams because theyā€™re pretty great. Thereā€™s one in a little tavern in Minrathous called The Swan, and the song you hear there might just, it might be, itā€™s up there, it might just be my favorite of the tavern songs.
Katey: Letā€™s see, are there any ā€“ ope, I have just asked that one. What are the required PC specs?
John: Much like the other two, we will have more information on required PC specs soon.
Katey: Saph from the Discord server noticed that two, Dragon Age IIā€™s main theme from the soundtrack brought back much of the iconic thematic material of Originsā€™ main theme, but I heard less of it in Inquisitionā€™s. Can we expect The Veilguardā€™s main theme to recall more or less of that original thematic material than Inquisition?
John: So weā€™re not, weā€™re not quite ready to talk about music yet in specifics, but in broad strokes I can say the process for us is always the same. Working with the composer, working, figuring out themes, figuring out what kinds of elements we want to keep, tying specific elements to, maybe specific characters. Itā€™s a really in-depth process and a really collaborative process. We have some fantastic audio people on our team that have done an amazing work, amazing job, working with composers, and, with the team as a whole to make sure that, again, we said earlier about cohesiveness. Making sure that the music feels like a cohesive part of the experience.
Katey: And this one, I see is also for John, but I think anyone can answer this. When writing the overall story of this game, what themes did you want to have as the prominent focus?
John: I mean again, itā€™s interesting, so itā€™s interesting, because when we were writing these games, and this has been true on every Dragon Age Iā€™ve been part of, what you start with and where you end up arenā€™t always necessarily the same. Sometimes you start writing out a theme, you realize actually itā€™s more interesting if we attack from this angle, or maybe if we twist it a little bit. I will say for Dragon Age: The Veilguard, from the beginning one of the biggest themes has been regret. How regretā€™s shaped peoplesā€™ lives, how people deal with their regrets, how people maybe move past their regrets and, each of the characters, you know, the stories as a whole, have elements of this tied throughout. We really wanted to have that thematic, that cohesiveness to the gameā€™s story and the gameā€™s writing so.
Katey: And I know that, you know, weā€™ve, we've kindā€™ve already answered this a few times, but can we play as dwarves and does the world react to your race and backstory? Probably be good to just directly answer that one.
John: Yes you can play as a dwarf. Yes the world does react to your race and backstory. And, again, youā€™ll have unique dialogues or unique conversation options based on that, on that backstory and as well as that race.
Corinne: Iā€™ll give you a little nugget here, because I saw it scrolling through real quickly. Do you have beards, like. So when I think about can I play as dwarves I think about, do we have glorious fantastic beards? Hell yeah, we do.
John: Yeah, I can say, as somebody who plays a lot of games with character creator, the beards on, I donā€™t know what magic the character art team did for the beards, but they feel like a beard should feel like, itā€™s great. They look awesome.
Corinne: Just saw somebody say ā€œitā€™s beard timeā€, I love it. Itā€™s beard time!
Katey: Will our heroes and companions leave us if we go against their wishes?
Corinne: Oh my good ā€“ do yā€™all just love pain? Do you want us to make you cry? If you go against their wishes, if you make decisions they donā€™t like, I will tell you, you can piss them off, you can, they might not agree with you and they, they will take some time away. That said, this is the biggest threat to Thedas weā€™ve ever seen, so theyā€™re, they are always gonna be willing to show up to defend Thedas but, yeah, you can piss them off and theyā€™ll leave for a minute. As it relates to them showing up to defend Thedas, well yeah, they will, unlessā€¦
John: No spoilers Corinne!
Corinne: Aughhh, Iā€™ll leave it there, Iā€™ll leave it there.
John: No spoilers.
Corinne: Okay, alright, alright. But they want it!
John: Yep.
Matt: Donā€™t try to stop me, Smee!
Katey: This oneā€™s a fun one about some inspirations for the game. Dracanmo would like to know if any songs, books, movies or anything have had inspired any of the writing for the characters?
John: I mean, honestly, the thing about art is, art is always a synthesis of your own experiences both in the real world but also the art you consume, the art you pay attention to. I donā€™t think that any characters have what I would describe as, this character was a direct reference or direct inspiration but, I mean, yeah, theyā€™re all inspired by the things that we do, the things, both, again, in the real world, and also in the media we consume. And youā€™re gonna see elements of characters that, yeah, the things that weā€™ve enjoyed, the things thatā€™ve shaped us, show up in these characters. I think, for me, itā€™s, it comes down to, and I, I, writing is a deeply, can be a deeply personal experience, so even if you donā€™t intend for it to be the case, things, parts of you are going to show up in your character, I think thatā€™s true for all the characters in The Veilguard. And, you know, sometimes itā€™s, exploring, exploring the, yā€™know, things that, about yourself that you may like or may not like, and itā€™s also about exploring things about characters that you like or donā€™t like, so. Thatā€™s kinda my long-winded way of saying yes, itā€™s impossible to not have that happen when youā€™re creating art. But I wouldnā€™t say that thereā€™s one where you can say, oh this is this character, this is this character.
Katey: What was the thinking process behind making Harding a companion this time around? Was she always going to be one or did it evolve into one because she was such a lovable character?
John: Ohh, yeah. So Harding, I mean. When we released Inquisition, it was impossible not to see the love that people had for our murderous girl next door dwarf. Sheā€™s always been a fan favorite obviously, but I think beyond that, itā€™s something that there, that Hardingā€™s writer wanted to explore. There was more of a story to tell there, more perspective, and beyond that, Harding obviously has a strong connection to Solas, and to the, to Varric, and to the events of the past ten years, so. I wouldnā€™t say itā€™s always been, but Iā€™d say Hardingā€™s probably one of the first ones we settled on as like, yes, this is a character we want and the writer had a story that they wanted to tell with her, so, it just made sense.
Matt: You know, I think actually, to piggyback on that, thatā€™s something I hadnā€™t really even thought about that much, but, and itā€™s not a huge part of her character, but, she tends to be one of the people that have the most insight into he was.
John: Yeah, thatā€™s exactly it, thatā€™s exactly, and yeah, thatā€™s a great way of looking at it too. It also provides you with a little bit of that, that perspective. For players whoā€™ve been around, you know, who played with previous Dragon Age games, but also for new ones, who was Solas? What kind of character was, was he?
Matt: Yeah.
John: Yeah, itā€™s a great, itā€™s a great, using characters to provide windows onto the world is honestly one of my favorite things.
Matt: And, and when I say was, I just mean, in Inquisition.
John: Yes, thatā€™s, thatā€™s exactly it, yes. Thank you for correcting that.
Matt: Yeah.
Katey: And what approach are you taking to quest and world design in The Veilguard?
John: I think for us it just comes down to relevance and narrative heft. We want to make sure that each quest provides either a perspective on the world or perspective on the characters, or feels immediately and obviously relevant to what youā€™re, what youā€™re doing here. Youā€™re here to save the world and, again, at the end of the day, one of the things that we heard, we heard loud and clear, was some feedback about how relevant, or in this, in our case, not relevant, previous quests have felt, so for Veilguard, we really wanted to make sure that these quests felt like something that you, somebody faced with the end of the world would believe was necessary and important. So, again, thereā€™s quests of all sorts and sizes, but all of them share that same feeling of, this is the kind of thing that The Veilguard would do. This is the kindā€™ve thing that my hero would do, especially faced with the end of the world.
Corinne: Yeah, thatā€™s, thatā€™s really good John. Thatā€™s so right. I would just, again, double-down on how hand-crafted all the quests are, and whether, whether youā€™re doing, like, the main story, or youā€™re journeying with your companions, or youā€™re out exploring and you encounter a mystery. Everythingā€™s handcrafted, intentional. We spent a lot of time listening to what yā€™all said, and of course everyone has slightly different tastes, but, you know, youā€™re not gonna be gathering shards in the Hinterlands. Everything is built with intention, and, you know, a dev there lovingly handcrafting the experience.
Katey: Are there any locations in the game that can only be accessed by making specific story choices?
John: So I donā€™t wanna get too much into spoilers here because this does start getting into spoiler detail, but I will say that locations can fundamentally change based on decisions you make. Some of the parts of the world that you go to, you can have, the decision, the choices you make have an impact on how these spaces exist and develop, so, yeah, and again, donā€™t wanna too many into, into story spoilers, but, your decisions do impact how the world shows up.
Katey: And will we be able to control our companions in combat through tactical mode, or if the PC, or player character, gets KOā€™d, like in previous games?
Corinne: Right, so. If Rook gets KOā€™d, your player character gets knocked out, this time around it is time to re-load your save, or better yet, the companions have really interesting progression, you can spec them out to be able to revive you, but thatā€™s, thatā€™s if youā€™ve invested in their own progression and what they can do. And that said, I, I mentioned this earlier but I, I personally spend more time in the nature of this combat system when everything comes together, interacting and directing the companions than I have in any of the other games, so, like, like that, that interactivity between them, once you play it youā€™ll see how, just engaged the team is.
Katey: A user named Itā€™s Sarah said, my real most important Dragon Age question is, will Solas still occasionally or dramatically speak in iambic pentameter?
John: You know, I was, I actually spent a little bit of time trying to figure out if I wanted to answer this question in iambic pentameter and then I very quickly gave up. Massive kudos to Patrick who, who always writes Solas so well. Again, Solas is a returning character, itā€™s the same Solas you know and love, or hate, depending on who you are. Same writer, so, I think, this has been, the answer is, well of, yeah, itā€™s Solas.
Katey: Will our decision of who in particular was left behind in the Fade be important?
John: So, while that decision does not show up, that ā€“ sorry, let me, restart. Not for The Veilguard. That decision doesnā€™t show up here. Now, that said, that doesnā€™t mean thatā€™s thatā€™s not a decision that will ever be important in the future, so. Again, not for this one, though.
Matt: Iā€™m glad to hear you say that, John, because one of my favorite stories was Bob getting stuck in the web in reboot and it just feels like -
John: Thatā€™s a, thatā€™s a deep cut!
Corinne: Very, thatā€™s a deep cut.
John: Holy smokes.
Corinne: My goodness.
John: The sound of my childhood.
Katey: Will we have mounts again? If so, any hints to what types weā€™ll have?
Matt: So no, no, mounts, excuse me. Mounts were, they were, they addressed a need in Inquisition that we donā€™t have in Veilguard, and youā€™ll see why, when you get to play.
Katey: LightningStar asks, how is the side quest design? Will they be mostly story-based, or will there be a lot of radiant quests or resources or Power, like in Inquisition?
John: We talked about it a little bit earlier, but, no, they are all hand-crafted and story-focused. Again, narrative, the companions, not just the companions but the characters in the world as a whole are so much at the core of The Veilguard that, anything other than hand-crafted quests just felt like it would be a disservice to the game we were building.
Corinne: Yeah. And maybe, we can clarify as well, because, like Power was such a divisive mechanic in Inquisition. Thereā€™s no mechanic like that that blocks your progression until you fill a bar, right, like thatā€™s just not a thing in this. You have the autonomy to engage in these, these quests as you like. Thereā€™s no, like, y'know, grind-out gates before you can progress.
John: Thatā€™s right, yeah. Again, we wanna make sure that, again, that doing this content feels as natural and part of the logical flow of the story as possible.
Katey: So, it looks like we only have time for three more questions, so Iā€™m going to get through those. With this next one, is from someone named Jason. Will there be a similar system to the War Table missions?
Corinne: Ooh, interesting. So, we havenā€™t talked much about the playerā€™s base, the Lighthouse. And weā€™re gonna save that for a beat, but what I will say is that the Lighthouse, your headquarters so to speak, it has its own unique purposes and functions this time. So thatā€™s an area that weā€™ll, weā€™ll leave for you when we talk more about the Lighthouse, and then when you have a chance to hop in, youā€™ll be able to see what those unique purposes and functions are.
Katey: If there is dual-wield for warriors, will it rely on dexterity or strength?
Corinne: Ah, okay, yeah, yeah. So we did wanna bring dual-wielding back. It is part of the rogue kit this time. So warriors are really focused on mighty two-handed weapons, canā€™t wait til you see, when you swing and connect with those weapons, thereā€™s, thereā€™s a real heft to it. And then of course sword and shield, so. Weā€™re leaving the dual-wielding to the rogues, but you, you can see just, the amount of hits you can get in in rapid succession dual-wielding as a rogue is really satisfying.
Katey: And the last question that weā€™re able to get to today, is, what have been some of the challenges and advantages of working on a single, on a single game for so many years? How did you sustain the work in yourselves and the process?
John: That is a fantastic question. I will say for myself, Iā€™ve often joked, and I donā€™t know how much of a joke it actually is, that when this game is out and I suddenly donā€™t have to keep all these pieces of game and lore and story and everything straight in my head, Iā€™m suddenly gonna be able to speak Latin or something because thereā€™s gonna be a ton of brainpower freed up. But for me itā€™s just, you know, it's, the thing that keeps me sustained is just knowing the game that weā€™re building is the right one. Knowing that the beats are coming together, and knowing just how much people care about this franchise, care about these games, and how excited people are going to be when they get to see the fantastic work that the team has, has been doing. And that really is, I can say, Iā€™ve been on this project since the start, and even today, I see things on a daily basis, Iā€™m like holy ā€“ smokes, sorry, I almost swore, I canā€™t believe what the team is doing, I canā€™t believe the, how good this looks, I canā€™t believe. Because itā€™s a huge game. Thereā€™s pieces that I, I donā€™t see every piece of the game every day so, I get pleasantly surprised on a daily basis and that, I will say, you know, confession, sometimes if Iā€™m having a particularly long day, Iā€™ll spend about an hour late at night just watching cutscenes coming in, watching the work coming together and just, sitting back and being like, holy smokes, I cannot wait for someone who hasnā€™t seen this every day for so long as I have to experience this and just be blown away by the work, so.
Corinne: It's, itā€™s been very real, hasnā€™t it? And, and I will just say, speaking on behalf of the dev team, everyoneā€™s working so hard, theyā€™re putting so much passion, so much of themselves into it. Like this is a franchise they truly love, and seeing your support, cheering us on, itā€™s just meant a lot to them, so, let me just say thank you to all of you.
Katey: And I wanna say thank you to you three for taking the time to do this. I know that it matters a lot to the community to be able to, you know, get some time with you guys and, you know, make sure that some of their dying questions are, are answered, so thank you so much for taking the time out of your day to do this. For anyone whoā€™s still listening I promise that Iā€™m that Iā€™m working on a way for these questions to be immortalized somewhere. Stay tuned for that so that you donā€™t have to worry about this, just, you know, disappearing into the ether. So, stay tuned, thank you all for your time. Anything else we wanna say before we jump off?
Matt: Thanks everyone.
John: Thank you. Yeah, Iā€™m super excited to show more of this and, yeah, this is gonna be, hopefully this is the first of many of these opportunities to talk to you all directly. Again, itā€™s been a while, and getting to talk about this game has been absolutely exciting. I know for myself, as well for the rest of the team, so thank you all.
Corinne: Just thank you, itā€™s, the Dragon Age community, how much it means to you, how much it means to us, itā€™s just wonderful to see you all so invested and excited to come here and talk to us. Thank you again, truly.
Katey: We'll hopefully do something like this again soon. Okay, cool, have a great day everybody! Talk soon!
John: Bye yā€™all!
Matt: Bye.
[source: The dev BioWare Discord Q&A on June 14th]
Update: If you would like to listen to the Q&A for yourself in video format, or listen to it again, Ghil Dirthalen recorded it and has now uploaded a video of it here.
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lecsainz Ā· 11 months ago
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A headcanon of Percy Jackson x reader daughter of Zeus, where he has been in love since the first day he saw her, and he had also recently arrived at the camp, please
Ė’ āŒ• SHE IS LIKE THUNDER
parings: percy jackson x zeus!reader
an:I know I disappeared, forgive me šŸ¤§, but picture me writing this at 3 AM, dying of sleepiness after watching the last episode of PJO, AND ANNIE USED THE NICKNAME šŸ˜­ THIS EPISODE IS STILL TOO MUCH FOR ME TO PROCESS!!!!
summary: the one where you're a daughter of zeus, exploring your relationship with percy.
( my last work || my last work for riodanverse || go to main masterlist )
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You and Percy crossed paths during one of your training sessions. Luke was giving Percy a tour of the camp, and when Percy laid eyes on you, he halted abruptly, as if struck by lightning. For some inexplicable reason, he felt an urgent need to know who you were, as if the gods themselves demanded it.
Percy's eyes widened as he observed you from across the training grounds. "Who's that?" he asked, pointing a finger in your direction. Luke suppressed a chuckle, a mischievous glint in his eyes. "Her? Oh, that's Y/N, daughter of Zeus." Percy squinted, trying to decipher your actions, as you accidentally summoned a small lightning bolt that fizzled out near your feet. His eyebrows shot up in surprise. "Does that happen often?" Luke grinned. "Only when she's particularly excited, which, by the way, is most of the time. You should see her during thunderstorms!" Percy blinked, watching as you waved sheepishly, causing another faint spark to crackle in the air.
You and Percy found common ground in venting about the gods upon his arrival.
"Hey, little thunder, how's it going?" Percy grinned. "Don't call me that," you replied, trying to keep a straight face. "I'm good too, thanks for asking, Lightning Rod," Percy joked, emphasizing his newfound nickname for you.
Attempts at using your powers together proved futile, as water and electricity didn't exactly make for a harmonious combination.
According to Percy, Cabin 3 was way too big for just him, and assuming you felt the same way about Cabin 1, he started a tradition. At 12:00, he'd show up at your cabin, asking to share it, turning into a routine of hosting pajama parties in each other's cabins.
After you discovered that your half-sister, Thalia, had been turned into a pine tree to save her, Percy couldn't resist teasing you about it.
"Do you think your dad would turn you into, what, a fountain? Or maybe a cherry blossom tree would suit you?" Percy grinned, enjoying the opportunity to rib you. "Jackson, shut up," you retorted, rolling your eyes at his antics. Later, when Grover and Annabeth intervened, trying to keep you two from frying each other, Percy couldn't resist a parting shot. He had soaked you with water from a nearby forest stream during the mission, leaving you drenched and fueling your desire to electrocute him. "Next time you want to electrocute Percy, make sure I'm not around," Annabeth teased as they separated you, noticing your soaked state. Grover, being the peacekeeper, started singing the song of friendship, encouraging both of you to hug it out and apologize. Percy, however, observed that you were shivering from the cold as you walked. Realizing this, he handed you his jacket, concerned. "You'll catch a cold if you stay wet like this," he said, offering you warmth amidst the chilly aftermath of your water-based altercation.
Since neither you nor Percy admit to having feelings for each other, you find yourselves in constant teasing and banter.
During a mission, you two start a squabble because you want to lead everything, and he just wants to do his thing or isn't paying attention to what you're saying. Grover and Annabeth exchange glances, seeking a way to mediate.
It takes a long time before you muster the courage to admit you have feelings for the son of Poseidon. You decide to confess first because, knowing Percy, it would take ages if you waited for him.
"Percy, I need to talk in case we don't get out of here." "Spark Plug, we're getting out of here; trust me." "I like you, Seaweed Brain." He stands there in shock, mouth hanging open, unable to believe that you like him back.
After Percy managed to confess that he also liked you, you enjoyed teasing him about his stunned reaction. But deep down, you were terrified that he might have said he didn't like you back.
Percy becomes incredibly protective of you.
"Touch her, and you'll be dead."
You love stormy days and spend hours on the beach with Percy because he can control the water, ensuring you both stay dry.
"Isn't it beautiful?" "What, little storm?" You pause, gazing out at the tumultuous sea, the waves crashing against the shore. "It's like the ocean is in harmony with this storm. It's as if they understand each other, finding peace in the chaos." "Maybe," Percy finally responds, a soft smile playing on his lips. "Maybe storms and the sea have a way of finding peace in chaos because they understand that even in the wildest moments, there's a certain kind of order."
You appreciate the profound simplicity of his words, and in that moment, he wraps his arms around you from behind, resting his head on your shoulder. For the first time in a long while, you feel at home
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mellosdrawings Ā· 5 months ago
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When you need to declare your love to your wife but it is so strong you can't help but revert back to french.
You know the perk of being french ? I can write Rook rambling haha !
(Though I am incapable of writing poetry, so here is the poem I used and its approximate translation:
Je respire oĆ¹ tu palpites,
Tu sais ; Ơ quoi bon, hƩlas !
Rester lĆ  si tu me quittes,
Et vivre si tu t'en vas ?
(I breathe where you throb, you know ;
What for, alas! stay here if you leave me, and live if you go away?)
A quoi bon vivre, Ć©tant l'ombre
De cet ange qui s'enfuit ?
A quoi bon, sous le ciel sombre,
N'ĆŖtre plus que de la nuit ?
(What good is living, being the shadow of this fleeing angel?
What for, under the dark sky, being from the night only?)
Je suis la fleur des murailles
Dont avril est le seul bien.
Il suffit que tu t'en ailles
Pour qu'il ne reste plus rien.
(I am the flower of your walls for which April is the only good.
You only need to leave for me to be left with nothing.)
Tu m'entoures d'AurƩoles;
Te voir est mon seul souci.
Il suffit que tu t'envoles
Pour que je m'envole aussi.
(You surround me with Halos;
I care only about seeing you.
You need only to take flight for me to fly too.)
Si tu pars, mon front se penche ;
Mon Ć¢me au ciel, son berceau,
Fuira, dans ta main blanche
Tu tiens ce sauvage oiseau.
(Should you leave, my front/forehead shall lean ;
My soul in the sky, its cradle, will flee,
In your white hand you hold this wild bird.)
Que veux-tu que je devienne
Si je n'entends plus ton pas ?
Est-ce ta vie ou la mienne
Qui s'en va ? Je ne sais pas.
(What would I become, should I not hear your steps anymore?
Is it your life or mine that is fleeing ?
I cannot tell?)
Quand mon orage succombe,
J'en reprends dans ton coeur pur ;
Je suis comme la colombe
Qui vient boire au lac d'azur.
(When my thunder dies down, I take some from your pure heart ;
I am like the dove that just drank in the azur lake.)
L'amour fait comprendre Ć  l'Ć¢me
L'univers, salubre et bƩni ;
Et cette petite flamme
Seule Ć©claire l'infini
(Love makes the soul understand the universe, healthful and blessed ;
And this lonely little flame shines upon the endless)
Sans toi, toute la nature
N'est plus qu'un cachot fermƩ,
OĆ¹ je vais Ć  l'aventure,
PĆ¢le et n'Ć©tant plus aimĆ©.
(Without you, all of nature is only a closed cell where I go on an adventure,
Pale and no longer beloved.)
Sans toi, tout s'effeuille et tombe ;
L'ombre emplit mon noir sourcil ;
Une fĆŖte est une tombe,
La patrie est un exil.
(Without you, everything falls apart ;
Shadows fill my dark eyebrow ;
A feast/party is a tomb,
The homeland is an exile.)
Je t'implore et rƩclame ;
Ne fuis pas loin de mes maux,
O fauvette de mon Ć¢me
Qui chantes dans mes rameaux !
(I beg and demand ;
Do not flee any longer from my pain,
O warbler of my soul who sings in my twigs!)
De quoi puis-je avoir envie,
De quoi puis-je avoir effroi,
Que ferai-je de la vie
Si tu n'es plus prĆØs de moi ?
(What could I want?
What could I be afraid of?
What would I do of life without you by my side?)
Tu portes dans la lumiĆØre,
Tu portes dans les buissons,
Sur une aile ma priĆØre,
Et sur l'autre mes chansons.
(You carry in the light,
You carry in the bushes,
On a wing my prayers,
On the other my songs.)
Que dirai-je aux champs que voile
L'inconsolable douleur ?
Que ferai-je de l'Ć©toile ?
Que ferai-je de la fleur ?
(What will I tell to the fields that hide my inconsolable pain?
What would I do of the star?
What would I do of the flower?)
Que dirai-je au bois morose
Qu'illuminait ta douceur ?
Que rƩpondrai-je Ơ la rose
Disant : " OĆ¹ donc est ma soeur ?"
(What will I tell to the morose forest that illuminated your softness?
What will I answer at the rose asking "Where is my sister?")
J'en mourrai ; fuis, si tu l'oses.
A quoi bon, jours rƩvolus !
Regarder toutes ces choses
Qu'elle ne regarde plus ?
(I would die ;
Flee if you dare.
What is the point, days gone! of looking at all those she no longer looks at?)
Que ferai-je de la lyre,
De la vertu, du destin ?
HĆ©las ! et, sans ton sourire,
Que ferai-je du matin ?
(What would I do of the lyre, of virtue, of destiny?
Alas! And, without your smile,
What would I do of the morning?)
Que ferai-je, seul, farouche,
Sans toi, du jour et des cieux,
De mes baisers sans ta bouche,
Et de mes pleurs sans tes yeux !
(What would I do, alone, wild, without you, of days and heavens,
Of my kisses without your lips,
And of my tears without your eyes!)
Il suffit que tu t'envoles pour que je m'envoles aussi - Victor Hugo
(You need only take flight for me to fly too))
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